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Hecarim Build Guide by Riealone

Jungle diamond

[10.21] EXPERT GUIDE by BEST Hecarim EUW (S7-S10)

By Riealone | Updated on October 15, 2020
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Runes: Conqueror

1 2 3
Legend: Tenacity
Coup de Grace

Eyeball Collection
Ravenous Hunter

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Ghost


LoL Summoner Spell: Smite


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Jungle Role
Ranked #15 in
Jungle Role
Win 53%
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Champion Build Guide

[10.21] EXPERT GUIDE by BEST Hecarim EUW (S7-S10)

By Riealone
Devastating Charge base damage 45-165 >>> 35-155; Devastating Charge base damage max 90-330 >>> 70-310

Minor nerf in my opinion, we are saved. Especially if you play Conqueror like I do. Yes, ganks are gonna be a bit worse, but it's fine

And Nimbus Cloak is officially dead for Smite

Also like Graves and Nidalee nerf - meta champs who are hard to play against as Hecarim, so that compensates our nerf for a bit

A lot of meta junglers were using Nimbus Cloak (the most broken are Graves and Rek'Sai). So this is another indirect small buff to Hecarim - certain matchups will be a bit easier. And this is also a stop-point for those of you who are playing Conqueror Hecarim with Nimbus Cloak - this is your time to swap to Ravenous Hunter or Magical Footwear. Was worth to throw away Nimbus even on a previous nerf, next patch - 100%

That means 2 things:
1. Conqueror is just fine
2. What to do with Phase Rush and Predator? You can stay with 5% Smite Nimbus Cloak or swap to Nullifying Orb/ Manaflow Band. All three options are just meh
ABOUT ME Back to Top
Hello everyone!
My name is Aleksei, Im 23 years old. Peak elo - 570lp EUW. Discord Riealone#0070. I live in Saint Petersburg, Russia. Playing League since season 5 and main Hecarim from the same time. Feel free to add me in Discord and ask about anything - will gladly help you

I make educational Hecarim streams with full commentary about what I do and why (with saved Vods, so you can just watch and learn any time if you miss live). Want to teach as many people as I can to play my favorite champion. You can find it here:

Proof that I'm best Hecarim EUW according to (even tho now Im not #1, this screenshot was made recently, and that result still remains solid):"Soarish" is my account, only solo games

Ok, lets start now!
My guide is suitable for any runes and items, so if you don't like Conqueror + Ravenous Hunter build - there is no problem at all. You still can use this guide for improving, it will work perfectly. There are 3 big runes that we can play with:

Conqueror - 1v5 sustain bruiser. Best for solo carry games
Phase Rush - more mobile and less healthy version. Gives you more options to get in and out in the fights
Predator - oneshot carries

Phase Rush is an equally good choice as Conqueror. Not sure about Predator, it just feels weaker than other two runes, but I think it's still a viable option if you like to play with it

Hecarim is very flexible, he has a lot of primary + secondary runes combinations. But at this moments there is only 2 main builds which are superior:

Conqueror + Triumph + Legend: Alacrity/ Legend: Tenacity + Coup de Grace + Eyeball Collection/ Sudden Impact + Ravenous Hunter

Phase Rush + Nimbus Cloak + Celerity + Waterwalking + Eyeball Collection/ Sudden Impact + Ravenous Hunter

Other combinations are also viable, but in my opinion they are just weaker in compare:

Phase Rush + Nimbus Cloak + Celerity + Waterwalking + Triumph + Legend: Alacrity/ Legend: Tenacity

Phase Rush + Nimbus Cloak + Celerity + Waterwalking + Magical Footwear + Cosmic Insight

Conqueror + Triumph + Legend: Alacrity/ Legend: Tenacity + Coup de Grace/ Last Stand + Nimbus Cloak + Celerity

Conqueror + Triumph + Legend: Alacrity/ Legend: Tenacity + Coup de Grace/ Last Stand + Magical Footwear + Cosmic Insight

Predator + Sudden Impact + Eyeball Collection + Ingenious Hunter + Nimbus Cloak + Celerity

