Hecarim Build Guide by Zanryu
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Champion Build: Hecarim
| Health | 2850 |
| Health Regen | 35.5 |
| Mana | 1130 |
| Mana Regen | 24.3 |
| Armor | 145.69 |
| Magic Resist | 112.8 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 446.66 |
| Gold Bonus | 0 |
| Attack Damage | 281.95 |
| Attack Speed | 30.955 |
| Crit Chance | 25%S |
| Crit Damage | 0% |
| Ability Power | 30 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 20 |
| Magic Penetration | 0 |
| Cooldown Reduction | 20% |
Recommended Runes
Ability Sequence





Masteries
Introduction
I've seen many Hecarim guides and I've tried many of them, but I couldn't be as cheeky as with mine. So I will post my little pony here.
Pros / Cons
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Pros
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Cons
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Impotant Notes
Cooldown Reduction and
Rampage: Rampage can't be reduced under 1 second. So there is a soft cap of CDR on Hecarim: 25%.
4 seconds - (1 second (25%)) - 2 stacks
Rampage buff = 1 seoond
On level 18 I want to get close to it with my build.
The Red Buff: Melees receive higher boni from the red buff than ranged champions. As
Hecarim there shouldn't be a problem to get close to an enemy. If your carry desperatly needs it, be patient until your
Trinity Force is ready. But don't forget: Red Buff + Slows are stacking.
Devastating Charge's animation: If you start a gank on a
Veigar or
Morgana don't be afraid to try to dodge their stuns/snares - it doesn't matter. If the animation of
Devastating Charge started nothing can interfere the knockback, the damage or the position change of
Hecarim.
Masteries
Runic Affinity: Especially in the early jungle you need the bonus mana from the blue buff for being a faster jungler. Additionally the red buff will last longer.
Honor Guard: This new season 3 talent is less effective than the old tenacity mastery and should be taken if you want to play
Summoner's Wrath: It seems that additional 8% on
Runes
| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Movement Speed 3 |
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Flat damage, flat armor and magic resistance per level for the standard jungler.
The
Summoner Spells
Ghost and
Smite are obvious choises.
More movement speed for ganking and smite for jungling.
Items and the early jungle
Movement speed is almost everything on Hecarim. You can be almost everywhere everytime and it increases you AD.
Additionally Hecarim depends on his
Spirit of Dread in early jungle. Of course you can pick
Devastating Charge on level 2 and start an early gank but your early jungle could be harder due the lack of heal.
As a jungler start with
Start with the wolf camp at 1:40 followed by the golem camp. The new jungle is designed to solo everything without a leash or pull. But never refuse help either.
Walk to your wraith camp and clear it. Return to the wolf camp because it aleady respawned when you reach it. This new route is necessary because the golems hurt almost all junglers extremly when you are not level 3. After the second wolf camp kill the red buff and finally the golems.
You should be level 4 now. Return home and prepare your first gank.
Buy
Whether or not your first gank was a success, jungle a little bit more until you get 685 or 1050 gold to buy
Approximately at 7:10 your blue golem will respawn and hand it over to your mid lane / mana laner. Now you should buy your
Continue ganking and jungling until you have 860 gold to buy the rest of
With the receiving of
Tips for ganking:
- While ganking and using
Spirit of Dread you can use
Smite on minions to regain some extra health. - Try to come from behind. If it's not possible due the current situation, simply ride from the side.
Mid game
We want to receive as much damage as possible out of our boots. Build furor on your boots to receive a bonus movement speed buff after entering the combat with
Important Note:
Also possible is
Upgrade your
End game
If you simply have no clue what to build last on
Hecarim try
Youmuu's Ghostblade.
Wriggle's Lantern: It is an famous item on junglers, but it isn't deeply needed on
Hecarim who already has a strong self heal due to
Spirit of Dread.
You can also build a
Thornmail out of the
Cloth Armor if the enemy AD Carry is hardly fed.
Of course, each other offensive item is possible:
Last Whisper against tanks,
The Bloodthirster etc.
Other Items
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I've also seen many Hecarims with |
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If you got too much feed through your epic ganks this item is very useful and can be build out of |
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It is a good alternative to |
Skill usages
I think there aren't any specific notes for
Rampage just spam this skill everytime you can hit something or while damaging a tower to activate
Trinity Force.
The same goes for
Spirit of Dread.
Devastating Charge is the main initiate and gank skill of
Hecarim. Because its damage increases with the distance traveled during the time, it can deal incredible damage when you have
Trinity Force. The charge is an amplified basic attack and can also be used against towers.
The charge also synergizes with
Onslaught of Shadows and other forms of speed boost like
Ghost,
Youmuu's Ghostblade or Zilean's
Time Warp.
I level this skill as the second spell, because its damage is just too good as an initiator. Additionally the cooldown decreases by 8 seconds.
Onslaught of Shadows: This is a very good tool for every kind of fun. It is also a skill shot, because you can only fear the targets in the circle of the skill shot. So you have to predict where the enemies will head to.
You can also escape with it over a wall or escape a
Blitzcrank's
Rocket Grab (it will strech until your charge runs out^^).
Interrupting:
Hecarim can interrupt channeled ultimates like
Absolute Zero or
Death Lotus with both
Devastating Charge and
Onslaught of Shadows. Even Galio's
Idol of Durand becomes interrupted if you run into the taunt with the charge activated.
Team fights
Due to his ultimate
Hecarim is an awesome initiator and enterer, just like
Malphite, but for an initiate this build is too squishy. With this build you can rather focus the other squishy targets very well.
Start with
Devastating Charge and, if the carry is nearby you attack him. If he's out of the current range or on the other side of the battlefield use Shadows of Onslaught to reach him and burst him down.
After the carry died attack the next one with the lowest armor and so on.
Your best friends
For a speedy
Hecarim speed is everything. Who would have guessed?
So I made a compilation of movement speed increasing champions.
Top Lane:
Gangplank's
Raise Morale: 4%-10% as an AOE buff
Kayle's
Divine Blessing: 18%-30% as a single target buff
Jayce'
Thundering Blow / Acceleration Gate: 30%-50% after passing through the gate
Mid Lane:
Galio's
Righteous Gust: 20%-52% while on the track
Karma's
Spirit Bond: 10%-20% as a single target buff, or when running through the bond
Orianna's
Command: Dissonance: 20%-40% after walking through the field
Bot Lane:
Janna's
Tailwind: 3% global while she's alive
Lulu's
Whimsy: 35% as a single target buff
Nunu's
Blood Boil: 11%-15% as a single target buff
Sivir's
On The Hunt: 20% a an AOE buff
Sona's
Song of Celerity: 4-20 flat passive + 6%-14% after activation
Zilean's
Time Warp: 55% as a single target buff
Jayce'
Thundering Blow / Acceleration Gate: 30%-50% after passing through the gate
Video Examples
In this example, I chaged in with
Devastating Charge and
Onslaught of Shadows to grab a double kill between the both mid lane towers and left the fight with 18 HP through the jungle.
Changelog
05.12.2012
- Updated to Season 3
- Removed jungle route chapter and put it ino early jungle
04.08.2012
- Added Jungle Route
27.07.2012
- Added
Guardian Angel - Changed Additional Items to the lock of the other guides
13.07.2012:
- Added dicussion about
Summoner's Wrath
to the masteries. - Split the item thread into multiple threads.
- Added best friends section
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