Hecarim Build Guide by FrozenBiteZ
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.
I. Introduction To Superman Hecarim
Hello Summoners, due to my success of my Ryze Guide, I was somehow motivated to do another guide and this time, it is going to be Hecarim. Take note, this is NOT a troll build and surprisingly, it works really well.
How to play Superman Hecarim ?
Let me start off by saying the way I play and builds Hecarim is really unique, I bought the items mainly from the stats and their active which give me Movement Speed. This Movement Speed plus with your passive, Warpath, greatly increase your damage and your mobility. Firstly, to play my Superman Hecarim, you'll have to play really smartly. The movement speed helps me to move infront of the enemy and knock him/her behind to my allies with Devastating Charge much quickly without wasting time to get more movement speed and make use of your mobility to do other tricks. Secondly, know where Onslaught of Shadows would fear and lead your enemy too. For example, a Thresh's Dark Passage left hand side, your enemy is in the middle, use Onslaught of Shadows smartly to direction your enemy to go to the right instead of left which if done wrongly, you might give a free kill away. Lastly, this line will affect all champions, some champions like Hecarim is not meant for everybody, if you want to give any champions a try, I suggest you using for a few matches, see if you are good at it.
If you are interested in a champion with no unit collision, initiator, high damage dealer and has high mobility, look no further to Hecarim.
What is Hecarim all about ?
He is no doubt, one of the strongest initiator with his AOE Fear from Onslaught of Shadows and an excellent jungler with a high chance of a successful gank. He has natural lifesteal/spell vamp through Spirit of Dread which works really well with his Rampage if your Cooldowns are low and your Damage is high which my build has what it needs to do that.
(I suggest you to disable smartcast for the button for Hecarim's ultimate so you can see where the fear from Onslaught of Shadows would lead the enemy to)
II. Pros / Cons of Superman Hecarim
+One of the fasterst jungler
+Built -in Lifesteal/Spell Vamp
-Squishy for an initiator
-Has mana problems in early game
III. Runes for Superman Hecarim
Greater Mark of Armor Penetration
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Damage
Greater Seal of Armor(9): Makes you more durable to physical damage dealers.
Greater Glyph of Magic Resist(9): Makes you more durable to magic damage dealers.
Greater Quintessence of Attack Damage(9): Increase your attack damage.
IV. MasteriesOffensive Tree:
Summoner's Wrath : It increases the movement speed of Ghost,really useful, take it!
Fury : Increases attack speed for faster jungle clearing, only put 3 points into this, late game it would not help much.
Sorcery : Cooldown reduction is really useful, but don't put all the 4 points into it, late game you will have 40% Cooldown Reduction with your items already.
Deadliness : Increases damage, really useful for killing monsters, minions or champions.
Havoc : Increase damage dealt by 2% ? Really worth it, take this.
Weapon Expertise : Penetrates armor for more damage, 1 point for 8% penetration, it's good.
Brute Force : Damage is always good.
Sunder : More armor penetration ? Yes please!
Executioner : Helps a lot with kills.
Durability : Gives you health, really useful.
Hardiness : Decrease the damage you get dealt with in Physical Damage, take 3 points into this since the monsters in the jungle deal Physical Damage.
Resistance : Magic Resist is good, 1 point into it is enough.
Veteran's Scars : The more health you got, the higher you can sustain.
V. Skill DetailsRampage is a skill with high damage and short Cooldown which deals AOE damage in a circle around him, this drastically allows you to clear jungle camps much quicker so you should max this out first. I max Spirit of Dread second which allows you the gain back health really quickly with your basic attack and Rampage. I max Devastating Charge last while some like the max it second is because I feel it is like a Utility Spell instead of an Offensive Spell.
Passive: Hecarim ignores unit collision and gains bonus attack damage equal to 10/12.5/15/17.5/20/22.5/25% of his bonus movement speed.
Rampage Range:350 Cooldown:4s Cost:25 Mana
Active: Hecarim cleaves nearby enemies, dealing physical damage. This skill deals only 66% damage to minions and monsters.If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for 8 seconds. This effect can stack up to 2 times.
-Physical Damage:60/95/130/165/200 (+60% bonus AD)
-Minion/Monster Damage:40/63.3/86.7/110/133.3 (+40% bonus AD)
Spirit of Dread Range:525 Cooldown:22/21/20/19/18s Cost:50/60/70/80/90 Mana
Active: Hecarim surrounds himself with the Spirit of Dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for 20% of the damage dealt by any source to enemies within the area. Healing from damage dealt to minions is capped per cast.
-Magic Damage Per Second: 20/31.25/42.5/53.75/65 (+20%AP)
-Max Damage: 80/125/170/215/260 (+80% AP)
-Minion Healing Cap: 60/90/120/150/180
Devastating Charge Cooldown:24/22/20/18/16 Cost:60 Mana
Active: Hecarim gains 75% movement speed over the course of 3 seconds, starting with initial 25% upon cast, and ending one second afterward. While Hecarim is charging, he gains 150 extra attack range (325 total). His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
-Minimum Physical Damage:40/75/110/145/180 (+50% bonus AD)
-Maximum Physical Damage:80/150/220/290/360 (+100% bonus AD)
Onslaught of Shadows Range: 1000 Cooldown:140/120/100s Cost: 100 Mana
Active: Hecarim summons spectral riders and charges forward with them in a line, dealing magic damage to enemies in their path. Enemies within range of where Hecarim stops will flee in terror for 1 second.The wave of spectral riders will travel the maximum distance possible in the direction of cast, regardless of where Hecarim himself stops.
