Hecarim Build Guide by JAYZORZ
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| Health | 4130 |
| Health Regen | 21.5 |
| Mana | 1330 |
| Mana Regen | 17.3 |
| Armor | 345.69 |
| Magic Resist | 162.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 429.94 |
| Gold Bonus | 5 |
| Attack Damage | 266.95 |
| Attack Speed | 48.955 |
| Crit Chance | 35%S |
| Crit Damage | 0% |
| Ability Power | 55 |
| Life Steal | 10% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hey guys and welcome to my
Hecarim guide. I noticed that
Hecarim isn't played that often, and I personally think that this is unjust as he is legit and actually very strong, just serially underrated.
This guide, as all my guides, are aimed towards ranked play, though that said they are of course fine to use in normal or custom games too.
The thing that makes
Hecarim good is his gameplay mechanics. All of his abilities have 0 cast time, meaning NONE of his abilities interrupt movement! Being such a mobile fighter means that he excels within moving teamfights but more to the point, in ganks.
Thusly he is a great choice to jungle and solotop, but these will be explained in more detail further.
On a final note, a quote from my brother:
"When it comes to
Hecarim, it isn't the speed that kills me, its the fact that his ult splits up my team and he regains so much health and deals so much damage from his AoE."
This shows you that building purely based on
Warpath isn't the best strategy, and that the movespeed from trinity, quints and masteries are plenty, especially when you use
Devastating Charge.
Pros / Cons
+Strong escape mechanics +Great at ganking +Very quick at gap closing |
|
Cons -Quite suseptible to slows, particularly in top -Bad use of . . |
Summoner Spells
-
is my favourite summoner spell. It can help you to catch people and escape from bad situations. -
An absolute neccessity for a jungler. Don't get this if your solotop though. -
Great for returning to lane or quickly getting to bot lane, thus enabling you to gank another lane effectively. Can also be useful for backdooring/escaping. A strong choice on solotop, as long as you feel safe enough that losing
Exhaust or
Ignite doesn't affect your lane phase. -
Very good choice, especially given you are ganking alot, meaning you will be able to cripple your opponent's escape, especially after they flash. If you don't utilise
Teleport as well as you could, this would be my suggested spell, especially when laning against AD. Definently Grab this if your team doesn't have an exhaust, it's effectiveness at denying the enemy carry can never be underestimated. -
is a very nice spell, and synergises with your
Warpath. This was my default with
Hecarim, but I decided I prefer flash as the speed of
Hecarim makes ghost fairly needless at times anyway. -
Very strong spell in lane, or to counter significant healers (i.e.
Dr. Mundo) but I like to play
Hecarim as a ganker, so I don't think it is the greatest spell for him. -
Useful for baiting, but you already have a lot of escape mechanisms and in the jungle, heal is unneccessary. -
Decent, especially seeing as you can run very fast, but you can avoid all CC with a well timed
Onslaught of Shadows, as you become immune to all CC effects.
Runes (Jungle and Top vs AD)
| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Movement Speed 3 |
||||||||||||
I take
Runes (Top vs AP)
| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Health 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Movement Speed 3 |
||||||||||||
I take
Masteries
I always take 0/21/9 on
From the defensive Tree I always grab
I grab
I grab
I then grab
From the Utility Tree I take
I grab
Items (Jungle)
I start with
Cloth Armor for a safe jungle.
Boots of Speed are a good start too, but I like grabbing a safe start, especially if the opposing team has a strong jungler.
Grabbing
Boots of Speed on first back and working towards an early
Wriggle's Lantern is a strong start, allowing for strong ganks and fast clear times.
I upgrade boots depending on the opposing team, creating either
Mercury's Treads or
Ninja Tabi, and grab a
Heart of Gold for some nice income, enabling me to gather money and thusly gank even more frequently.
I then build towards
Trinity Force, grabbing
Phage first for the slow effect or
Sheen first for extra damage. I then decide to tank up and grab a
Sunfire Cape.
From here I get a
Hexdrinker and turn it into a
Maw of Malmortius, and grab an
Atma's Impaler and finally turn the
Heart of Gold into a
Randuin's Omen.
When I am feeling safe and that I can roam and gank freely, I like to grab an
Oracle's Elixir to make sure I can suprise my opponents.
Items (vs AD)
Again, I start with
Cloth Armor to mitigate the damage that I take. I then grab some
Boots of Speed and build into an early
Ninja Tabi and
Heart of Gold.
I then grab a
Phage to tank up, get some damage and try to stick to my opponent. I'll then grab an early
Chain Vest if I am taking a bit of damage, and then continue to finish my
Trinity Force.
A
Sunfire Cape tanks me up and adds some decent magic damage. I'll then grab
Maw of Malmortius or
Atma's Impaler, depending on the enemy team. Finally, I will finish with
Randuin's Omen and elixirs.
Items (vs AP)
I grab
Boots of Speed at the start vsing AP, as many AP champs have skillshots. They also help to escape from ganks.
An early
Null-Magic Mantle into
Hexdrinker is a very nice item to get against AP, it adds a sudden shield that can bit your opponents into overextending. Another
Null-Magic Mantle into
Mercury's Treads will make you less susceptible to CC and ganks, and take significantly less damage in general.
Once more, a
Heart of Gold is a great item for the health and the income. Laning against AP I often grab another
Null-Magic Mantle, then grab a
Ruby Crystal and a
Cloth Armor and create an
Aegis of the Legion.
I'll then build a
Phage so I can stick to them, and I will grab an early
Maw of Malmortius to dominate my lane even more.
I then finish my
Trinity Force and build to a
Randuin's Omen and
Atma's Impaler.
Core Build
Below is the items that I consider to be core on a lot of offtank damage bruiser assuming the enemy team has a 'normal' team comp.
Examples:
These items offer a lot of health, armour, magic resistance and damage meaning you are very well rounded. They also offer some nice passives that synergise well with each other. Some offtank damage bruisers may not benefit from
Examples:
Items Explanations/Alternatives (Standard)
Aegis of the Legion: This is a very nice item. Adds a lot of all round defense and also helps out your team significantly.
Up to 2 of these stack, but only for the actual item holders, meaning that if you already have an
Aegis of the Legion, it may not be the greatest choice.
Items Explanations/Alternatives (AP)
AP
Hecarim isn't really what this guide is about, but it is still very strong and mention worthy. I divided all items from the above section to show what AP items are good on
Hecarim.
So why not build just MS?
Warpath turns any movespeed into damage, this does make an extremely strong, fast and potent ganker. This been said though, it leaves you quite open to dieing and means that you are not as useful in team fights.
If you are going for significant damage on
Hecarim, I would suggest AP. His
Onslaught of Shadows has a 1.2x AP scaling, as well as near 500 aoe magic damage already. This does offer a lot of AoE burst damage and then if you die, even when
Spirit of Dread is healing you, you have still done significant damage.
With this build you have 410 MS if your to believe the stats up the top. Using
Youmuu's Ghostblade, IMPROVED
Ghost and
Shurelya's Reverie in sequence.
This means your movement speed becomes
410+(20%)+(35%)+(40%)
= 492 +(35%)+(40%)
= 664.2 +(40%)
= 930 MS (That's very fast)
But heres the thing, Warpath only adds 25% of BONUS movement speed.
Extra damage = (930-320)/4
= 152 extra damage... for 3 seconds, and these items cost... wait for it...
5K GOLD
Though the items are strong, they cost more than a
Trinity Force and don't give most of the effects, and as such I think that they are a far inferior choice.
Roles
Hecarim excels in two roles within my mind:
Jungle: (See team 1 build)
Hecarim is implored to build movement speed from his passive.
The ratio is decent, but not great, which is why my build has shifted from
Shurelya's Reverie and
Youmuu's Ghostblade to a fast offtank.
Due to his mechanics aforementioned and his speed, he is a very strong ganker. He can clear camps very fast whilst staying healthy thanks to
Spirit of Dread and
Rampage. Coupled with
Smite, you can grab wolves > blue > wraiths > golems > red > wraiths and hit level 4, within less than 4 minutes, as viewable below (despite the dodgy screenshot).

