Hecarim Build Guide by Angerous
| Health | 2600 |
| Health Regen | 61.5 |
| Mana | 2030 |
| Mana Regen | 17.3 |
| Armor | 243 |
| Magic Resist | 184.7 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 431 |
| Gold Bonus | 0 |
| Attack Damage | 303.4 |
| Attack Speed | 48.955 |
| Crit Chance | 45%S |
| Crit Damage | 50% |
| Ability Power | 55 |
| Life Steal | 12% |
| Spell Vamp | 0 |
| Armor Penetration | 19.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 39.9792% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
I bought
Note that this guide focuses primarily on the DPS build listed above (which is meant for top lane), but the tactics and strategies discussed can apply to all roles you choose to play.
Why pick Hecarim?
Let's start this out with a scenario. Your team has locked in AP
Sion top,
Zilean mid, and
Alistar/
Graves bot, leaving the jungle open. (Hypothetically) You know the junglers that that can play consistently well are a dual-wielding Viking, an angry purple dude with a needle sticking out of his back, or an angry horse. What would make you take the equine route in this situation?
Imagine this. You run out of the river bush up top, tossing your
Undertow or
Infected Cleaver at your prey. The crafty little
Lee Sin might get hit with it, or he might be able to
Safeguard / Iron Will out of there before Sion even has time to pop his stun (which could even happen if you DO hit him), retreating back to his turret until he knows it's safe. You've wasted your time (and buffs, if you have them) sitting in a bush waiting.
With
Hecarim, they won't have time to react by the time they see you booking **** out of the bush thanks to your
Devastating Charge. Sure, he might be able to dash back halfway across the river to what he thinks is safe, but you will almost always be able to catch up to him, knock him back, and let
Sion nuke him down. If you can't make it to him just by running, you can pop your
Onslaught of Shadows, fearing him towards
Sion for a second and then getting knocked even further into him because of your
Devastating Charge.
Summoner Spells
I know that this section isn't the best explained, but if you try taking
These are spells I see as viable but situational/sub-optimal for
If a spell isn't listed, it's because I see it as useless (or damn close to it) for
That One F*cked up Mastery Tree
I have had questions about my 1/21/8 masteries for the tank build, so I figure they might need a little explaining. The 21 points in the defense tree is a basic tank setup, with the 8 points in utility and 1 point in offense being the concern. Like stated above, I find
As a player that likes having a great deal of awareness in my lane, I will buy 2-3 wards about 70% of the time I
Running 9\21\0 is viable if you are less ward-reliant or prefer doing more damage, but 1\21\8 are my preferred masteries.
Rune Choices
Note that these are my personal rune choices. You can take whatever you're comfortable with (remember, always aim for primaries), but it is necessary that you keep the Greater Mark of Desolations and Greater Quintessence of Desolations. This build simply doesn't have enough APen in it, so they will allow you to continue hitting hard targets into late game. If you do replace them, consider taking
The
If you're jungling, the
The noob-trap of building pure speed.
When I first saw Hecarim's ability
Warpath, I was thinking all sorts of things like "**** yeah,
Phantom Dancer,
Youmuu's Ghostblade,
Shurelya's Reverie, TONS OF DAMAGE!". DON'T EVER DO THIS FOR THE LOVE OF GOD. Sure, the extra AD that you might get from the 12% MS on your newly rushed
Phantom Dancer might tweak your damage a little, but most of that damage difference will be coming from the crit on the item. Don't be completely put off by this, it is still a good item for glass cannon
Hecarim (more so for Hecarim than other AD carries), but it won't be your bread and butter.
You might be confused when you see the title of this chapter, yet see
Trinity Force,
Boots of Swiftness, and
Force of Nature in the first build alone. Don't get me wrong, these are all items I would buy on
Hecarim regardless of his passive. They are simply an added benefit that will often make you the fastest mover in the entire game, other than that
Shaco jumping around with his
Boots of Mobility.
