Hecarim Build Guide by Arvak

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.

League of Legends Build Guide Author Arvak

Hecarim Shadow Of The Penta-Kill!!

Arvak Last updated on September 1, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Hello , i am Arvak and this is a Hecarim GUIDE , Constructive Critism PLS

I prefer to play Hecarim as a OFF-Tank.

I am planning to publish more work but please try to understand me (sorry about my english i dont know speak it )

i still go to school and as a consequence i don't have much time for my gaming life.

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General Presentation

Since his first sighting on the northwestern shores of Valoran, the towering, armored specter known as Hecarim struck a chilling fear into the hearts of all who laid eyes upon him. No one had ever seen anything like his titanic, ethereal form before, and the mystery of his sudden arrival was deeply unnerving. When Hecarim began to march eastwards, leaving a trail of desolate, lifeless ground behind him, the villagers of the plains fled their homes for the safety of nearby Demacia. In the city's now-overcrowded taverns, rumors about this inhuman phantom spread in hushed whispers. Some claimed that he was the vengeful shade of an ancient warrior, intent on destroying all living beings; one man insisted that they had seen him leading an entire legion of spectral cavalrymen; others still believed him to be the creation of some hateful necromancer. One Demacian commander, seeking to dispel the terror that had gripped the city, assembled a few of his finest soldiers and rode out to turn back or destroy Hecarim.

The commander led his soldiers to stand in Hecarim's path and braced for his assault. As the apparition bore down on them, an overwhelming sensation of dread gripped the warriors. The men, frozen in fear, could only scream as the ghostly titan ran them down, tearing them apart and trampling them beneath his iron hooves. Hecarim turned to the crippled, cowering commander and uttered a chilling statement: "This is merely the beginning. No mortal army can withstand the might of the Shadow Isles." With that, Hecarim departed, resuming his grim march. Driven to insanity by his nightmarish experience, the commander stumbled back to Demacia, where his dire warnings were dismissed as the ravings of a madman. While Hecarim's origin and intent were still a mystery, his destination became clear when he reached the Institute of War and, in a voice both ominous and commanding, demanded entry into the League of Legends.

"You don't understand... the shadows will consume us all..."

Former Demacian Commander

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Champion Spotlight

And if you don't want to spent time to read the presentation SEE THIS

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Pros / Cons


+High mobility

+Amazing Damage

+Insane Speed

+Amazing at Farming

+Fun to play with


-Hard to Master


-Large Body Frame LOL

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3x Greater Quintessence of Desolation

Like Armor Penetration Marks these are extremely useful early game. They stack nice with Marks and combined provide you 20 ArP, which means you deal almost true damage to squishies in early game.

9x Greater Mark of Desolation

When it comes to marks penetration runes are pretty much first tier. Armor penetration is extremely useful early game. Combined with Armor Penetration Quints, your attacks ignore almost 20 armor, while basic AD carries start with about 15.

9x Greater Seal of Resilience

These are for early game survivability, both in jungle and lane. You start with very low amount of armor and if you go against ad carry which can crit you, you'll die before you even touch them. 13 Armor and start will greatly benefit.

9x Greater Glyph of Shielding

These are also your defense resource. Many people prefer flat magic resistance Glyphs, which are also viable, but I take these because early game bursts aren't your threat. MR/level scales better in late game and helps you survive strong bursts from AP carries.

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Brute Force : Extra damage, easy way to get to the next level in the tree.

Alacrity : More attack speed really good plus trinity force

Weapon Expertise : Is a beautiful mastery, especially for only 1 point (5 if you count those put into Alacrity). 10% Ar Pen is golden.

Lethality : 10% crit attack its just amazing plus atma impaler its really good amount of crit chance.

Deadliness : Extra damage like brute force but this is better , another easy way to get to the next tree.

Vampirism : Life steal really good .. but its not much necessary works anyway another easy way to the next tree.

Sunder : armor penetration what more i can say really good for this champ

Executioner :good for "KS" or just get the kill easy

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Summoner Spells

Primary Spells

Really good for run and with the passive you can have more attack too for battle EXCELENT SPELL FOR Hecarim

Work with Spirit of Dread you can have a lot of DPS and get the kill when the enemy is trying to run.

Secondary Spells

Really good if you are Solo Top and for try to gank that's all

Its heal what more i can say.. you have better options but this is good too....

Good for Gank and Run....

Really good for Gank and slow the enemy for run too.


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:Gives magic resistance and and the awesome tenacity which is very helpful because Hecarim is relatively susceptible to CC.

:Gives a little bit of everything. Please note that i take Phage then Sheen first to have some more HP, Attack and plus the slow then you get the sheen for more mana and attack.

:A lot Hp for be more Tank.
Try to farm minions fast or kill champs for use his passive

:Great for some AD and Defense And Some Critics.

: 55 Attack, 36 magic resist plus all the another items is 163 magic resist and a shield AND!!!! 1 attack per 2,5% health missing !! really good item.

: More armor and magic resist and the passive give you a second chance to win the battle really good and for be more tanky ... you can get any another item if you want you can see it in "Alternative Items"

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Alternative Items


:I dont think Hecarim need more attack if you have atma+maw of malmortius+trinity force .. you already have good attack damage.

: Can be good plus the active passive can be really potent item

:Really good item if you gank be a CARRY but if you die a lot i dont recommend this item.

: This item dont have a place for Hecarim but you can use anyways i dont recommend this...

:Good amount of attack and ability power life steal and spell vamp plus the active .. Not bad


: Really good if you want to be more tanky or the AP carry is really feed plus the active can work really good

You can use it if the AP is really feed... but with the main build you have a tons of magic resist.

: I dont think this is a really good item but for farm is good ... and for a dps build....

Movement/Atk speed

:Really good plues the passive crit chance, attack speed ,speed but i dont think Hecarim is a auto attacker and dont need more crit chance if you got already atma impaler.

: Can be good at Early game but in late game you will need Mercury's Treads cause the CC is really high in late game and mid game i dont recomend this boots anyway i will put here.

If you think i need to put another item pls put in the commentarys plss!

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Just Use Spirit of Dread and Rampage in the middle of minions and that's all

really cool and easy .

Excelent Farming if you have blue Buff plus the "passive" from Rampage you have a excelent farming low CD!.

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Skill Usage

Rampage just spam this skill everytime you can hit something or while damaging a tower to activate Trinity Force.

The same for Spirit of Dread.

Devastating Charge is the main initiate. Because its damage increases with the distance traveled, it can deal amazing damage when you have Trinity Force. The charge is an amplified basic attack and can also be used against towers.

I level this skill as the second spell, because its damage is just too good as an initiator. Additionally the cooldown decreases by 8 seconds.

Onslaught of Shadows: This is a very good tool for every kind of fun. It is also a skill shot, because you can only fear the targets in the circle of the skill shot. So you have to predict where the enemies will head to.

You can also run from the enemy with this over the wall.

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Team Fight

You need to use Onslaught of Shadows for initiate like Malphite and use all your skills AoE.

It's really simple Go with all you have just attack don't care if get the kill or if you dont get the kill
it's a TEAM GAME!!