Gankingwise, with red buff and your speed +
Devastating Charge for the knockback, you excel. You can also roam between all lanes very quickly, enabling multiple gank opportunities very quickly.
This said, it gets even stronger post-6. You add a very strong gap-closer, and a fear. The best part is the combination of
Onslaught of Shadows and
Devastating Charge, to catch up to an unsuspecting target and knock them towards your team.
Solotop: (See team 2 builds) Solotop is possibly a less intuitive role for
Hecarim, as his ganks are strong and his AoE clear time is amazing, but he is also very strong on top lane.
Rampage can harass your lane opponent while pushing your lane.
This is not normally a good strategy to do on top as it leaves you susceptible to ganks, but with
Hecarim, you can use your immense movespeed from
Devastating Charge and also use
Teleport to gank other lanes while your lane opponent is just farming. If you can snowball other lanes, and gank with your jungler, it will be very nice for your team. But always be careful and don't overstay on another lane if the person on top decides to push.
An early point or two of
Spirit of Dread can help you sustain in your lane very well, and enable you to stay in lane, force your opponent back, push your lane up while sustaining and then allows you to gank.
You also synergise quite nicely with a junglers gank, particularly after you hit level 6, but on your own you mightn't be able to faceroll your lane.
Ganking Tips
This section is still in process, but I will start it now.
When you gank and are charging in with
Devastating Charge, use the bonus damage from
Warpath and hit your opponent with a
Rampage, as it adds some extra damage due to your higher AD.
Objective Stealing
If you are jungle, you should have
Smite.
Hecarim is very good at securing global objectives, especially with
Sight Wards (such as the one from
Wriggle's Lantern).
You can
Onslaught of Shadows into baron/dragon pit,
Smite steal it while they are feared, and use
Flash and
Devastating Charge to flee to safety after acquiring the objective. Can be a great way to turn around the game.
Ranked Play
Hecarim is great, even in ranked games. He can tank very well and is quite strong in 1v1s too. AoE fear and damage is very nice and makes him a welcome addition to any team.
Below is a picture of my ranked stats with
Hecarim.

Carry Potential
Hecarim can't solely carry a game, but he isn't far off it. He can become so tank and deal enough damage that your team can easily add a bit of damage and allow you to win. The screenshot below is from a while ago, when my ELO had fallen significantly (it has since came back to bronze banner, now is slightly under it).
I am only including it to show you the power of
Hecarim. My stats from the game that aren't visible include almost 500K damage dealt and 60K damage taken.

Summary
I would strongly suggest
Hecarim, and if you haven't played him much, test out some builds in normal and get to learn his mechanics. Once you master the timing of abilities, he becomes a moving train of death.
So, if you haven't tried him and have always dismissed him as "underpowered", I would emplore you to try him yourself.
Thats about it from me, have fun and good luck guys.
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