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Hecarim General Guide by rOBODUDE10

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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.


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League of Legends Build Guide Author rOBODUDE10

Hecarim The way he's ment to be played TOP/JUNGLE guide

rOBODUDE10 Last updated on January 16, 2013
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Team 1

Ability Sequence

1
5
7
9
10
Ability Key Q
2
4
8
17
18
Ability Key W
3
12
13
14
15
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Table of Contents
Guide Top

Commments

Hey guys, I would love to get some comments on my guide.
I invested a lot of time and effort on it and I really wanna know what people think, for good and for bad...
I got a few comments about having many spelling mistakes, I fixed that, thank you.
But I wanna add that this is A Hecarim build guide, bot an English for beginners guide, so read it *only if you wanna learn how to play Hecarim, commenting on bad spelling is fair, downvoting for that is just lame.
Thank you


Guide Top

Introduction

Hello reader, so my name is rOBODUDE10 (real life name, not) and this is my long loved Hecarim guide.
As with my other guides, I don't teach how to play a lane. I won't teach jungling routes, warding places or how to last hit. I will however teach you everything you need to know on how you need to play Hecarim on that particular role and win, A LOT!
Go read a guide on warding/jungling/laning somewhere else, there are great guides for that that cover much more then I can ever do.

I got Hecarim when he was just a newborn champ, I was very nooby back then and I was jealous of all those guys getting new overpowered champs and I decided to buy the next one out.
I immediately fell in love with Hecarim.
Sense then a lot of games were played and a new season with new Items was presented.
I have try many deferent ways to play Hecarim - Heavy AD jungler, little tanky DPS top, Hybrid top, and even AP mid and I found that the way that works best is Offtanky bruiser at top or at the jungle.
Hecarim is a bit underestimated in my opinion, spacially at top, but if you play him right, he will rule hard, that if you get 1-2 kills early, you will easly carry.
Another good thing is that he's great at clearing waves and has nice lane sustain.
Last thing, on this build, he's also kind of tanky so feel free to jump in to the middle of the fight, but don't go stupid like, you’re not Rammus.

1 last note, even tho the guide is mostly built on the TOP role, Hecarim is actually better as a jungler. That's the role I recommend going for the most as Heacrim.


Guide Top

TOP

Well I decided to start with top because it covers a lot of basics
So here we go:

Pros / Cons

space
Pros



+ Packs AOE damage
+ 2 types of CC
+ Fastest champ on the field, great for split pushing
+ Nice Lane sustain
+ Easy to learn
+ Damage scalem on movement speed
+ Devastating Charge is a great escape ability that will save your life ample times
+ Big and scarry
space
space
Cons


- Not that Tanky
- Can easly push to hard
- You will run out of mana if you spam Spirit of Dread to much
- stronger on long fights which don't accure in lane.
- 2 Abilities scale on AP which means they usually won't scale...
- Devastating Charge is kinda hard to use for CC in lane



Masteries
Masteries
1/5
3/1
4/1
1/1
4/1
3/1
1/5
2/1
2/1
1/1
1/5
3/1
3/
1/

So why 9-21-0 and not 21-9-0?!
Well I tried a lot of different Hecarim combos and I found that This one works best.
I also used 21-9-0 for a long time and I found that it just makes him to squishy, Hecarim isn't about hit and runs, he just don't synergize that way, Hecarim is about hit and hit again, and again, and again. That's why you need to be tanky.
Also, I noticed that on 21-9-0 You will scale very nicely if you get the 1st kill, but you will be completely behind if you die 1st (it can happen). 9-21-0 is safer and you will still deal nice damage with the items you get and you will be tanky enough to dive into battle in team fights and get out alive.
1 last thing, on 9-12-0 if you try to gank a good cc AP carry, he might just stun and destroy you to easily.
I don't take utility because other then the extra speed on Nimble , it's basically kind of useless for hecarim.

