Hecarim Build Guide by Variduse
Not Updated For Current Season
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.
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.
Pros / Cons
- Really mobile
- Devestating in teamfights and lategame
- Really fun to play
- Rather squishy
- No hard CC
- Weak early game
- Predictable ganks
- Mana issues
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. Just boots,
Force of Nature and trinity should be enough, if you feel like getting some more mana regain get your hands on a Shurelya's Reverie.
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.
Cost 25 Mana
Cooldown 4 Seconds
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. Prefferably when you have the blue buff.
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.
Cost 50/60/70/80/90 Mana
Cooldown 14 Seconds
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.
Cost 60 Mana
Cooldown 24/22/20/18/16 Seconds
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.
Cost 100 Mana
Cooldown 140/120/100 Seconds
Creeping / Jungling
Wraiths > Red > Golems > Wraiths > Wolves > Blue
Smite when your W is up.
Make sure to have some mana left when you reach the blue buff.
If you're having trouble completing the jungle try starting with a Cloth Armor + 5 pots. (This will significantly increase your clearing time)