Hecarim Build Guide by Chaddcl0ps
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Hello! Welcome to the newest installment of League of Legend's bad*ss champions, Hecarim. In this guide you will see my opinion of the best Masteries, Runes, Abilities, and Items Hecarim has to offer. He is one hell of a bad*ss who can dish out some serious damage, as well as tanking some in.
This is my first ever guide, so constructive criticism would be great!
Thanks for checking it out!
Pros and Cons
- Super Fast mid/late game
- Awesome for running down and trampling fleeing enemy champions
- High Damage output
- Combination of and Hecarim's basic attack is fast
- Can Tank a lot late Game
- Can break up team fights with
- Ignores Unit Collision!
- Weak in the Beginning of a Game
- Vulnerable to AP Carry Champions
- Average Jungle Speed
- Uses a lot of Mana, Spamming
(BUT WE FIX THESE PROBLEMS WITH MY BUILD!)
I went with an offensive mastery selection. I've seen some go some go defense, but I think he has enough health/armor/magic resist mid-late game to survive. The masteries are set for an aggressive offensive character, which is exactly who Hecarim is.
Greater Mark of Lethality
Greater Seal of Attack Speed
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
- Greater Mark of Desolation - 9 of these will give you +14.94 Armor penetration. This will give you an advantage against armored tanks for early game harassment while backing up your your lanes.
- Greater Seal of focus- 9 of these will give you -2.61% on cooldowns. This could give you that one extra swipe that could save your life!
- Greater Glyph of Shielding - 9 of these will give you +1.35 Magic Resist Per Level(+48.6 Magic Resist at Level 18). More magic resist can really help Hecarim mid-late game and be a decider between life and death.
- Greater Quintessence of Swiftness - 3 of these will give you +4.5% Movement Speed. This will give you an advantage on covering more ground with which will equal more damage when you hit an enemy champion
Warpath is a great passive ability. This will grant Hecarim the ability to ignore champions, monsters, and minions. It also boosts your attack damage equal to 10%/12.5%/15%/17.5%/20%/22.5%/25% of his bonus movement speed.
I find it important to level up your (Q) As quick as possible as this helps in farming minions and adding and extra swing of damage. This ability gives Hecarim attack damage +.6 per bonus attack damage. Also, if you hit and enemy while using this ability, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. It can stack 2 times for a faster Q spam.
Is a great skill. Hecarim creates a circle around him, much like . It deals magic damage to all enemies within the circle for 4 seconds. It also is used to life steal, granting health equal to 30% of any damage the enemies receive. It is capped on damage dealt to minions. (W)
(E) Is what makes Hecarim a beast. Hecarim gains +75% movement speed for over the course of 3 seconds(great for catching up with enemys, fleeing ganks, or attacking turrets). When striking a target, it will knock them in the direction Hecarim hits them, dealing minimum base damage +.5 per bonus attack damage and maximum base damage +1.0 per bonus attack. Additionally, it will grant physical damage based on the distance he has traveled since activating the ability.
(R) Plants fear into the eyes of his enemies. Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+80% of ability power) magic damage in a line. Hecarim then dishes out extra damage where he lands. It also causes enemies to flee in terror away from Hecarim for 1 second. This can be used to temporarily disrupt a team fight, force a fleeing enemy backwards, or even make an enemy walk into your turret.
- These items are essential for revamping your health and mana, as well as getting away from early game ganks.
1st Trip Back - I haven't seen this in any Hecarim builds and I don't understand why. I find this item to be essential to early game survival as well as being able to damage enemy champions with the addition of . It takes care of his mana problem and you will be at the +1000 bonus mana in no time. The item also converts 2% of your mana into damage.
2nd Trip Back - It's really depends on the situation that you're in on what to get next. I would suggest the first, only because it will give you that extra damage for killing enemy champions; but if you haven't built up enough mana from the and you are getting harassed by AP champions, go with
3rd Trip Back - is the first item to get you towards getting a . Sheen will boost your damage a lot. This item activates after the use of an ability and adds 100% more damage from your basic attack for the next 10 seconds.
4th Trip Back - Personally, I like to save up for the through champion kills/minion farming/jungling. If for some reason you die or just can't save enough up then purchase the The phage will have a 25% chance on hit to reduce your target's Movement Speed by 30% for 2.5 seconds. This will help stomp on those scared enemy champions trying to run away.
5th Trip Back - Start working on some more Magic Resist. Will do just that with its whopping +76 Magic Resist. It will also help by increasing your movement speed, which in terms, increases your damage.
*Situational Item - I there are no AP Carries or very few. You will want to beef up that health and get real tanky.
*Situational Item - This is also a great option. Frozen Heart will grant you +900 HP, +99 Armor and give you that extra Cooldown reduction you need to spam your Q and get kills. It also reduces the attack speed of nearby enemy champions(great for team fights).
6th Trip Back - will incrase your movement speed as well as increasing your attack speed. This will also increase your damage because of Hecarim's passive
7th Trip Back - could be your icing too. This item will buff up your damage +80, give you +25% more critical chance and also increase your critical damage by +50%
*Situational Item - If you find yourself taking to much AP damage and not lasting as long in team fights, go with this item. It will grant you +55 attack damage and boost up your Magic Resist +36. It's unique passive also will give you +1 attack damage for every 2.5% of your health missing and if you take magic damage which would leave you at less than 30% of your maximum health, you gain a shield which absorbs 400 magic damage for 5 seconds, giving you just enough time to either kill the enemy champion or flee away using
Use Flash to escape ganks, catchup with enemies, and travel more distances using for higher damage when stomping a target.
Use Ghost to escape ganks, catchup with enemies, and travel more distances using for higher damage when stomping a target.
I like to use a combination of both of these spells. With timing and a long distance, you can get someone fast and put out a HUGE PUNISHING BLOW!
Tips on Playing Hecarim
Use the combination of
, and to land a punishing blow to the enemy.
If you plan on taking out a turret; backup a little and get a running start by using your to stomp on the turret. It does mega damage!
An enemy champion is attacking your turret? No problem! Come from behind them and use to push them into the turret. Attack, Attack, Attack!
Start with pressing (E) and right before you jump on some minions use spirit of dread charge (w) to get some good damage and life steal, while also clearing out some minions. Use this same sequence when running in to attack an enemy champion. I would only suggest using as a combo if you are missing health. Save it for life steal.
- When escaping ganks
- Starting behind your turret and leanding on an enemy to drag him into your turret.
- Break up team Fights
- Kill a low health enemy champion (KS KS KS)
- Change the direction of a fleeing enemy