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Hecarim Build Guide by Vengenator

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League of Legends Build Guide Author Vengenator

Prepare for the Onslaught of Despair

Vengenator Last updated on June 26, 2016
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"Behold the might of the Shadow Isles."
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion
HECARIM
The Shadow of War
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Hello this is Bloodlord Venge on NA and welcome to my third guide on mobafire, for Hecarim. And phew I have to say these custom formatted guides take a long time to write. This has got to be the most well designed and comprehensive guide I have written to date. Anyways I hope you enjoy this guide on Hecarim, The Shadow of War.

So to start off, a quick description of Hecarim. I suppose Hecarim would be best described as a high mobility bruiser initiator. He has naturally high damage and sustain while maintaining strong mobility through movement speed.
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On the other hand, Hecarim is not naturally tanky and can be quickly decimated in a bad initiation. In addition, slows and any other form of crowd control can severely cripple Hecarim, negating both his damage and his mobility.

Get ready to delve into the shadow of despair, and as always, don't forget to comment and vote!

"Embrace death"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion


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PROS

Incredible Early Damage
Warpath combined with Devastating Charge can increase your AD by quite a significant amount in terms of early game and Rampage is on a low cooldown, further emphasizing Hecarim's early damage.

High Mobility
Hecarim possesses one of the highest movement speed buffs. Devastating Charge's movement speed grants Hecarim strong movement speed to help him navigate the jungle faster and gank lanes. In addition, the percentage movement speed bonuses provided by Devastating Charge are applied multiplicatively and not additively. In short this means that it will provide more movement speed than usual.

Natural Sustain
Spirit of Dread can heal for quite a bit, and in addition to smite bonuses on red brambleback you can easily clear out the jungle in one go without having to go back on first clear.

Powerful Initiation
With all movement speed buffs combined Hecarim can easily charge into the enemy adc before the enemy team can react and deal considerable damage to the adc. In addition, even without movement speed Onslaught of Shadows is also a powerful initiation tool.

Low Mana Costs
All of Hecarim's mana costs are 100 or below, making mana management quite easy and Rampage's low mana cost allows you to spam it for faster clear, as well as more damage in skirmishes.

Insane Burst Potential
As mentioned before in powerful initiation, Hecarim's burst is not to be underestimated. Warpath can provide up to 30% of your movement speed in attack damage, which supplies incredible amounts of AD. In addition, you can also use Rampage before launching Devastating Charge's auto attack for even more damage.

Strong Clear
Rampage is surprisingly strong at clearing jungle camps despite it's 33% reduced damage against monsters. The cooldown is reduced every time you use it so you can easily spam it and it's low mana costs means you can manage your mana quite easily
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CONS

Squishy
Unfortunately, Hecarim has no natural tankyness, and is highly susceptible to heavy burst damage. A bad initiation can easily lead to your death.

Crippled by Crowd Control
Any form of crowd control that stops movement severely cripples the damage from Warpath and denies Hecarim of his greatest strength, his speed. A support's Exhaust or an ability like Nasus' Wither can almost completely negate Hecarim's presence in a teamfight.

No Dash/Blinks
Despite his ridiculous movementspeed, Hecarim lacks any sort of dash or blink that can reliably carry him over walls. This can be troublesome when the enemy uses said abilites to escape.

High Cooldowns
Rampage is on quite a low cooldown, but all of Hecarim's other abilities have quite long cooldowns. If his abilities are preemptively used, he is at a large disadvantage should a fight break out.

Weak Dueling
Hecarim does not posses any tool that favors an extended fight. As such, champions like Warwick, Jax or Fiora can quickly turn the fight into their favor even when caught by surprise. It is best to work with teammates to compensate for this weakness.

"Send me to battle"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion
Jungle Spells
Smite
Ghost
My personal preference. Obviously you need smite for jungling, and I like to take ghost because of how it compliments Hecarim's strengths. The extra movement speed buffs Warpath and also provides strong utility.
Smite
Ignite
This is a killer combo. With Hecarim's already strong early damage on top of Ignite you can easily score kills if you catch someone out, it's almost a guaranteed kill. Unfortunately, if an enemy isn't pushed you might find it harder to gank. You also give up the potential mobility of Ghost.
Smite
Teleport
A timeless classic. Revered and feared for it's brutal synergy with Enchantment: Homeguard, this combination is both hilarious and powerful in it's own right. However, it can be easily wasted, and doesn't offer much in a direct engage or skirmish. Ask your laner to plant a vision ward in a nearby bush to ensure they don't see you coming. Otherwise your teleport is wasted.

"Send me to battle"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion
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Warpath
This passive gives you a surprising amount of burst damage. Because of this, your initiation can be very powerful, especially if you strike a squishy enemy at full speed. However, keep in mind that slows or any other cc with completely cripple you.
Ability Details



Rampage
Best thing about this ability is just how much you can spam it. The mana cost is quite low and the cooldown decreases the more you use it. We max this because it provides clear power as well as sustainable damage. Also, don't forget to use this ability right before you use Devastating Charge's enhanced autoattack. Once you autoattack, you lose the AD gained from Warpath, so use Rampage right before the attack.
Ability Details



Spirit of Dread
This ability is what helps Hecarim sustain in the jungle, and it also becomes quite formidable during teamfights since the healing isn't capped against enemy champions. If your teammates can follow up well on your engage you should be able to survive and heal tons from this ability. However, since it doesn't help as much early to mid we max this last.
Ability Details



Devastating Charge
This is what provides Hecarim with his powerful mobility. It provides quite a significant movement speed boost. Along with Warpath, Hecarim is able to provide strong burst damage upfront, proving especially useful in ganks. When using this ability to gank, run behind the enemy laner a little bit and use the knock-back to push them toward your allies and away from the enemy tower.
Ability Details



Onslaught of Shadows
This ability is especially useful as both a primary and secondary initiation tool. If the enemy manages to escape and Devastating Charge's buff runs out, you can use Onslaught of Shadows to continue the chase. Alternatively, you can also use Onslaught of Shadows upfront, especially if the enemy is clumped together, allowing you to get multiple fears off.
Ability Details




"Break their ranks"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion




"The shadow approaches"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion




"The shadow approaches"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion




"Send me to battle"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion

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"The grave calls"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion




"Trample their bones"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion




"Face death!"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion




"Trample their bones"
Table of Contents

Introduction
Pros and Cons
Summoner Spells
Abilities
Jungle Path
Ganking
Teamfighting
Masteries
Runes
Items
Enemy Junglers
Conclusion
Hecarim art in signature sourced from Spacezin.
Introduction Hecarim icon sourced from SiaKim.