Runes
Runes

Greater Seal of Armor
3

Greater Glyph of Scaling Magic Resist
7

Greater Quintessence of Movement Speed
3

Greater Glyph of Magic Resist
2

Greater Mark of Attack Damage
9





Summoner Spells


Ghost: Just great for Heacrim, makes you super-fast and gives you more damage for the duration. Great for escaping and for chasing down enemies. Also great if you see that mid lane needs help. Run half way to him, punch Ghost and Devastating Charge and the enemy won't know what hit him.
In general, using Ghost and Devastating Charge gives you so much movement speed - hence damage, you won't belive it.
space
Ignite: It's a must when fighting champs with strong Heal or life steal like Vladimir or Dr. Mundo because of the heal reduction. But also, It's just great against any other champ just to make sure you get the kill.

Also valid


  • Flash - Always a great escape tool
  • Exhaust - the slow makes it harder for your victim to run to safety, still I like Ghost better because it has many more uses and it scales your damage
  • Cleanse - If you are facing an enemy with very strong CC and you feel it can save you
  • Teleport - So you can gank lanes and get back quickly or to go back to shop faster.
[*] Barrier - I guess you could use it, I just don't really see why.



Ability Explanation


  • Warpath: Hecarim's passive, Your movement speed scales your AD + ignore unit collision, both are kind of nice and this is the reason why you want to scale movement speed when playing Hecarim.
  • Rampage: Deals AOE AD damage to anyone around Hecarim. The important thing to know is that it has a base of 4 seconds CD and Every time it hit's an enemy, it's CD reduces by 1 sec untill 2 second. that's why Hecarim is so awesome as a bruiser. This ability synergizes so well with Sheen.
  • Spirit of Dread: deals AOE AP damage to any champ in the big radius of the ability over 4 seconds. during that time Hecarim will heal for some of the damage that's dealt to this enemy, now this is confusing so I wanna point it out.
    It won't heal you just for what damage this ability deals, it heals for whatever damage the enemy takes during the time this ability hits it. it means that if you also Auto Attack, you will heal more, if your teammates attack that enemy, you will also heal more. Downfall is that it scales on AP and it scales kinda poorly so it because less and less effective as the game progresses.

    Still, I noticed that in the early game, this ability is what makes you come on top of your enemy on engagements.
    You can also use it on enemy minions to heal, just remember it take a lot of MANA and the healing power from minions or monsters is limited.
  • Devastating Charge:
    Gives Hecarim bonus movement speed over time + deals more damage the farther Hecarim travels. when you finally hit your target with it, it will push it forward. This is Hecarim's basic gank ability and also he's escape ability.
    This ability scales on AD.

  • Onslaught of Shadows: Awesome Ulti, really. just need to aim well, when you press it hecarim invites he's friends for a short party on the enemy's head. he Leaps with them at the target, Dealing Massive AP damage and scaring everyone in a mediocre circle around he's landing point.
    The enemies will allways run away from him meaning you should try to hit behind them.


    Tips and Tricks
    When getting ready to engage in lane, try hitting minions 1-2 time with it to lower CD, then engage and deal hella damage.


    Try to just run ahead of enemy while spamming Q as much as possible before you finally hit him with just "right click", while you chase, Rampage damage wills increase duo to your speed increase.
    When chasing or ganking, try to hit when you are ahead of the enemy so you will push him away from the turret.

    This is a great initiation ability and a great way to jump on the enemy squishes at back, just careful, Enemy team might focus you right after.
    Always try to aim behind the enemy so he runs behind you.
    This ability can jump through walls/tree's/whatever so you can use it for surprise attacks or for ganks.
    When possible, you can use it to scare enemy into your tower.
    Try combining on ganks, Onslaught of Shadows with Devastating Charge. Push e, run till range, push R behind enemy, push Q,W and then hit him with right click to push him again.
    This will usually insure a kill. you can use the same technic when going for the kill on top, but only when enemy is low enough on health.