Abilities
This is
What you should be doing when you're not auto-attacking or charging. Very low cooldown (1 second when you have your 2 stacks up).
- You don't have to stop to cast this. This makes it extremely proficient for chasing that
Singed with 200 health left. - It can be cast during
Devastating Charge, meaning it will gain the damage bonus from
Warpath. - The cooldown-reducing buff you get from hitting with it lasts long enough to move from jungle camp to jungle camp, increasing your jungle speed a considerable amount.
This ability will heal you for 30% of all damage done to enemies in a circle surrounding
- Using this then
Rampage a few times on a creep wave might push your lane quite a bit, but doing it once or twice will give you a considerable amount of health if you can avoid too much harassment. - Engaging without this isn't necessarily the worst idea, but if you can, always try to engage with it up. In a 1v1 situation, you're basically losing a free 30% lifesteal (less in early game before it's Rank 5).
- Using this a second or so before leaving a bush will leave the enemy in lane with little time to react. Even if you can't manage to get behind them and knock them into your friendly laner (or just away from their turret), you can often displace them enough to give the laner time to get into position.
- Used in conjunction with
Ghost (or similar, powerful MS buffs), it can absolutely wreck a squishy. - Used in conjunction with
Onslaught of Shadows, it is often enough to move one of their ranged carries to the frontline or isolate the tank and disable them for about 1.5 seconds. This can be all it takes to determine the outcome of a teamfight.
- This can be used over walls, giving
Hecarim one of the longest, if not the longest (correct me if I'm wrong), walljumps in the game. This means that you can usually position yourself so that your prey won't even see you coming before they're nuked 100%-0%. - Comparable to (but weaker than) Janna's
Monsoon when it comes to getting the enemy team out of position. Make sure not to waste it by fearing enemies into their turrets or away from your team. - Even though you may hate doing it (I certainly do), this makes for one of the best escapes in a game, especially with
Cleanse. All you have to do is pop the 2 spells, and there's very little chance of them catching you, especially with your movespeed from
Devastating Charge mixed in.
Primary Items
First Priority
These are the two items you should be building in almost every single game you play as
80% of the time, I'll start with Cloth Armour/5
After my starting items, I almost always build
After this, you want to rush to finish your
In almost ever single game, I build
If you're the tank, replace
Second Priority
Next you should build your
Third Priority
These should round off your defenses, so just build whichever is more beneficial against their comp first. Note that this isn't an extremely rigid guide, and you can switch out pretty much anything after the core build. For example, on an AP-heavy team, consider building a
I'd... take an item that has health over
This is a very good point. If the other team doesn't get a ton of power from their autoattacks (as in 3/5 of them rely on them), definitely try building
My general rule of thumb is that you can replace an item if the item you replace it with somewhat improves the primary stat of the replaced item (For example,
Possible Items
In this section, I will describe some items that I believe are viable on
Hecarim, and explain some of my choices. If you have any questions about ones I don't explain, please feel free to ask me about it.
DEFENSE
Your Role Throughout the Game
Early on in your lane, you should attempt to harass and zone your opponent as much as possible without passing the river, like most tops. You can almost always achieve this safely by using
Devastating Charge to jump into them with your
Spirit of Dread activated, and then immediately using
Rampage and walking away.
When you become strong enough to take a few hits (which is often after building your
Phage), you no longer have to worry about holding back. Zone aggressively as possible and cleave whatever you can to death. If you do choose to push like this, never use your
Devastating Charge to attack the opposing laner unless you know you can kill them or harass them a great deal. You should have your river bush warded, and need to use it to escape when you see the enemy jungler approaching it. If they choose to be crafty and you have the money for it, also ward the tribush to open up another escape route and close an assault path for them.
By end game, assuming you've had sufficient feed, you should be powerful enough to take nearly any champion on 1v1 with a good engage. Your
Trinity Force will be proccing hard in combat whenever you
Rampage, giving you a severe advantage over other Trinity users. In teamfights, you will be able to engage with your
Devastating Charge, and be able to push a single threat into your team, or even just away from theirs.
