Hecarim Build Guide by LTekxune

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 LTekxune

Hecarim The Great Solotop/jungler

LTekxune Last updated on December 28, 2012
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Team 1

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: 0

Honor Guard

Defense: 27


Utility: 3

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Hi Fellow summoners!
Hecarim, the newest champion in the league, has a lot to be talked about. Buy him if:
-You like to be tanky and deal damage.
-You like to be able to run away very easily.
-You like to tank the teamfights.
Hecarim has various types of builds, but this one, certainly is my favorite one. I hope this build is useful to hecarim players
If it is your first time playing him, pay attention, because this is going to help you. I hope to end this build in the next week or earlier. I accept and thank opinions and criticism.

BUILD IN CONSTRUCTION! BUILD IN CONSTRUCTION! Not finished! i appologize for any spelling errors or something, i'm still checking and writting. Any coding error i detect i will make sure i'll correct it.

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Pros / Cons


-Able to tank.
-Able to kill.
-Overpowered Late game.
-C'mon, it's a freaking centaur!
-Good to initiate teamfights.
-Deals loads of damage.
-Sustains a lot solotop.
-Excelent ganker.
-Loads of movement speed.


-Weak early game, seems like a little con, but affects a lot.

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greater mark of desolation

---> Helps you pierce their armor, therefore, more damage.

---> Helps you sustain more physical damage due to the extra armor, therefore, less physical damage taken.

---> Helps you sustain more magic damage due to the extra magic resist, therefore, less magical damage taken.

Option 1

You feel confortable enough to prefer more damage to more sustain! You are able to think before you act so you can attack when you should and not when you can't!
Choose this if you are an agressive player for more damage.

Option 2

greater quintessence of vitality

You think that it is better to play safe, because you're solotop and you can be ganked. Ok, take these runes on those situations.
Choose this if you are a defensive player.


greater mark of desolation

---> Helps you pierce their armor, therefore, more damage.

---> Helps you sustain more physical damage from the creeps and enemy champions due to the extra armor, therefore, less physical damage taken.

Use this to clean the jungle faster, and with this, you MAY be able to clean the jungle starting with lifesteal ;) (never tried it)

Helps you kill the jungle faster by dealing more damage. Also helps when you gank, you deal more damage.

Any sugestions? Leave in the comments below.

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Summoner Spells

& . Many have asked: "But ghost is better than flash in hecarim!"
I think that, ghost on Hecarim sucks. This is why: His passive makes him have no unit colision. That is a part of . So, a permanent ghost. Now for the movement speed, we have the . I mean, have you ever seen how much movement speed we get from this build? Its enormous! makes you so fast you dont need ghost.

Ok, one last thing about ghost.
A reviewer asked me this:
"Correct me if I am wrong but 1.) there is no move speed cap so 2.) packing ghost would make your damage go way up as well as your movement speed. Poping that during a gank would make you unstopable with red buff on."
Thanks for the comment ^^

Ok, i shall comment your wild comment.
Let's think a lil' bit about hecarim's role on the game. As i have said before, we already have no unit colision and we already pack up a lot of speed from our Rampage ability.
So, that's useless about ghost. About the damage up: You're Hecarim, you're supposed to tank your team! You shall not kill! Leave the killing part to the team's carries, and focus on tanking teamfights ^^. That's hecarim's best.

Ok, now the summoner spells explained:

Makes you travel around the map so much faster. As beeing a solotop i always take this with hecarim! You can defend the turrets faster, therefore, less damage and less enemy income! SCOREEE!

The most used summoner spell in the league.Use it to close gaps, to flash in front of the enemy if you're chasing and use to make him go back or even to run away! It serves everyone and every like!

Those damn healers! Take this! You will burn their heal and even slowly kill them. Only take this when you fully master hecarim solotop!

Obvious spell for jungling! Always take this one. Clear the jungle in only a few minutes :D

I like this option too! Use it to slow and weaken your enemies and quick the hell out of em' :D

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As a solotop, you have to have:

Without these two you will completely lose your lane.
So, i'm going to explain why i chose these items.
There are other situational items, as i will explain later.

Everytime you play solotop start with this. It makes it easier to sustain.

Back to base, get and boots. Fill up on pots if needed.
Why madreds?
here's why:

As a solotop, you need to farm a lot. So, to make last hitting easier, madreds helps you a lot. The passive turns a failed last hit onto a success. And there's more:

When going back to base, you should be getting and .

Upgrading the madreds to a lantern helps a lot.
You get more sustainability due to the lifesteal, and you get a free ward eveery 3 minutes.

Let's do the math:

A ward costs 75G.

Knowing that the laning phase usually ends by 20/25 minutes and that you put the ward in place about at 3/4 minutes , you are going to spend about

21/3 = 7 wards bought
7*75 = 525 Gold


----> Wriggle's gives the needed sustain with the lifesteal.
----> Wriggle's gives free wards every 3 minutes, that prevent ganking.
----> Wriggle's saves you > 525 Gold in wards

So buy wriggle's.

Mercury's Treads

Mercury's treads gives you the lacking magic resist you need, but the best part:
+35 Tenacity.

What's tenacity?

Tenacity: Reduces all Crowd Control effects like slows, stuns, snares, etc.

Picture this situation:

You are getting ganked by a fiddlesticks, he fears and drains you. You have no magic resist. What's the solution? Mercury's Treads! Reduce his damage with your magic resist and run away faster by having less Crowd Control on you! Guaranteed :D

---->More Magic Resist
---->More movement Speed


I have been asked: "Why Trinity Force?"

Sir, here is my answer.