    Another thing, You will notice that I don't scale my abilities as most people do, which means all in ability X, all in ability Y and ability Z at the end.
    I get 1 point on each ability, then another point on W then max Q, and them more points to W or E depending on the situation. I do that because
    A. You will need Q for damage and W for sustain
    B. You will need 1 point in E to escape or chase if needed
    C. Scaling W a bit gives for better lane survivability + it deals nice damage at early levels.
    D. W doesn't effect that much on late levels, so you might actually get more damage out of E that scales on AD. That's why i tend to stop scaling W at 3-4 points and switch to E


    Items
    Item Sequence

    Boots of Swiftness
    900

    Enchantment: Alacrity
    450

    Iceborn Gauntlet
    2700

    Zephyr
    2850

    • + : For the speed and damage of course, you can take or if you feel a little behind and need that early defense, don’t feel bad about it, they saved me many times.
    • The bruitalizer: Give's nice damage and armor pen if fighting against a tanky guy.
    • : Gives very nice armor which op against most top champs, also makes sure you won’t run out of mana anymore and gives the CD redaction is awesome for Hecarim.
      I would take it early if I’m playing against a really AD heavy champ and I’m feeling behind. It probably won't make me win but it will help me sustain till I get a gank.
    • : again, no need to worry about mana anymore and OP damage on your Q-autoattack combo. That's because every time you cast ability, your next basic attack will deal double damage.
    • Avrice Blade: Buy this 1st if you feel ahead or that your opponent is easy, so it will give you as much GP as possible before building into Younmuu's Ghostblade. Also buy it right after Galcial Shroud if fighting a 1v2 lane and there for you are starving on minion kills.
    • : combines the 2 great Hecarim items into one Super Awesome Hecarim item. After casting ability and hitting with basic attack, enemies in a small radius are slowed, and can't run away.
    • : The Item with the highest Movement speed bonus in the game, Also some nice attack speed and damage and nice CD, combined with Iceborn Gauntlet and Sorcery mastery you will get 28% CD redaction which is almost the maximum available (30%). This item is just built for Hecarim.

      COMMENT: Back in the early days, I used to get Trinity Force"] almost every game, it seems like a great item for Hecarim, and it is kinda good, but then you have to get [[Frozen Heart for Armor and CD reaction. Now there's the combo of Iceborn Gauntlet and Zephyr which gives you everything you need from Trinity and the frozen heart and even more. More and it's much more cost effective. Trinity Force+ Frozen Heart cost 7800GP while Iceborn Gauntlet + Zephyr cost 6250 GP. This means you get all your basics much sooner and can start building damage sooner also. That's why I wouldn't recommend Trinity on Hecarim at all.
    • : builds from you earlier The Brutalizer I love it on Hecarim because it passive gives you some needed Armor Penetration while the active gives even more movement speed and attack speed for a 4 to 8 seconds.
    • : OP item with awesome Armor penetration. Get it instead of if the enemy team is very tanky.
    • : Great if the enemy AP carry is fed or if the enemy team has a lot of CC. Also, when you activated it, you get extra movement speed for a short duration.
    • : It doesn't synergize with he's abilities but it does synergize with you wanting to be tankier and deal more damage, that's why it can be a good item for overall tankiness.
    • : this is a very situational item. it builds from Bilgewater Cutlass and Hextech Revolver which can both be very useful. I would usually buy this item when laning against a champ that can poke meto well. When fighting some1 like [Vladimir]], Nidalee, Teemo or Nunu, they will constantly poke you and/or heal themselves to the point that they either dominate your lane, kill you or force you to recall to base, on each case, you are left behind. With that extra Life steal and Spell vamp, you can sustain much better.

      It's also useful against other Poking top champs like Nidalee, Jayce or Teemo.
      Anyhow, On most cases, I would actually build Hextech Revolver 1st because it scales your Spirit of Dread heal well and it will heal you without having to get into poking range.

      Other items to consider:
      There are many other great items, all with their own purpose.
    • : is a very useful item against champions with strong life steal abilities like Sion or Vladimir and it's also good against Champs with heal like Dr. Mundo. Attacking them will deny reduce their heal by 50% for a short duration
    • : Defiantly feel free to take it if playing against AD heavy team
    • / : Hexdrinker is very cost effective and can give you nice MR and some damage on that early game, you can take it over Mercurial Scimitar if you don't want to spend so much money on MR or if you don't have it.

