Hecarim Build Guide by kadun
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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.
Hello everybody, and welcome to another of my mobafire guides - I've worked hard to make this guide helpful, yet compact so please leave a rating, and your thoughts on my work - Hope you enjoy! ;)
Before you move on, I would like to ask you guys a favor, please please please... Don’t just downvote my guide, give me critics, or any source of reason why you downvote at least. There's nothing worse than getting random dislikes, when you can’t do anything about it.
- Thanks! ^^
Oh, and if you play on West, just add me.. My ingame name is Kadunz - See you ingame! ^^
Oh, and before you start reading on - I would like to say this thing, which you should always remember:
Don’t just play 100% like I say in this guide, adapt to Hecarim, find YOUR playstyle, and what you think is best for him! ;)
Who can he 1v1 in the jungle
A Hecarim spotlight
Green = Positive that this will be done in a near future.
Orange = Not sure when it will be done, but it will come at some point!
Red = May not come at all, but i hope i'll be able to make it.
+ Deals great damage late game
+ Very tanky
+ Brilliant initiator
+ Lots of CC (knockbock, mass terrify, slow with items)
+ Very mobile
+ Decent ganks pre-6 and great ganks past-6
- Low sustain early
- Hard to pull of ganks before 6
- Mana problems, especially early on
- Really not that beneficial a passive (IMO)
THIS IS A MUST FOR JUNGLERS !!! NEVER TAKE ANYTHING ELSE!
Ghost is better than Flash because of he's so mobile, and can just run away, in worst case scenario you can use your ultimate to get away
Exhaust can be a good spell, since you allows you to 1v1 anyone and allows you to get some better ganks
Flash is a pretty great summorner spell many people like, it can be used for both chasing and escaping. But with Ghost you would be able to catch up with even flashing players easily with you full build
I get 6 of these for the attack damage build because it provides you with the needed armor pen to clear the jungle fast
Greater Mark of alacrity
I take 3 of these and combine them with my quints to maximize my damage
Greater Seal of resilience
You need some early survival and the armor is really needed when you gank a top lane since they are often attack damage based
Greater Glyph of shielding
Some magic resist are always good, and since it takes some time for my build to actually get a decent amount of magic resist these are really great
Greater glyph of shielding
These are usefull if you want to be tankier and i use them for my survival build
Greater Quintessence of desolation
You want some extra early game damage for faster jungle clearing
Greater Quintessence of swiftness
I know many people would pick these over Greater Quintessence of Attack Damage, but these are late game, yes late game, since the bonus early game are really small like 5 AD.
I think a lot of people would actually run 21/0?/0?, with either 9 points i defense or utility. But i have always loved to be tanky and i think Hecarim really fits that role quite well
Summoner's Wrath: If you took Ghost like me, this are really great
Butcher: These are basically just for a faster clear time, and some extra damage on the creeps in the jungle, i take two points in this instead of Brute Force , since his scaling are really not that great
Weapon Expertise : 10% Armor penetration is one of the most point efficient masteries in the game, since it gives you some really great, it's one of the most important masteries for all AD's since it allows you to bypass some of the enemies armor
Summoner's Resolve: This point are only decent, since the only benefit you get are 10 golds when you use smite, but hey you use smite about one times every 70 seconds do why not get 10 gold for doing it anyway?
Veteran's Scars: You always want some early damage to keep you alive in the jungle, especially if you don't get that good of a leash, then you will drop low and maybe end up dying
Bladed Armor: Returns damage on creep, both in jungle and lane, but again, quicker jungle clearing and okay in teamfights, but beware you are actually able to steal the blue from your mid, when you're trying to give it to him (happened before)
Initiator: Extra movespeed when you're above 70% hp, which are really beneficial since Hecarim scales with movespeed, the bonus isn't really that big, but hey damage is damage right?
Juggernaut: This is your bread and butter, you always would want this, the bonuses it gives are just to great to skip, increased max hp (with 3%) but the most important 10% reduced disables, now you can hack and slash everybody all night long
Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed
General about this
The bonus are really small and really not worth trying to aim for. But the unit collision allows you to juke in between minions to escape and activating Devastating Charge (E) you can make a clean escape
Hecarim cleaves nearby enemies dealing physical damage.
Hecarim cleaves nearby enemies dealin physical damage. (50% damage to minions and monsters)
If Hecarim damages at least one enemy with this attack he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.
General about this
This is your spam ability, proc your trinity and deals a lot of damage if your able to stay in the middle of the enemy team and keep spamming your Q
Using Rampage can be hard, since you need to be very close and put yourself in danger all the time.
It does not give you the damage needed for clearing jungle fast due to "(50% damage to minions and monsters)"
Rampage + Spirit of Dread can be very good farm tools, probably some of the easiest and most secure farming tools. Practice what you like and you'll soon figure out when to farm or harass!
This ability are mostly used for proccing your trinity, which suddenly adds up, so stay in the middle of their team, Q-AA-Q-AA and so on. This will increase your damage by a big amount
Spirit of Dread
Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains health equal to a percentage of any damage those enemies suffer.
Hecarim deals magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.
Hecarim cannot heal more than 60/90/120/150/180 health from minions.
General about this
This is a life saver, it can and will save you from dots. It keeps you healthy in the jungle and healthy in teamfights.
The healing gained from minions are very small late game and can't really be used, but in team fights you can activate you W and suddenly have gained more than 500hp back in a second
The most effective use for Spirit of Dread is to use it combined with an AOE comb, (etc. fiddle, galio, mf, leona) you will get healed for a lot of damage and be able to sustain in the middle of the enemy team for a long amount of time
Hecarim gains increasing movement speed for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing physical damage based on how far Hecarim has traveled during Devastating Charge.
