Hecarim Build Guide by HanDrummer
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Champion Build: Hecarim
| Health | 2150 |
| Health Regen | 21.5 |
| Mana | 1130 |
| Mana Regen | 17.3 |
| Armor | 138.47 |
| Magic Resist | 101.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 121.95 |
| Attack Speed | 0.955 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 25 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes + Notes
Starting Items
Ability Sequence





Masteries
Intro
Welcome
Welcome to my Jungle Hecarim guide! In this guide, I will teach you how to build and play
Hecarim is a Fighter, Bruiser, Assassin, and AD Offtank.
Above is the
Masteries
I take
Now whenever you are jungling, if you don't take
This mastery might be one of the most underrated ones I see in the current mastery tree. I don't see very many people use
Alright, now I know some of you think that 6 HP per level isn't all that much, but at level 18, that's a grand total of 108 extra HP. Now remember, you are a tank, so you should take as much HP as you can take all the time no matter what. Every tank should put 4 ranks in this mastery.
Now 2 damage is not a lot, I admit, but it can save your life. Now imagine you are jungling wraiths, and each of the wraiths hit you 10 times, before you kill them all. So 2 x 10 (hits) = 20 damage. Now take 20 damage x 4 (the number of wraiths) = 80 damage. Early on in the game, this 2 damage reduction per hit can save your life, and can mean the difference between losing blue buff, red buff, or possibly both, in the jungle.
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This mastery only adds 5 armor, but it's well worth it. More armor means less damage from all auto attacks, and the physical damage from the enemy champions. You are a tank. You need armor.
Slightly different from the mastery above, this mastery adds 5 magic resist. It's not much, but again, it's well worth it. 5 magic resist decreases the damage taken from magic damage. You are a tank. You need magic resist
This mastery is the second most widely used among junglers. It reflects 6 points of damage back at all minions and monsters every time they hit you. This allows you to clear the jungle camps quicker. You are a jungler, and you will need this ability if you want fast jungle times. Faster jungle times mean more ganks.
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30 extra HP isn't much, but Like I said in the Defense 1 tier, you are a tank and need all the HP you can get. So why wouldn't you get this mastery?
This mastery is one of the most underrated masteries in the game.
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I absolutely love this mastery. It gives 15 percent Tenacity which reduces the duration of all crowd control effects by 15 percent. If you get stunned for one second, you would actually only be stunned for 0.85 seconds. Now combine this with something like the
This is again one of my favorite masteries.
This mastery grants an extra 5 percent to your bonus armor and magic resist. So if you have a
There is a reason this mastery is in the sixth tier. It reduces all damage dealt by 3 percent. 3 percent isn't much, but it will help you in team fights, and early game in the jungle. Being a tank means you need to be extremely durable. This mastery will help with that problem.
Runes
| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Armor 3 |
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Standard Runes:
With the marks, I go with the
You need Armor in the jungle! These give the most benefit to your jungling.
Now you are the tank, and will be rushing into the fight on the front lines. You will benefit from these runes by an incredible amount.
I personally find that
Alternate Runes:
Now if you don't like the
I used to run these runes, but I find that they don't add enough damage. Sure, you can get around the map quicker, but the damage from your
These runes are for if you think you don't need the extra durability, but the damage instead. I don't suggest these, as
For these runes, it is the same situation as the one described above. If you feel you don't need the durability, but need the damage, this is a different rune you could use.
Now this is probably the best alternative to the
Summoner Spells
This Summoner Spell is a MUST HAVE on
If you are jungling, unless you are
Ability Sequence and Description



Now


Uses:
-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
-Just like in the use above, you can use
Items
Core Items:
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The |
The |
Situational Items:
Defensive Items
Armor
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Magic Resist
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Offensive Items
Jungling and Ganking
- Wolves
- Blue Buff
- Wraiths
- Golems
- Red Buff
- Wraiths
- Gank
Note:
- If you are on the blue team, mid and/or top should help at wolves. If you are on the purple team, bot should help.
- 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.
Note:
Don't
Smite at Wolves. Save
Smite for Blue Buff unless your team is going to stay at Blue Buff to give you a
Smiteless 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.
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