      A more general tip to consider, you don't have to complete every high item 1 after the other. Usually, a higher tier item gives far better stats but it doesn't mean that completing all the items one by one is the best way.
      On most cases, on my build, you should aim to get Iceborn Gauntlet and Zephyr as soon as you can but if you are facing an AP champ on your lane, there's nothing wrong in getting Negatron Cloak prior to any of them. or in between. Or if the enemy got some Armor, get The Brutalizer quickly.
      On most cases you will face an AD based champ so you should complete Iceborn Gauntlet and then it depends, either The Brutalizer or Zephyr. You can always complete Youmuu's Ghostblade or Mercurial Scimitar later on.
      Feel free to try other items and let me know how they worked for you.




      Laning

      While laning as Hecarim (Just like any other champ), your no1 goal is to farm well, last hit as much as you can and poke with Q poke when the oppertunity arize.
      Don't commit into a fight if Spirit of Dread is on CD because you will probably be out damaged and know your enemy. Don't commit to a fight against an enemy that you can’t win, for example, going 1v1 against Jax on level 6 is not wise, He's ulti makes him very hard to kill and he's attack speed scales on every attack.
      Use ganks to get kills, you can easily initiate with your ulti when the jungler comes.
      If you see a gank opportunity at mid, Push your lane a little, then go back a little, run down and use your ghost and Devastating Charge combo.

      Teamfights


      You are a tanky DPS champ, remember that. This means you must be able to tank damage so you can deal damage over time.
      Jump in after the teams tank with your ulti and do ur thing. try to focus a priority target like the enemy ADC if possible. But don't go chasing him if it means you leave your Carries unprotected.
      That's basically it. Have FUN :D


Guide Top

Jungle

Pros / Cons

space
Pros



+ Packs AOE damage for fast monster camps clearing
+ 2 types of CC that synergize well make for nice ganks post level 6
+ Fastest champ on the field, makes for easy ganks.
+ Damage scales on movement speed
+ Devastating Charge is a nice ganking utility.
+ Big and scary

space
space
Cons


- Not the best 1 on 1 if counter jungling or counter jungled
- not the best "jungler" - looses lots of health while jungling on low levels
- kinda mana dependent early on forces you to save on lower levels
- strongest on long fights witch usually won't happen on ganks.
- 2 Abilities scale on AP which means they usually won't scale...
- Will wake you up in the middle of the night screaming.



Masteries
Masteries
2/1
2/1
4/1
1/1
2/5
2/1
3/1
2/5
1/5
2/1
2/1
3/1
3/
1/

Just a little different from the lane Hecarim, I take points
in both Butcher, Tough Skin and Bladed armor for faster jungle clearance and more jungle sustain.
Runes
Runes

Greater Seal of Armor
9

Greater Mark of Attack Damage
9

Greater Glyph of Scaling Magic Resist
7

Greater Glyph of Magic Resist
2

Greater Quintessence of Movement Speed
3

Just the same as TOP and for the same reasons, that's why I won't get into details.


Summoner Spells


Ghost: Just great for Heacrim, makes you super-fast and gives you more damage for the duration. Great for escaping or for chasing down enemies. Also great if you see that mid lane needs help. Run half way to him, punch Ghost and Devastating Charge and the enemy won't know what hit him.
In general, using Ghost and Devastating Charge gives you so much movement speed - hence damage, you won't believe it.
space
Smite: Smite is kinda obvious for a jungler isn't it? Hecarim can't really jungle without it so you shouldn't even try.

You could also take Flash instead of Ghost if you prefer it, but Ghost is just much more useful, Especially on that mid-late game when you can run into a lane in 5 seconds while a fight is raging and save your ally.


Ability Explanation

Not much to explain here
Basically you can start with both Rampage or Spirit of Dread and they will both work fine, my recommendation is this:
If you are going to start with Wolves, go for Spirit of Dread and punch it only after you a few hits or 2. You can also use a health pot at the same time, this way you will have the highest health after clearing it.
If you start at the Golem or you wanna gank from level 2, go for Rampage 1st and use as many pots as needed. (For level 2 ganks you might need Devastating Charge on level 2 which means you will fall behind if you faiil the gank.).
Any way, if you aren't gonna gank from level 2, always get Q and W 1st for faster and healthier jungle clearing time.
Always get 1 point on E until level 4 so you can gank when needed.