General about this
This is your main engage, ganking tool before level 6 and after level 6 it can be used to escape dangerous situations, it deals an decent amount of damage and can be used to interrupt stuff like Karthus' Requim and Katarina's Death Lotus or just to simple knock someone back to save an teammate
Combine this with your ultimate and suddenly the damage is increased a lot and if you get behind the enemy team with your ultimate then try to knock their carry into your team.
This is also a mini interrupt don't forget that, so interrupt stuff you need to interrupt
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge dealing additional magic damage to nearby enemies causing them to flee in terror.
Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge dealing an additional magic damage and causing neaby enemies to flee from Hecarim for 1 seconds.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
General about this
After level 6 this is going to be your engage ability, it can be used both aggressive and defensive, it fears all enemies away from Hecarim so it can also be used as an interruption. Deals some nice damage too
Fear all the enemies and charge back their carry, escape over walls, this is almost a jack of all trades, if you don't travel your full distance your ghost riders will and they can finish an opponent for you, if you know there's a trap.
If you really need some hp, because you are getting instant bursted, this item provides you with an crazy amount of hp and health regen (scales well with your Randuin's Omen's Health Regen), replace your Shurelya's Reverie with this item, if you decide to get a Warmog you will need an Atma's Impaler instead of your Youmuu's Ghostblade
Why i don't use these items
I've decided to make a "Why not these items" list, since i've seeb many people buy the following items
If you look at the item, it seems to give you some really great stats for Hecarim, but imo these stats are really not that great.
The movespeed scaling on him is not that good 10-25% of your bonus which in most cases wont increase your damage by more than 30-40. My guide don't focus on auto attacking that much, all the attacks he needs to do is one each 2 second to damage with his Trinity Force proc.
My guide does not focus on crit either, and if it did i would place a Infinity Edge somewhere in my build
What is jungling?
Normally players will gain gold and experience by moving along one of the three lanes and killing enemy creeps. Jungling is the term used when a player instead tries to gain gold and experience by killing the neutral creeps in one of the many camps littering the forested “jungle” area of the map.
Advantages to jungling
-Junglers will generally get less more quickly than other players. This is because a jungler often get fewer creeps and the jungle creeps are not worth that much.
-A jungler’s teammates will generally get experience more quickly than the other team if they don't have a jungler. This is because experience is split among two heroes sharing a lane, such that a hero who is alone in a lane (commonly referred to as a ‘solo’ or ‘solo lane’) levels up faster than either of two heroes sharing a lane. Normally there are five heroes splitting the experience from three lanes (2-2-1), however if one hero jungles there are now effectively four heroes splitting the same experience (2-1-1). Just remember that solo lanes mean faster leveling, and a team with a jungler has two solo lanes.
-A jungler’s moves are harder to predict. Because a jungler spends most of his time outside of the enemies field of vision, it is harder for the enemy team to guess where he is or what he is doing at any given time. This makes it easier for a jungler to assist one of his teammates in a surprise attack, or ‘gank’, on an enemy player.
Disadvantages to jungling
-Junglers will generally level up more slowly than other players. This is because those who fight in lanes are frequently nearby dying enemy creeps, and every player near a dying creep gets the experience for that creep. Note, however, that the more experienced the jungler the faster they kill neutral creeps, to the point that some very skilled and efficient junglers have little or no experience disadvantage.
-A jungler’s teammates may find it harder to ‘push’ early on. Remember that a jungler’s team effectively has two ‘solo’ lanes? Well, this can create a situation where there is only one allied hero in a lane with two enemy heroes. While this can be advantageous in that the lone hero levels up faster than the two enemy heroes, the disadvantage is that a lone hero finds it very hard to gain ground, or ‘push’ into enemy territory. Very often in such 1v2 matchups the solo hero will be forced to play defensively, missing out on potential player or tower kills.
-A jungler is less able to help friends in danger. If you have a teammate that is in the same lane as you, they are actively watching your back in case enemy players try to sneak around, push, or attack you. If you are attacked, a jungler teammate will often times be too distracted to notice or too far away to help until it is too late. Experienced junglers try to keep an eye on what is going on in the three lanes while they are killing neutral creeps so they can still help their allies as much as they can to mitigate this weakness.
Stonewalls Jungle Hecarim
My Jungle Hecarim - soon to come
I will upload it whenever i can get Lol recorder to work when i play lol
Wolves- Activate your Spirit or Dread when the fight begins
Blue Golem- Use Spirit or Dread when the golem focuses you (hopefully you get a leash), Smite around 450 -> Level up Q
Wraiths- Activate Spirit or Dread when you engage and use Q to skip the casting animation of your Spirit or Dread, Spam Q
Wolves- Same tactic as Wraiths, Spam Q -> Level Up -> W
Lizard- Activate Spirit or Dread when you engage and use Q to skip the casting animation of your Spirit or Dread, Spam your Q Smite around 495 hp
Wraiths- Activate Spirit or Dread when you engage and use Q to skip the casting animation of your Spirit or Dread, Spam Q -> Level Up -> Devastating Charge
Now gank or recall
Always remember to gang as soon as you get close to a lane where your opponents are overextending (ganging with red buff will makes things 10 times easier).
When to stop jungling ?
As soon as you realize mid-game has started you should stop jungling and go for the regular push & back game. You can grab some creep kills, but always be sure to be close enough to some of your partners, in order to help or to be helped (use a lot of wards at that time). To sum up: stop jungling when your allies can't stay/hold their lanes anymore with the regular 1/1/2/+1 jungler composition.
Counter Jungling - Coming Soon