-Magic Damage:150/250/350 (+100% AP)
VI. Spell Combo
Like almost for all champion, it is best when you have high Cooldown Reduction.
Ganking a lane/JunglingWhen ganking, do a turnaround so you can knock your enemy nearer to your teamate.
Initiating a fightAfter Onslaught of Shadows, knock the priority target back to your team.
Dueling someone 1v1The Devastating Charge means if they retreat, you use Devastating Charge to chase, if they are winning you, run away with it.
The two Devastating Charge does not mean to use it twice, the first Devastating Charge is you casting it, the second Devastating Charge is you auto-attacking for the knockback.
VII. Summoner Spell
Ghost works well with Warpath and Devastating Charge for the knockback, really useful for Hecarim, it is a must for him to take Ghost.
Always take Smite when jungling, helps with clearing jungle camps or potentially stealing baron nashor or dragon with a Smite.
Flash to chase or run away ? You already have Devastating Charge and Onslaught of Shadows to do that, unless enemy have tons of CC, take Flash.
You already got Damage Over Time from Spirit of the Elder Lizard, if you feel the Damage Over Time is useless, take Ignite then.
You got tons of mobility, Exhaust is not really an ideal choice for me, it maybe good for you though.
As an initiator and a being melee, you are more prone to CC, Cleanse would come in handy.
DO NOT TAKE THESE
Let's stalk :3
Just kidding, never take this, never useful for Hecarim.
Be patient, wait for your death timer to count down.
Might seem like a good choice or at least a moderate choice but Heal does not work well with Hecarim at all.
For almost every game, I'd go for
I would go for Spirit of the Elder Lizard first because I'm jungling, while building that, I would buy Boots of Speed. Try to rush for Boots of Mobility for ganks, the movement speed helps a lot and the time to travel back to the jungle. Get Youmuu's Ghostblade before shurelya's reverie because at this time, you would still be jungling and the damage, the active and armor penetration from Youmuu's Ghostblade helps to speed your jungle clearing a lot. Get shurelya's reverie and get Enchantment: Homeguard somewhere in the middle of building shurelya's reverie and after you complete it. SUPERMAN HECARIM IS HERE! In base, with Enchantment: Homeguard, I would activate the active from Youmuu's Ghostblade and shurelya's reverie with Devastating Charge, have fun asking your teammates to look at you while you're running so fast. Zephyr, two of them, increases your speed by 20% which makes you almost similar to Superman's Pony, the attack damage scales with your Rampage really well and with the Cooldown Reduction from all items, it would be little bit more than 40% Cooldown Reduction, but who cares, it is your time to shine. Get out there in the Summoner's Rift and dominate, make Superman proud for having a pony like you.
Only get this if enemy has stun. Slows are easy for Superman Hecarim the handle!
Spam Rampage, get stack of mana for this. When Manamune upgrades to Muramana, your Devastating Charge's burst will be surprisingly high, especially in base. If the enemy is push to my inhibitor, I would take this because of Enchantment: Homeguard and Warpath.
Your AOE Fear from Onslaught of Shadows synergy with Ravenous Hydra, more AOE Damage. But I don't usually take this item because my Rampage is my main damage tool.
Rampage with Spirit of Dread already gives you back a lot of health, take this unless you rather use basic attack.
Last Whisper is quite good when fighting against tank but bad against squishy enemies.
I find this a difficult item to consider, I sometimes would replace one Zephyr with The Black Cleaver. It shreds enemy armor even with your Rampage.
Ancient Golem (1)>>Giant Wolf (2)>>>>Wraith (3)>>>>>>>Golems (4)>>>>>>Lizard Elder (5)
Why go for Ancient Golem first ?
Well, after killing the Ancient Golem, it will give me crest of the ancient golem which gives me extra Mana Regen. and 20% Cooldown Reduction which helps me jungle much quicker and gives me back Mana for the Mana I use to spam Rampage, Devastating Charge and Spirit of Dread.
After jungling the 5 jungle camps, you may either go to wolves to continue to jungle, recall to get item, approximately 800G or you may want to gank since you have your blessing of the lizard elder for easier ganks.
There you go, I hope you all like my Hecarim guide.
I got to tell you though, my English isn't very good, tell me if there is any grammar error.
I will update this guide every patch if there is a nerf or buff in any items and most importantly about Hecarim.
Goodbye, thanks for your time :D
If this guide is successful, I might probably do another guide for another champion!
AD: Attack Damage
AP: Ability Power
MR: Magic Resist
AS: Attack Speed
MS: Missing/Movement Speed
Last Hit: Kill minions when they half low health for the gold
Spell Vamp: Gets health from Spells
Lifesteal: Gets health from Basic Attack
Passive: Something built into your champion/item
Active: Usually has a cooldown, can be cast
Toggle: Can be turn off and on
Cooldown: Time needed use something again
CDR: Cooldown Reduction: Reduces the time of cooldowns
Armor Penetration: Penetrates the opponent's armor
Magic Penetration: Penetrates the opponent's magic resist
Armor: The higher the armor, the lower damage you get from physical damage
Magic Resist: The higher the armor, the lower damage you get from magical damage
Minions: Small little dudes who spawns at 1:30, kill them and get gold
Jungle: Includes Wolves, Wraiths, Golems, Lizard Elder, Ancient Golem which provides gold upon death
Lizard Elder: Gives Red buff which slows enemy on basic attack and deals true damage upon death
Ancient Golem: Gives Blue buff which increases mana regeneration and reduces cooldown upon death
True Damage: Deals damage that ignores armor and magic resist
AOE: Area Of Effect