Hecarim Build Guide by TheNovaProspect

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 TheNovaProspect

Hecarim, the Bottom Lane God of Douchebaggery

TheNovaProspect Last updated on April 19, 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: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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WARNINGThis build is made for killing the other team and keeping them from getting farmed, not farming and then fighting a farmed enemy team as well. If this is not a strategy that sits well with you... don't play this build.

"Wait... I thought this guy was a tanky-badass!"

And he is, however like most League of Legends characters when they are first released, Riot doesn't seem to realize that people might take advantage of an unbalanced aspect of a character. Hecarim has quite the reasonable amount of health at his lower level, however he also packs a mean punch when it comes to damage. Most people will look at this build and say, "This is stupid, and nothing like what Hecarim was made for." Which is exactly why I made it. By exploiting the fact that for some reason, Hecarim does a butt-load of damage at level 1, you can honestly 1v3 at the start of the game. Here's a picture of the first non-bot game (Second actual game) that I played with Hecarim:

In this game, I went bottom row with a seemingly-afk Master Yi who decided to sit at our tower while I went forth into the bushes, alone. I soon figured out as the first wave of minions that came in that I was against a Xin Zhao and Akali. I decided to say, screw it, and test my newly purchased champion's abilities, so I ran in with Hecarim's cleave move after I auto-attacked Xin-Zhao. I then immediately popped my health potion that I had to sustain my health. After 1 cleave and three auto attacks, Xin-Zhao was almost dead, he tried to run and I auto-attacked him down and needless to say, he died. Akali was auto-attacking away as was at about 60% health and my potion was almost done. I cleaved again and began auto-attacking her, while throwing on an ignite. She used her invisible-circle to disappear from battle as my ignite ran out. With her only having 3-5% health left, I decided to take a wild guess, move a bit twoards her tower and then cleave. Needless to say she died. At level 12 a Vayne with a Bloodthirster decided she could take me if her Hecarim (the enemy team had a tank Hecarim) helped her. She also thought wrong, as I downed her and had enough health to escape the tank's weak and pathetic auto-attacks.

This build, however cheap it may sound, is not for the average Master Yi player who stacks Damage, Crit, Attack Speed, and Life Steal, initiating with Alpha Strike and then mowing the enemy team down with a barrage of auto-attacks. Hecarim still requires correct timing and well placed moves; i.e. a responsive summoner.

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The Runes are quite similar to Yorick/Volibear's with a few varied changes. Magic Resist and Armor is a must for survivability, however you also want a few Health runes and 1 Health at level 18 rune for a semi-tank sustainability. For your red runes, you pretty much want to stack damage and have 1 Damage Quintessence. As for the other two Quintessences, go into movement speed.

The movement speed will allow your charge to be more effective and when stacked with the Mastery movement speed skill in Defense, it makes you an inescapable powerhouse that will mow down fleeing enemies one slash and cleave at a time.

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Masteries are clear and simple. You keep the tankiness of the character Hecarim, but in game you make him a AD-Douchebag, making him a literal mac-truck. This will make you run into some problem from about level 13-16, but early and late game will be your defining moments anyways. As stated before, with the movement speed buff in defense it allows you to initiate or even chase down enemy players like you never have before. At the max speed of Hecarim's charge with the Quintessences, Boots, and mastery, you will literally be going as fast as a Master Yi, with his ultimate popped, and a speed buff by Zilean. As for the damage side of the masteries, it's mainly for the Armor Penetration.

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Summoner Spells

Teleport is not really required, however I found it very useful. You could 1v2or3 the enemy team, B, buy items and heal, then teleport mid and have time left to push a tower down. However, this can also be done by your team mates, or you can take the risk of pushing at the tower with no health.

Ignite is a must. Most people will begin to realize how you work and how strong you are. So if you're fighting 2-3 people and you kill one, chances are the other enemy with the lowest health is going to bail, cc, or if possible turn invisible. Ignite is your last middle finger to the enemy.

If you don't want Teleport, I would recommend Exhaust. In case you are getting low, you can exhaust an enemy and then charge away, adding a ridiculous amount of distance between the two of you. Flash is also great for Jungle fights.

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Team Work

Here lies the problem. Most people are going to expect you to tank, but with around 2400-2500 health at level 18, it's really not going to cut it. HOWEVER, you're Ultimate and Charge will. I usually initiate with my ultimate on Hecarim, so that way the entire enemy team is feared. You then have time to choose whichever hero you want to focus and charge them, knocking them straight in your team and separating them from the pack. After that? BACK OFF FOR A SECOND. If you stay in the frontlines after pissing off the enemy team, they will focus you and you will die in about the time it takes you to gasp in shock that you just successfully charged the enemy champion. Stay focused, move quickly.

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Creeping / Jungling

As you can see, I didn't have very many creep kills, however I had tons of assists and kills ranked up (quite a bit for a 25 minute game). With this build, you have no choice in the matter of farming or focusing. This build is made for killing the other team and keeping them from getting farmed, not farming and then fighting a farmed enemy team as well. If this is not a strategy that sits well with you... don't play this build.