I was testing different builds a lot, and this one is my main and favorite - high damage and sustain bruiser. The key is Conqueror with Ravenous Hunter. The heals that rune provides are just insane. And then we stack it with Spirit Visage healing increase, Triumph, Elixir of Wrath and Death's Dance resists, heals and extra tankiness. Now we can just duel anyone, win any skirmishes and live in teamfight really long while providing insane amount of damage. You can decide what to do in game. Peel your teammates, deal with enemy bruisers and assassins, dive and destroy backline, splitpush - this build is the most flexible as it possible can be and allows you to successfully do actually everything
IMPORTANT: if your team has other healing champions ( Aatrox, Dr. Mundo, Soraka, Vladimir, Sylas) enemy more likely will buy a lot of heal reduction. Keep this in mind

Sometimes I also use CDR overcapping scaling build - Transcendence and Gathering Storm as secondary runes with Conqueror. We have to go Warrior here for 10% CDR. This build is viable if your team is full AD and you need to reduce enemy armor for your teammates with Black Cleaver as 4th or 5th item. Or when enemy has a lot of autoattacking champions, and Frozen Heart right after Triforce can be really good. Keep in mind that you have extra 10% CDR from Blue Buff really often as well. In general Transcendence build is way better at 6 items than Ravenous Hunter due to 48 AD bonus without Blue Buff, but it takes insane amount of time to actually get 6 items and make this build work even if you are fed. Also Gathering Storm takes time to stack. In 95% games I end up with only 5 items. So that's the explanation why this build is like a secret pocket pick
IMPORTANT: When enemy has a lot of heals you want to buy Mortal Reminder and play another build (you want only CDR items here normally) or ask your team to buy heal reduction

So here comes my personal way to play Phase Rush into mobile/ranged enemy setups - Nimbus Cloak + Transcendence + Gathering Storm + Eyeball Collection + Ravenous Hunter. I really love to scale and sustain from Ravenous Hunter - this build provides both. Only bad thing here that there is no Conqueror

Magical Footwear - for early/mid game gold powerspike (faster Trinity Force). Personally I don't play with it only because Ravenous Hunter is just superior. In my opinion, Magical Footwear + Cosmic Insight is better than Nimbus Cloak + Celerity

Conditioning with Conqueror/ Phase Rush or even Aftershock is kind of viable choice I guess if you want to go hard tank, but it's really questionable option in compare to others and I can not recommend going it in any situation for anyone. If you want more tank - you just play Zac, Nunu & Willump, Sejuani or Rammus, because Hecarim is not a tank for sure

Items remain the same for every build since there is nothing better you can take. You can copy my items set and paste it in League client "Items" section:
1. Enchantment: Cinderhulk or Enchantment: Warrior? Just try both and choose what you like more

If you are a beginner with Hecarim, I would recommend you to go Cinderhulk for more hp, it's really good. Cinderhulk forgives you a lot of mistakes you can make, when Warrior is a glass cannon option for advanced Hecarim players. I believe you can buy Warrior ONLY when you know by yourself when and what for you need it. I play Warrior mostly for fast skirmishes. It feels like I see an opportunity, press Ghost, go in, take a fast kill and I'm out. That's my Warrior playstyle

For Cinderhulk you need to buy Stalker's Blade, Skirmisher's Sabre or sit with only Hunter's Talisman, Boots of Speed and Sheen (or Phage if you have enough gold). Then you finish Trinity Force, and then Cinderhulk or don't build it and take fast Death's Dance
For Warrior you rush it first with Boots of Speed, then Trinity Force

2. Legend: Tenacity is always good. Legend: Alacrity is for really no CC games or for people who need some extra DPS and can dodge most of CC. It just makes you more vulnerable to mistakes like Warrior in compare to Cinderhulk. I go Alacrity when enemy team doesn't have a lot of CC. For beginners I would recommend to go Tenacity + Cinderhulk, and then try Alacrity + Warrior when you are more confident with Hecarim

3. We should go Coup de Grace because Last Stand simply doesn't work with Ravenous Hunter. It will always deal less damage. In other builds Last Stand is a viable option. I would recommend you to test both and check in match history which one dealt more damage overall, because it can vary due to different playstyles

4. Triumph is my choice. Presence of Mind can be viable, but I can't recommend going it. Triumph just makes you live longer and provides insane outplay potential. That rune won so many skirmishes and whole games for me

5. Eyeball Collection is a bit better than Sudden Impact in my opinion. Eyeball gives you permanent power for clearing camps and fights, when Sudden Impact is better only in early game. I've tested Sudden Impact a lot and it just feels weaker overall. I sacrifice some power that Sudden Impact provides you in early game for extra 18 AD. For me and my playstyle it's better. You can also take Zombie Ward for extra vision, but I believe Eyeball Collection is the most consistent and reliable option for Hecarim. For me there is one more reason to take Eyeball - I prefer Warrior as I said above. 78 AD here fits my playstyle perfectly

