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Hecarim Build Guide by Zubudruid

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Zubudruid

Hecarim-leave hoofprints on their corpses

Zubudruid Last updated on April 19, 2012
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Ability Sequence

1
4
7
9
14
Ability Key Q
3
12
15
17
18
Ability Key W
2
5
8
10
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 14

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 8

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


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Mastery choices

This build is all about speed. Hot, nasty, badass speed. -Eleanor Roosevelt 1945

This build takes full advantage of the movement speed->atk damage. Naturally we put enough into Utility to get the 2% movement speed boost. 8 points in Defense to keep your health up and unsquish you up a bit. 14 in attack, cause well, that's what we're doing.


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Summoner Spells

Ghost- With the point in summoner's wrath ghost gives you a 35% movement speed increase. A) you blaze across the field to chase people down in seconds or escape with barely a scratch. Don't forget you also get attack damage for it because of Hecarim's passive, making it extra awesome for chase downs.

Ignite-I use ignite mainly for early game with enemies get behind their turret. You can really put anything you want here.


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Notable Items

Boots first, no question.
Sheen gives you your first turret demo tools. Once you get sheen (and trinity force later) position yourself in between the turret and the enemy wave of creeps. While attacking the turret use Rampage. Your attacks will deal bonus damage to the turret and your creeps will be free to tank it for you.
That's pretty much it. From then on it's all about movement speed and attack speed.


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Combat

Turret combat we went over.

Warwick move aside. Hecarim is the new gankmaster. Open with charge and maneuver so that you hit them on the side they will be running away to, knocking them back away. Use spirit of dread mid-charge and use rampage on landing. If necessary use Onslaught of Shadows to move past them and fear them back the opposite direction for more maneuverability. The important thing is to not autoattack much while chasing. Run next to them and spam Rampage. Autoattacking will slow you down while rampage doesn't, plus it does more damage. In no time they're dead and you're off the your next victim.