Hecarim Build Guide by PureStar
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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.
Intro, umm not to sure on what to say other then this is how i play hecarim and this is the best way to play him i find... Hecarim does best if hes solo top when you're team has a jungler. other people jungle with hecarim but i'd rather lane.Get fed early game. Play aggressive.Get the items i said. Make sure your team isn't stupid. Use your Ult to CC the team in a good team fight, remember not to knock people away from your team and or keep an eye out for SQUISHYS! Use ur skills to also run away and try not to die and feed.
NOTE: One play that I've done is Ult'ing in past their AD carry, and E'ing them towards my team, for a quick kill. GG.
Play aggressive, play smart.
This section was copied from http://leagueoflegends.wikia.com/wiki/Hecarim_the_Shadow_of_War and I take no credit for the information provided.
• WARPATH (Passive): Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25% of his bonus movement speed.
• RAMPAGE (Q): Hecarim cleaves nearby enemies, dealing physical damage. (50% damage to minions and monsters)
If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.
Cost: 25 mana
Cooldown: 4 seconds
Physical Damage: 50 / 85 / 120 / 155 / 190 (+0.6 per bonus attack damage)
• SPIRIT OF DREAD (W): Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per cast.
Cooldown: 14 seconds
Cost: 50 / 60 / 70 / 80 / 90 mana
Magic Damage Per Second: 20 / 31.25 / 42.5 / 53.75 / 65 (+0.2 per ability power)
Maximum Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
Damage to Heal Ratio: 10 / 15 / 20 / 25 / 30%
Minions Healing Cap: 60 / 90 / 120 / 150 / 180
• DEVASTATING CHARGE (E): Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
Cost: 60 mana
Cooldown: 24 / 22 / 20 / 18 / 16 seconds
Minimum Damage: 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage)
Maximum Damage: 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage)
• ONSLAUGHT OF SHADOWS (R): Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.
Cost: 100 mana
Cooldown: 140 / 120 / 100 seconds
Initial Magic Damage: 100 / 200 / 300 (+0.8 per ability power)
Shockwave Damage: 50 / 125 / 200 (+0.4 per ability power)
The way i use his skill sequence is first i use DEVASTATING CHARGE to initiate, then i spam my RAMPAGE and my SPIRIT OF DREAD, if that doesnt kill them and they try to run away then use ur "ult" (ONSLAUGHT OF SHADOWS). Or you can use ur ult first.
For my items at first i get boots and 3 health pots, then i get ninja tabi's, then i get phage, then hexdrinker.Then ill upgrade my phage to frozen malet, then ill upgrade hexdrinker into mal of malmortius.Then ill get sunfire cape, then trinitiy force, then atmas impaler. and thats you're full build after that you're doing amazing.
Pros / Cons
-Really good initiator -mana drains fast depending on how you play him
-very good sustainabillity
-does a lot of damage
Theres not much that i can say on pros and cons. hes really strong and tanky and cons. um the only thing is his mana but other then thats theres really nothing else.
ok the runes are a lil messed up. the glyphs are suppose to be FLAT magic res and the quints are suppose to be FLAT magic res too ! :P for the runes i wanted to go tanky so i can get that early laning sustainability so you dont die as easly.
For my Masteries i go all Defense, because i like my tankyness early game and i like to play most of my characters more on the tankyer side.
For my summoner spells i like to get ignite and flash. ignite to kill them faster and to insure the kill, and flash is great because it gives you a third way to escape or catch ppl. first is you're DEVASTATING CHARGE (E), or you're "ult" ONSLAUGHT OF SHADOWS, and ur flash.
this is my how to play hecarim guide. i hope it helps you all. this is my first time doing a guide and i would love some comments telling me how i did and what i can do to change it. I know my guide isn't like everyone elses, all shiny and colourfull and a lot of picture and a lot of details, but i hope i did decent. im sorry for my horrible grammar mistakes lol. So thank you for you're time and i hope you all like my guide ! >:)