Hecarim Build Guide by Artos900
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.
Full build vs AD
Full build vs AP
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.
First of all you need to know the mechanics of Hecarim so just watch this:
Also as you can see in the title of this guide, I mainly use the PonyCarry! build which you need to check.
Pros and cons
-Deals tons of damage
-Has lots of CC for ganks and teamfights
-Extremely mana-hungry early
-Vulnerable to counter-jungling
-No hard CC
-Not very tanky
This passive nicely synergizes with his E. I provides nice additional attackdamage. Also you ignore unit-collision, and this is much more than you think: He can freely move around in a fight and can go where he wants much faster. Also when you gank you can run through minions, which sometimes gives you an advantage leading to a kill.
This is Hecarims main damaging spell. In longer fights the CDR it has when used multiple times, make it a strong AoE spell.
Max First - Main damage tool.
=W= Spirit of the Dread
This skill is highly underestimated by most people. Hecarim heals for 20% of all damage dealt to the enemy inside the area. This is amazing! For example a 600 damage Darius-Ultimate heals Hecarim for the insane amount of 120 HP. Just for one Spell. You can think about how much he heals in a bigger fight.
Max Last - Snowballpotential got nerfed. You only gain a bit of damage by leveling this up.
=E= Devastating Charge
I love this spell. You gain an instant 25%-Movmentboost, which increases to 75% over time. You are gonna be really fast, making ganks easier. The knockback has much ultility such as knocking an enemy in your team or knock someone away from your ADC. Note: while active Hecarim has extra 150 attackrange. You can even hop over walls with it, when your target is on the other side.
And it has one of the nicest features in game. Unlike the most other MS-Bonuses it stacks multiplicatively.
Max 2nd - reduced CD and more damage.
=R= Onslaught of Shadows
Probably one of my favorite spells in the whole game. It has sooooo much utility. You can initiate or protect a mate or use it as an escape or simply for the damage even through wall (500 at level 3).
Of course, our Pony is a jungler, so just do it!
1. Blue > 2. Wolves > 3. Wraiths > 4. Red > 5. Golems > 6. Wraiths > 7. Wolves
#Ganking after double buff:
1. Blue > 2. Wolves 3. Red > 4. Gank
1. Blue > 2. Wolves > 3. Ward enemy Red > 4. Take their golems >
5. Steal their red (smite) > 6. Kill enemy jungler or head to safe area > Base
-Blue buff: Initial spawn: 1:55 min, respawn time: 5 min.
-Red buff: Initial spawn: 1:55min, respawn time: 5 min.
-Dragon: Initial spawn: 2:30 min, respawn time: 6 min.
-Baron: Initial spawn: 15:00 min, respawn time: 7 min.
GREEN: Should be warded all the time.
PURPLE: Should be warded when you are doing Baron.
BROWN: Should be warded when you are doing Dragon.
RED: Agressive wards at enemy's buffs.
BLUE: Securing your own buffs.
Most of the times it will last very long.