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Hecarim Build Guide by Minniche

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.


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League of Legends Build Guide Author Minniche

Oh HECKarim

Minniche Last updated on July 23, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Hello, and welcome to my guide. This guide is for Hecarim, The Shadow of War. Hecarim is a strong jungler or laner (which I play him as, I can't jungle for the life of me) who enjoys high movement speed, making him very mobile, good for escaping and good for chasing down. This guide will show you how I build Hecarim and how I do well as him.


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Pros/Cons

Pros:
Strong initiater
High mobility
Good for escaping
Good for chasing down
High burst
High sustain
Very tanky
Extremely good ganks
Extremely strong in team fight
Can do good damage even when not fed, the kills will come
Scales beautifully with Trinity Force and Rampage
Is a centaur
Can jungle

Cons:
Weak early game
No specific single target (except for E and auto attack)
Large character model


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Summoner Spells

GHOST: Scales with your mobility, gives you bonus attack damage.
IGNITE: Get those kills, shut down that Mundo.


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Items

First item:
Boots of Speed, go into Merc's Treads or Ninja Tabi, depending on your needs.
I usually prefer Merc's for the tenacity, but if their team has low CC and champions such as Master Yi or Tryndamere, I will get Ninja Tabi.
WHY NOT BOOTS OF SWIFTNESS? THEY GIVE MORE SPEED WHICH TURNS INTO MORE ATTACK DAMAGE.
Well, Boots of Swiftness give 15 more movement speed than Merc's Treads or Ninja Tabi, translating into roughly 2 AD. And the movement speed bonus isn't enough to make up for it.
WHY NOT BOOTS OF MOBILITY? THEY GIVE TONS OF SPEED WHICH TURNS INTO MORE ATTACK DAMAGE.
Their speed bonus is only out of combat, and out of combat attack damage is useless. As soon as you go into combat, you lose the bonus movement speed, and your attack damage does not benefit at all.

Second item:
Trinity Force. It is a must. It scales perfectly with Hecarim, and the 150% AD bonus times up perfectly with Rampage.

Third item:
Frozen Mallet. This can be adjusted depending on your needs. I like it because it gives AD, a lot of health, and a sure slow bonus.
WHY FROZEN MALLET WHEN YOU ALREADY HAVE TRINITY FORCE? THE SLOWS DON'T STACK.
Well because when you're chasing someone down, or saving a teammate, you can't rely on a 25% chance to slow, as your auto attacks stop you. You get the Frozen Mallet for health and slow, the attack damage is a little bonus, while you get the Trinity Force for the 150% AD strike and the general stats.

Fourth item:
Atma's Impaler. When you get as much health as I like to as Hecarim, this is great, especially if you're getting an Infinity Edge as your last item. It makes you tankier, as well as more of a threat with more AD and crit chance.

Fifth item:
Warmog's Armor. Health regen, and most importantly huge amounts of health that make you much healthier and feed into your Atma's Impaler very nicely.

Sixth, last item.
This spot is open for debate.
Offensive: Infinity Edge. Gives extremely strong offensive stats and you already have a decent amount of crit (for how healthy you are) from your Atma's Impaler and Trinity Force. Makes you more threatening.

Defensive: Randuin's Omen. If your team needs you to be more of a main tank than off tank, you might want to get this as it gives a great slow and defensive stats.

A little bit of both: Sunfire Cape. Health and armor, making you tankier, and 40 damage per second AoE is great for team fights, especially considering all of Hecarim's AoE in his arsenal. His main source of damage, Rampage, is AoE, and Sunfire Cape just compliments his AoE, as well as making him tankier.

Perfect game: Guardian's Angel. Get this if you are the only one on your team who is competent at all and you will lose if you die because your team is just that awful. Or,if you have very low deaths and want to look good, that's fine too. It gives good defensive stats, and revives you when you die (on a CD of course). This discourages people from attacking you, and when they do kill you, it gives you a second chance to get away with your high mobility (although if your team isn't there they just stand over your body and wait to kill you again)


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Does it work?

Hell yes.







* bought Guardian's Angel right after Trinity Force because I was doing very well and wanted to brag.