Trinity Force as you may know gives you this stats:
+30 ability power
+30 attack damage
+30% attack speed
+15% critical strike chance
+250 health
+250 mana
+12% movement speed
Passive Unique: Your basic attacks have a 25% chance to slow your target's movement speed by 35% for 2.5 seconds.
Unique: After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage. 2 second cooldown. Does not stack with Sheen or Lich Bane.

Gives you a little but of everything, and "everything" is useful. Going to explain why :)

Ability Power: As you may know, 2 of Hecarim's abilities use ability power. One of them heal you by the damage your enemies receive. So, ability power makes 2 of your abilities more powerful, even that it's not too much, that's a point :)

Attack Damage: Come on, this one is obvious. Every AD champion needs attack damage! How will you deal damage without it?

Attack Speed: Useful for the wriggle's lantern. Makes you sustain more with only basic attacks due to lifesteal.

Critial Strike Chance: By all those options, the less useful. You will rarely crit, by the end of the build you will get 33% crit chance i think and you will deal not too much dmg with crits so... it's a meh.

Health: You're a offtank! You need loads of Health to survive through battles :D

Mana: More sustainability on solo lane =D

+12% Movement Speed: Devastating Charge gets easier to land correctly, and you can chase enemies or run away easier :D

Slow: You have a chance to slow your enemie so it is useful for when your jungler ganks or to chase enemies. Too bad it doesnt stack with Frozen Mallet

And finaly, everytime you use an abilitie your next basic attack will deal double damage!
By your Rampage cooldown reduction this passive is very useful!

---->More movement speed
---->More Damage
---->More attack speed

Buy Trinity Force, strongly recommended :D

Warmog's Armor

Item Stats:
+920 health
+30 health regeneration

Passive : Gain +3.5 health and +0.1 health regeneration per minion kill. Champion kills and assists grant +35 health and +1 health regeneration. Bonuses cap at +350 health and +10 health regeneration.

Many ask: "Why warmog's over frozen mallet? Frozen mallet slows and has attack damage!"

1st: We already have the slow from the trinity force.
2nd: Warmog's Armor gives more health than Frozen Mallet therefore, a little bit less attack damage because frozen mallet gives 20 Attack Damage and would be extra 42 attack damage with atma's. Warmog's would give 53 extra attack damage. So, i think for less 10 attack damage it is better to get an extra 500 HP

Math: Warmog's: 920 + 350 = 1270 health with passive
Frozen Mallet: 700 health
atma's impaler: 1,5% of total Hp

Hecarim: 2150 at level 18

2150 + 1270 = 3420 with Warmog's.
2150 + 700 = 2850 with Frozen Mallet.

0,015*3420=51,3 Attack Damage
0,015*2850=42,75 Attack Damage

Atma's Impaler

Item Stats:
+45 armor
+18% critical strike chance
Passive Unique: You gain attack damage equal to 1.5% of your maximum health.

This item is absolutely essential for this build. Without this, you won't have damage and the extra 45 armor. Buy it, because in this build it gives about 53 attack damage with the passive, and, the critical strike chance from the trinity force remember? Starts to hit a lil' bit now :D You will farm much easier and better: You will tank easily.


Item Stats:
+55 attack damage
+36 magic resistance
Passive Unique: Gain +1 attack damage for every 2.5% health missing.Unique: If you would take magic damage which would leave you at less than 30% of your maximum health, you first gain a shield which absorbs up to 400 magic damage for 5 seconds. 60 second cooldown.

This new awesome item, is one of the best options for hecarim!

+55 attack damage gives you enough damage to kill'em all :D
+36 magic resist + passive 400 damage absortion makes you tanky as hell to ap carries.
But my favorite!
1 attack damage for every 2,5% hp missing!

Let's do the math!
you are with 25% hp!
75 / 2,5 = 30
you get an extra of: 30 attack damage =D

I personally love this item, makes you tanky and powerful

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Situational Items

'''''Working on this chapter'''''

Ok, now we are going to discuss some optional builds for hecarim.
Base builds:



The sixth one depends on the needs of you. I may discuss that later in this chapter.

Magic Resist Tank:

Armor Tank:

Nope, not doing damage build. It is so bad that it makes me cry.

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In the jungle, the mighty jungle, Hecarim slays every creeeeeeeep...
Jungling with hecarim.
To start this part, im going to talk about a few topics:
-Initial items

Initial Items:

I have never seen anybody starting with but if you do it with my rune page setup you may do it. You just have to level up spells differently. More on that later.

Ok, now for the routeStart by the blue golem, and ask your mid for a push.It makes it much much more easier. Finish the blue golem with smite, and then last hit the little golems with q to restart the countdown of rampage stacks.level up your w or e. I personally level up w, for a reason:
-You can sustain more in the jungle, or by other words: level up faster. And, as you dont have to spend so many pots, you dont need to go b to gank.
Ok, you've done blue and you're with your rampage stacks. Initiate with wolves and proceed to the wraiths. Last hit with your q and proceed to golems. Finish them with q and do the red golem. Now, you should be ganking


First, make sure the target is located about the line that we can form uniting the middle of the bushes to your bush, where you should be hidden.
Secondly, activate e and charge the target agains the friendly turret. Don't make the error of helping them run away by charging agains the enemy turret.
Then, Activate your and and deal as much damage as you can. If you are level 6 or above, dive with if needed and ONLY if you are more than 50%hp (by these levels you should have about 1200 hp +/-)

Make sure the target has passed the middle of the mid lane, by the imaginary line we can create.
Charge in with . Bump it against the friendly tower. Then do as much damage as possible, and let the kill IF POSSIBLE for the ap carry, because its useful for him and you still receive a load of money, always about 197 gold.

Once again, the top lane should apply here. scroll up and read ^^
Just a tip: Focus the carry, with will really create your carry an advantage over the other, in farm and experience points. And try to leave the kill for the carry. If you can't, take it.