Hecarim Build Guide by KING HECARIM
Not Updated For Current Season
A/D Tank Hyper Carry Jungle He
Not Updated For Current Season
This is a full proof guide to play Hecarim the most viable way. He is meant to be built tanky with the ability to peel while doing some damage. If you're interested in learning Hecarim, or want to spot up on some new tricks, please take a read.
Smite is no question for Hecarim.
Ghost works as the best secondary summoner spell. He gains extra attack damage while ghost is in effect (10secs) and can easily catch up and deal a great amount of damage over time with Q + W. He can gank lanes extremely fast, and during late game team fights, peel for his team procing Icebourne Gauntlets on multiple enemies.
I DO NOT RECOMMEND using any other summoner spells. They are ineffective compared to the utility of ghost.
Start with Machete and 2 pots. Standard Jungle build.
Rush your jungle item, you probably want to go Cinderhulk as its op right now. Get blue smite to slow down targets for easier ganks.
Move towards your boots and get either ninja tabis or merc treds depending on if they're a heavy ad or ap team.
Build a belt if your team is losing, if you're winning and they have a lot of AP I like to go hexdrinker.
Build the belt in to a randuins and then try and rush the icebourne. Depenid on how their team comp is, other items are situational, like spirit visage (must item vs heavy AP temas) or sunfire.
I've seen people start W, which is absolutely insane. Don't be a dummy and start a move that does 80 damage over 4 seconds. Your Q will cleave the **** out of the Buff and do exponentially more damage.
You want to keep maxing Q since it is your main damage output, then your ult at 6, 11 and 16.
You then max W secondary, for its life draining effects and damage output.
I've seen inexperienced Hecarim's max E second, which only reduces CDR and does a bit more damage. You don't even run faster!!! MAX E LAST!
You're a AD Off Tank. So be tanky, but still privde some damage. Utility masteries don't have as much of an effect compared to AD and Defense. This scales better in all aspects of the game, especially late.
Reds: This is the most controversial. Some people like AD, even Armor Pen, but Attack Speed is by far the best. A/S will clear your jungle faster, and give you faster procs on your Icebourne vs flat damage. It' not even that much damage compared to your attack speed, because you constantly have to spam Q as your main damage output.
Yellows: Armor per Lvl is needed to sustain jungle and survive ganks.
Blues: MR per Lvl is needed for late game against magic damage.
Quints: Movespeed is the best quint for Hec, you need that mobility to get to camps and gank lanes efficeintly
During team fights (by now Icebourne Gauntlets should be built) you want to focus priority on the carries. If you feel they're getting too close, and your carries are in position, then ult right behind them to fear them towards your carries. If your team is out of position and their initiators are coming towards your carries, PROTECT THEM. Peel with Q and auto attacks from Icebourne. They should be no where near your carries. As Hecarim gains levels and builds proper tank gear, he should be unstoppable in a team fight. If you're dying early, there's a problem!
Pros / Cons
Great utility and peel in team fights (If right items are bought)
Ultimate is a game changer
Cannot duel 1v1 very well
Not too good of a counter jungler
Will be squishy if not built properly
I'm Jordn on League of Legends, Hecarim is one my favorite champs. I am currently a Diamond 3 Jungle Main NA. I love his mobility and ganking ability. His utility as a champion is great. Although he is a little weak on the dueling side, he provides great utility for most team comps.
If you liked this guide, please give it a thumbs up, if there are any questions, please feel free to express them. Thanks!