Hecarim Build Guide by Arvak

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League of Legends Build Guide Author Arvak

Hecarim - Tanky Dps - The Shadow Of The War

Arvak Last updated on May 15, 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: 22

Honor Guard

Defense: 0

Strength of Spirit

Utility: 8

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Hello , i am Arvak and this if the FIRST Hecarim GUIDE , Constructive Critism PLS
I prefer to play Hecarim as a Tank/DPS but he can also be played as a Pure DPS.

I am planning to publish more work but please try to understand me
i still go to school and as a consequence i don't have much time for my gaming life.

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A 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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Pro / Cons


+High mobility
+Relatively High Damage for Being Tank
+Insane CC
+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 when you gank.

9x Greater Mark of Desolation

When it comes to marks penetration runes are pretty much first tier. Armor penetration is extremely useful early game. It helps you take down jungle faster and makes your ganks easier. 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 gank against ad carry which can crit you, you'll die before you even touch them. 13 Armor and start will greatly benefit your ganks and your jungling, since monsters do physical damage.

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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: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 Sheen first to have some more mana and generally make the damage dished out by my auto-attacks better.

:A lot Hp for be more Tank and resist more

:More Atk Speed ,Crit ,Speed and Attack for the passive

:More defense against AD characters and more AD thanks to it's UNIQUE PASSIVE.

: A lot magic resist , HP regen and Speed so More ATTACK! too.

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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.

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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.

Secondary Spells

Really good if you are Solo Top... 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... slow ...