Items
Item Sequence

Boots of Swiftness
900

Enchantment: Alacrity
450

Spirit of the Elder Lizard
2000

Iceborn Gauntlet
2700

Zephyr
2850

You will notice that the items are quite similar with some basic changes.
1. Always start with and 5 health pots so you clear the jungle as fast as you can.
2. On your 1st back, go for the and
and if you got cash, get 1-2 health pots, 1 mana pot and 1-2 wards
3. Next get either , Spirit of the Enchant Golem or right after, all depending on the amount of cash and situation.
Spirit of the Elder Lizard if you feel like you need more damage, this will fix that problem for you.
go for Spirit of the Ancient Golem if you are a bit behind or dying to quickly, if you scale damage when behind, you will usually just die more instead of getting kills. This way you might not get more kills, but you also won't die, and assists also grant money which will help you scale later.
Sheen is just awesome and will increase your damage dramatically. Get it right after you Spirit Item.
After that, get for it's awesome slow and continue with your build depending on the situation
An important thing to note here (Thanks Cortez Cardinal for the comment on not being a glass cannon) is that if you went for Spirit of the Elder Lizard first, then you should get Galcial Shroud and if you need some Magic Resistance, also get Negatron Cloak or Negatron Cloak before getting Sheen.
In general, You should try to complete Iceborn Gauntlet and probably Zephyr as soon as you can, but you can just half build other items like Youmuu's Ghostblade or Mercurial Scimitar
[/list]




Jungling


Hecarim Should start at either Wolves or Blue Golem.
The Idle Jungling route is
Wolves -> Blue Golem -> Wraiths -> Red Lizard -> Double Golems
At the beginning of the game, ask you mates to help you on wolves and on the golems.
Get W 1st, ask your mates to auto attack the wolves just to deal some damage. You should tank the damage yourself and use W after you received a few hits. next go to the Golem. Again you tank the damage, so use a health pot. At this point, your mates should do as much damage as they can to the Golem only. If you feel you can finish the golem without smite, then you can save it for the Lizard. Otherwise, use it without thinking twice. Get a point on Q now.
run along to the Wraiths and use Q, W and another pot.
Now if you didn't waste smite, you can go straight to the Lizard and take it down. Don't forget to use a pot and Smite for the kill.
Now go for the Golems and kill them, if you have enough health, go gank or Wraiths again. Otherwise, go back to base.
If you did use smite on the Golem, either wait a few seconds till it's CD is back at approximately 12 and then start it, or go to Golems and then Lizard. After that again, check your health, if its above 500, you can probably gank. if not, go to wolves or base.

When ganking Pre level 6 with Hecaim, Always try to go from behind the enemy. If he is pushing, activate W when in range, then Q and an auto attack when in range, and start your E, Right click ahead of him on he's path and keep punching Q till you get 1 more slice. Then when you are ahead of him, right click him to kick him backwards and keep Qing and auto attacking till he dies.

If he isn't pushing, press E while out of sight run behind him (between him and he's tower), don't click him but the ground behind him while pressing W when in range, and Q just when you get passed him. Then after you got behind him, right click to kick him away from the tower.

When ganking post level 6 you should dive in with your ulti, Aim it so the enemy gets scared away from tower and not to it. Then GO W,Q and auto attack once, then E and Q and kick him away from tower again. Then keep on Q and auto attacking till he drops.

DO NOT TOWER DIVE BEFORE LEVEL 6 (That’s when you get tanky enough to hold a few tower hits), you will probably die right after killing your foe in the better situation or just die without killing him in the worse situation. Either way, it isn't worth it.
There is an exception. if there are minion pushing the tower and the enemy is at 1 hit to die while you are approximately full, you can dive for the kill at level 5 and run with E+ghost.
But that's very rare so you should never tower dive before level 6.
NEVER EVER TOWER DIVE AT LEVEL 1-4 YOU WILL JUST DIE!
Now don't say I didn't worn ya...

Have a nice hunting and feel more then free to vote and leave comment
rOBODUDE10 out


Guide Top

Well That's it folks
I hope you enjoyed my guide.
Feel free to comment, ask questions and Give a positive vote to it :)


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