Hecarim Build Guide by cena698
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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.
Welcome to my Jungle Hecarim guide! In this guide, I will teach you how to build and play Hecarim efficiently and effectively. Be aware, you MUST NOT fall behind in gold or levels early on, or else it will be extremely difficult to catch up.
Hecarim is a Fighter, Bruiser, Assassin, and AD Offtank.
Above is the Hecarim champion spotlight to introduce you to Hecarim
Greater Mark of Armor Penetration
Greater Seal of Armor
Greater Glyph of Armor
Greater Quintessence of Movement Speed
Greater Mark of Attack Damage:
With the marks, I go with Greater Mark of Attack Damage, or you can use Greater Mark of Armor Penetration. Both of these runes will allow your auto attacks and your Rampage (Q) to do more damage. Which one you use is up to you.
Greater Seal of Armor:
You need Armor in the jungle! These give the most benefit to your jungling
Greater Glyph of Armor:
Now I know most of you are confused about this choice, but I find Hecarim to be very squishy in the jungle, so I decided to go with Greater Glyph of Armor to give me slightly more Armor for more survivability in the jungle. You can also go with Greater Glyph of Scaling Magic Resist to give you some extra Magic Resist so you can stay in Team Fights longer. Which one you use is up to you
Greater Quintessence of Movement Speed:
These are a MUST HAVE on Hecarim! It gives him Movespeed so that his Warpath (Passive) gives him a little bit of extra damage (a whopping 0.45, and it gives him some Movespeed to get past all those pesky tanks)
This Summoner Spell is a MUST HAVE on Hecarim. It allows you to move across the battlefield quicker to get to a lane, to gank, to chase, or to escape. As a bonus from his Warpath (Passive), it also gives you some attack damage
If you are jungling, unless you are Warwick or Nunu, you MUST have this. End of story. Oh, it also gives you an extra 10 bonus gold ever time you use it thanks to Summoner's Resolve .
Ability Sequence and Description
Warpath (Passive) is an awesome passive. It transfers 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25% of your bonus movespeed into Attack Damage. It also makes you ignore unit collision, meaning you are free to move around and not get caught/trapped by the minions that get in your way.
Rampage (Q) is your bread and butter. You max this skill first because it is on a short cooldown. Every time that you damage a minion, monster, or champion, it gains a stack of Rampage. These stacks max out at 2. For every stack of Rampage, the cooldown is reduced by 1 second. Now take this short cooldown, and apply it to a team fight. This skill alone can do MASSIVE damage. Also apply the skill to your Trinity Force and The Black Cleaver your damage skyrockets! This skill of the bread and butter of Hecarim
Now Spirit of Dread (W) is one of the best abilities in the game. Hecarim puts up a circle around him and damages all enemies in the circle every second. The circle lasts for 4 seconds. Better yet, 10 / 15 / 20 / 25 / 30% of all the damage these enemies take, heals Hecarim with a cap from healing off of minions! This cap is 60 / 90 / 120 / 150 / 180 HP
Devastating Charge (E) is your ganking tool. We mainly just grab this for utility in your ganking, and without this ability, your ganks go from strong to absolute garbage. It gives you an increasing movement speed buff for 4 seconds and while it is still active, it will knock back the first enemy that you hit. It will go on cooldown when you hit someone, or when the 4 seconds is up. In combination with Warpath (Passive), it gives you some Attack Damage, which the skill scales off of! Score!
Onslaught of Shadows (R) (Ultimate) is the most over powered Ultimate ability in the game, in my opinion. Hecarim Summons spectral riders which always go a specified distance and deal damage to everyone they hit. Hecarim will only go a chosen distance. Wherever he lands will send out a shockwave that causes everyone hit by the shockwave to flee from him for 1 second.
-If you manage to hit the entire enemy team, which I have done over and over again, your team will absolutely destroy the opposing team.
