Hecarim Build Guide by Milling
Not Updated For Current Season
Not Updated For Current Season
Since his first sighting on the northwestern shores of Valoran, the towering, armored specter known as Hecarim struck a chilling fear into the hearts of all who laid eyes upon him. No one had ever seen anything like his titanic, ethereal form before, and the mystery of his sudden arrival was deeply unnerving. When Hecarim began to march eastwards, leaving a trail of desolate, lifeless ground behind him, the villagers of the plains fled their homes for the safety of nearby Demacia. In the city's now-overcrowded taverns, rumors about this inhuman phantom spread in hushed whispers. Some claimed that he was the vengeful shade of an ancient warrior, intent on destroying all living beings; one man insisted that they had seen him leading an entire legion of spectral cavalrymen; others still believed him to be the creation of some hateful necromancer. One Demacian commander, seeking to dispel the terror that had gripped the city, assembled a few of his finest soldiers and rode out to turn back or destroy Hecarim.
The commander led his soldiers to stand in Hecarim's path and braced for his assault. As the apparition bore down on them, an overwhelming sensation of dread gripped the warriors. The men, frozen in fear, could only scream as the ghostly titan ran them down, tearing them apart and trampling them beneath his iron hooves. Hecarim turned to the crippled, cowering commander and uttered a chilling statement: "This is merely the beginning. No mortal army can withstand the might of the Shadow Isles." With that, Hecarim departed, resuming his grim march. Driven to insanity by his nightmarish experience, the commander stumbled back to Demacia, where his dire warnings were dismissed as the ravings of a madman. While Hecarim's origin and intent were still a mystery, his destination became clear when he reached the Institute of War and, in a voice both ominous and commanding, demanded entry into the League of Legends.
"You don't understand... the shadows will consume us all..."
Former Demacian Commander
- Amazing Mobility
- Very good early ganks with knock back (based on positioning of the gank)
- Decent jungle clearing time (less than 3:30)
- Good damage in teamfights
- Good Initiate for team fights late game (based on tankiness)
- Got fear and knockback
- No hard CC
- Not very tanky
Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
Warpath is an okay passive, it gives you damage based on your bonus movement speed. The scaling is alright, but it's not something you want to rush 5 Phantom Dancers for. It allows you to start Boots and get that extra damage, but it doesn't make you ridiculously strong. The ignoring unit collision is good for when you're ganking and there is a huge minion wave, but you aren't really going to use it in the jungle.
Hecarim cleaves nearby enemies for 50/85/120/155/190 (+) 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.
Rampage is a pretty strong skill because the cooldown is very short, the damage is high, and the mana cost is very low. This ability is very good with a Trinity Force and it does a lot of damage to enemy champions. It also helps a lot when jungling because it's extra damage onto minions, helping you clear much faster. This abililty should be used in between all of your attacks to get the most damage output.
W: Spirit of Dread
Spirit of Dread
Hecarim deals 80/125/170/215/260 (+0.8) 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.
This is your most important ability because it allows you to do lots of AoE damage to creeps\heroes, while sustaining yourself based on how much damage you deal. It should be used whenever you're doing damage because it will help you clear faster or kill champions faster, and it doesn't interrupt your attacks. It's basically just a small damage aura that heals you.
E: Devastating Charge
Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+) to 80/150/220/290/360 (+) physical damage based on how far Hecarim has traveled during Devastating Charge.
This ability should be leveled last, but it's still very powerful. You get a huge movement speed boost and it only costs 60 mana. It can be used to get around the jungle faster or when initiating ganks. It will allow you to chase your enemies and it has a small knock back, which can be useful if you use it correctly. You can use this to save teammates or push enemies closer to death, depending on where you are.
R: Onslaught of Shadows
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.8) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge dealing an additional 50/125/200 (+0.4) 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.
I like Hecarim because of his ultimate. It's a strong gap closer that fears everyone around you where you land. It can be used like Shyvana's dragon form to get away from enemies, or it can be used as an initiation into the enemy team. It's got a long cooldown, so it's important to use this only when you need to.
Using your Ultimate
Your ultimate is very strong because it allows you to have an escape and it allows you to chase when a champion goes over a wall. It should be used sparingly because of the really long cool down, so make sure to use it only when you really need to. It's important to use the wall jumping to your advantage because you can chase enemies even if they have their flash up.
One of Hecarim's strengths is that he ignores unit collision. If you are in a lane, you can disengage by running through the creeps if they are stacked, because this blocks off the enemies chasing you. They have to run around the creeps if they are clumped up, giving you a bit of room to escape. You can also chase right through the creep wave, allowing you to close your gaps between you and the enemy.