Hecarim Build Guide by Arvak
Build 1 (Cheat Sheet)
Champion Build: Hecarim
| Health | 4160 |
| Health Regen | 21.5 |
| Mana | 1330 |
| Mana Regen | 17.3 |
| Armor | 235.69 |
| Magic Resist | 180.56 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 243.4 |
| Attack Speed | 30.955 |
| Crit Chance | 25%S |
| Crit Damage | 0% |
| Ability Power | 55 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 19.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence

1
4
5
8
9

3
14
15
17
18

2
7
10
12
13

6
11
16

Mastery Tree Is Outdated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
Guide Table of Contents
Introduction
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.
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
Pros / Cons
+High mobility
+Amazing Damage
+Insane Speed
+Amazing at Farming
+Fun to play with
Cons

-Hard to Master
-Focused
-Large Body Frame LOL
Runes
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.
Masteries
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
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.
USE THIS SPELL ONLY IF YOU JUNGLE !!!!
Items
: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"
Alternative Items
Attack
: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
Armor
: 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!
Farming
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!.
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.
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!!
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