Hecarim Build Guide by Lord Pakman
Not Updated For Current Season
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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.
The reason I build hecarim this way is mainly because of his passive. Which is that he gets 20% of his movement speed transferred into attack damage. I like to build him kind of tanky but still fast and deals damage. with this build I can do that.
runes and masteries
I chose these runes because it gives movement speed with the quints and it gives damage and tank features with the other runes. I went mag resist instead of armor because in the items section I tend to build more armor than magic resist. The attack damage is just so that you can start off with something to have base damage with. The health is there because I found hecarim kind of squishy in the begining of the game so I figured some base healkth would fix that and help throughout the rest of the build especially with the Atma's Impaler. I went with these masteries because of the utility movement speed, the defense was mainly for early game jungling, and the offense is for more attack damage.
These items make sense becasue it still gives a boost from his passive and its gives him some tanky features to help in late game team fights. I start with boots and potions because I like to be able to clear the jungle as quickly as possible and I found that getting the boots and potions first was the best way to do that with a good leash from a teammate. Obviously a wriggles lantern is essential for an ad jungler. I build a warmogs for the health because I found hecarim very squishy early to mid game. Next comes a zeal for obviously attack and movement speed. After that is the Atma's which its passive deals with the percentage of health which is why the Warmogs helps. Then I change the zeal into a phantom dancer for the extra attack and movement speed. Last I buy a FON for movement speed, health regen, and magic resist. In the end you could probably end up selling the wriggles and getting either another phantom dancer, a trinity force, or a Bloodthirster if you happy with the current movement speed.
abilities and jungling
really all the abilities are pretty easy to understand how to use in team fights the Q is used for damage and can be used a lot since its cool down is reduced by a lot the more times it hits and the W is used especially in team fights to regain health while doing damage of course this ability is AP and does not do much with the build I have given and the E is used obviously to knock people back into team fights or very effective in ganks and I even run it is useful to get away if you need to and finally the R is great for people trying to escape because it deals a lot of damage and it makes the enemy run towards the direction you just came.