-You can also use Onslaught of Shadows (R) (Ultimate) to escape from a champion if they are chasing you. You can use this just like the Summoner Spell Flash to go over walls to escape.
-Just like in the use above, you can use Onslaught of Shadows (R) (Ultimate) just like Flash to get over walls and chase people down. Now if you lead your target, you can get them to flee away from wherever they were running to.
Boots of Mobility are my choice in boots. With the massive Enhanced Movespeed 5, it allows me to gank more effectively, and clear the jungle faster.
The Zephyr gives you movespeed, attack speed, attack damage, and best of all, tenacity! With higher attack speeds and movespeed, you have a higher damage output.
The Trinity Force gives you a little bit of everything. Add in the UNIQUE Passive effect of adding 150% base Attack damage bonus, and why wouldn't you grab this?
If the enemy team has LOTS of armor, the Last Whisper and/or The Black Cleaver need to be bought. The Last Whisper allows you to ignore 35% of your opponents' armor. For example, if your enemy has 300 armor you would actually be hitting them as if they only had 195 armor. The Black Cleaver allows you to shred 6.25% of the enemy's maximum armor which stacks up to a maximum of 4 stacks (which is a total of 25% of their maximum armor). Then it also allows you to penetrate 10 of their remaining armor. With the two of these items combined, you can deal a massive amount of damage. A target with 300 armor gets the armor shredded to 225 armor. The Last Whisper kicks in for an additional 35%, which brings them down to 146.25 armor. The Black Cleaver kicks in once again to penetrate an additional 10 armor. Now add in the nine Greater Mark of Armor Penetration. The runes add a total of 11.5. You are now hitting the enemy as if they had 124.75 armor, instead of 300. Awesome, right? Just remember that with Armor Penetration, the percentage penetration goes through BEFORE the flat penetration.
If the enemy team has at least 2 Heavy AD Champions, I would suggest grabbing at least one of these items. If they have 3 or more, I suggest grabbing at least 2 of these items.
If the enemy team has 2 AP Champions, I would suggest grabbing one of these. If they have 3 or more, I would suggest grabbing at least 2 of these.
Jungling and Ganking
The path that I use in the jungle is the one below
- Wolves (Mid or top should help here, but don't steal experience)
- Blue Buff (Mid or top should leash, but don't steal experience)
- Red Buff
For the first gank, you should have Red Buff, Devastating Charge (E) and Ghost ready for the first gank. Make sure you use all of these for the most effective first gank and to take the enemy by surprise with your massive speed. To have your Devastating Charge (E), you MUST be level 4. Do NOT gank before this. Make sure that when you use Devastating Charge (E), you push them back towards your tower and/or away from their lane partner (do whichever is necessary for the most effective gank). Make sure to ALWAYS deal damage with your Rampage (Q) and Spirit of Dread (W) before hitting them with your Devastating Charge (E). This assures that you have the most amount of damage out of a gank.
Don't Smite at Wolves. Save Smite for Blue Buff
Using his Skills Efficiently
When you are in a team fight, save your Onslaught of Shadows (R) (Ultimate) so that wherever you will land will hit at least two of your enemies (preferably the carries). When you are chasing, make sure to use Onslaught of Shadows (R) (Ultimate) to make sure the enemy is going to flee away from where ever they were running to. You can also use this ability to run away and go over walls, just like the Summoner Spell Flash would.
One of the best uses for Onslaught of Shadows (R) (Ultimate) early game is to use it on top of one of your towers if an enemy champion decides to tower dive you. Use Onslaught of Shadows (R) (Ultimate) to fear them while the tower is targeting them, and then use Spirit of Dread (W). Remember this, the tower will proc the Spirit of Dread (W) healing property. After they start running away, you can use Devastating Charge (E) to push them back underneath your tower. All while this is going on, you should be spamming your Rampage (Q) to get the most amount of damage possible. This combo will take out about 85% of all tower divers early game.