Note that you are still a DPS though, and you must stay alive to do your job. If you do start getting focused after your
Devastating Charge, you are left with a few escape options.
- Optimally, you will be able to use your immense movespeed to walk out of the fight and into a nearby bush until someone else grabs aggro.
- Your second best (and depending on the situation, sometimes your best) option is to drop your
Onslaught of Shadows in the middle of their team (and if possible, behind their carries) and try to run out while they're scattered and distracted. - You had a really bad engage (and it does happen to everybody), and your whole team is still 5 seconds from being able to help you. You managed to get yourself bursted down to 50% before your tank even took a hit, and you know you're going to die. This is a situation in which you can use your final, most desperate tactic. Run to the nearest wall seperating the lane from the jungle, and pop your
Onslaught of Shadows as far into the jungle as you can. Don't think this is a free ticket out of the incoming teamfight though. Heal yourself back up off jungle mobs, route back, and join the fight.
Jungling
Hecarim is a very proficient jungler with a slightly above average clear speed, good regeneration, and hard ganks. He is comparable to
Shyvana, but with slower clear speed and more reliable CC for ganking.
When starting in the jungle, Cloth Armour/5
Health Potions and a leash are necessary to not have to
Recall
after grabbing red or golems. I personally like leaving the Cloth Armour not upgraded until after my
Trinity Force, but you can choose to start your
Frozen Heart if you want to jungle-tank.
On
Hecarim, I like using a basic Blue>Wolves>Wraiths>Golems>Red route, starting on Wolves with the help of my teammates if possible. Jungling with
Hecarim is like jungling with most other champions. Clear your jungle as quickly as possible and gank when you can, but try to take it easy on the ganking until 6. His ganks are extremely more reliable after getting your
Onslaught of Shadows, but still doable without it with the right positioning.
I'll usually grab 2-3
Crest of the Ancient Golem
s before letting my mid take it. You will notice that you're frequently going low on mana if you're spamming your
Rampage in the jungle, so the 2-3 is usually enough to tide you over until you're ganking and teamfighting more.
At level 6 or 7, try to get support from your bottom or mid lane to take on Dragon. Note that by this time I'll usually have an
Oracle's Elixir, and will have made sure to clear the ward there 30 or so seconds prior. It's not absolutely mandatory to grab it then, but you should do so as soon as bottom or mid lane has about 45 seconds to spare. This often also leaves you in a good position to gank either of those lanes with
Onslaught of Shadows, so make sure to grab it whenever possible. Remember that this build doesn't take a
Wriggle's Lantern, so it can be fairly difficult to solo dragon at low levels.
Friends and Foes
Examples:
Spec Ops
As a champion that not only has great combat ability, but good utility as well, there are several aspects of the game that
Hecarim excels at.
Solo Split Pushing
Due to his speed,
Backdooring
Running Deterrence
Another good ability to come from
Conclusion
Thank you very much for taking the time to read this guide. I believe that I've covered a fair amount of information in this guide, but I would greatly appreciate it if you could tell me anything I missed in the comments section.
This is my first guide submitted to MobaFire, so I would also appreciate it if you could inform me of any formatting or coding I may have went wrong with or could make look better.
Thanks to jhoijhoi for her Making a Guide guide.
Changelog
6/6/12-
- Guide published
- Fixed Jungle build skill order (previously 10 points in
Spirit of Dread) - Added
Randuin's Omen to items section - Cleaned up some sentences to improve readability
- Added Masteries section
- Added Jungle section to the build
- Added Spec Ops section to the build
- Minor aesthetic improvements
- Added
Garrison to possible summoner spells
- Clarified uses of abilites
- Fixed Rune Choice section to fit wording to
Greater Seal of Armor - More aesthetic tweaks
- Clarified that
Frozen Mallet should be bought for tanking
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