But everyone else going Sudden Impact for extra power since the game beginning, so I believe it's a personal preference. Play with both and decide for yourself what do you prefer more - early or late power

6. Ninja Tabi is your default option into AD-heavy and balanced enemy comps (1-1.5 AP champs in enemy team). 85 MR from Spirit Visage and Death's Dance will be enough here. Mercury's Treads you need to buy into really AP-heavy setup or when AP enemy gets fed. Choice here is always in defensive stats - never buy Mercury's Treads for only extra tenacity since you can just take it in runes

7. I prefer to build Death's Dance and then Spirit Visage. In my opinion it's the best option - you get resists, heals, HP and damage, amazing for Ravenous Hunter build. Normally it's Death's Dance first, but sometimes I take Spirit Visage, for example when I need some MR and enemy doesn't have heal reduction. Another option is Aegis > Spirit Visage > Death's Dance
If enemy team is full AD we don't need to buy Spirit Visage just for HP and healing increase. It's better to stack armor here as fast as possible

8. What to take? Ghost vs Ignite and Stalker's Blade vs Skirmisher's Sabre

In season 10 you go Ghost by default, it has received 2 big buffs recently. Stalker's Blade and Skirmisher's Sabre are both viable and good in specific matchups. You should buy Skirmisher's Sabre vs hard dueling, healing and invading enemy junglers to just match them. If you want to catch Kindred you go Stalker's Blade (and if enemy team has a lot of ranged champions), for dueling Xin Zhao you go Skirmisher's Sabre. Skirmisher's is also good into champs like Irelia, Yasuo, Jax and other melee bruiser. Also it helps with assassins by lowering their damage - Kha'Zix, Talon, Zed etc. Think about what will be better into current enemy setup

For me Ghost is a mandatory summoner for mobility and I take it in 99% games (since we don't buy Dead Man's Plate in this build as core item) and you can buy Executioner's Calling right after completing Trinity Force
Ignite is a possible option if you need more power in early / early midgame (especially when you have Nimbus Cloak), but later on it falls off really hard in compare to Ghost
Ignite also can help you really much in hard early game matchups (especially against healing champions like Xin Zhao, Rengar, Olaf and Trundle)

9. How to choose 6th item? It's always not really important, but there is a pattern - you need heal reduction, armor penetration or extra survivability

Sterak's Gage is just when you need some more damage and HP, shield is really good too, this item is a default option. Some people buy it right after Trinity Force, but I don't really like it. For me Death's Dance and Spirit Visage is just a default combo as I said above

If enemy has even only 1 champion with heals ( Aatrox, Irelia, Warwick, Soraka, Katarina, Vladimir, Sylas and many others) - consider buying Executioner's Calling right after completing Trinity Force and jungle item, or later. This item is so cheap and efficient in current meta. Then buy Mortal Reminder as 6th item or earlier if you need some armor penetration. There is a lot of heals in current meta. Bramble Vest into Thornmail is a second heal reduction option depends on matchup (when enemy will more likely autoattack you) and/or into AD heavy teams with more than 1 Adc ( Vayne top, Kindred jungle, Corki and Tristana mid etc). Black Cleaver when enemy has a lot of armor without healing. Dead Man's Plate for HP, armor and mobility
After completing 6 items + Elixir sell boots and/or jungle item and buy something more useful

10. Other useful items you can buy:

Guardian Angel I personally don't like due to 2 reasons. You can't buy it in early and mid game (need other core items), so you can proc it 1 or maybe 2 times in super late game. I believe it's better to just buy Dead Man's Plate or Thornmail, it will be more useful since you don't die really fast (especially with Ravenous Hunter build)

Adaptive Helm is a great item against Cassiopeia, Rumble, Brand and other similar sustained sources of damage, but in this build you have Conqueror, Ravenous Hunter, Triumph, Elixir of Wrath and Death's Dance. 30% heals increase is just too big. You have to go Spirit Visage no matter what, but you should buy Adaptive Helm against these champions if they have heal reduction. Buying both Spirit Visage and Adaptive Helm is viable into full AP team with sustained damage

Randuin's Omen can be good into Yasuo, Yone, Tryndamere and crit Adc's (especially when they are both against you or fed)

Maw of Malmortius is a viable option for MR if you want to go more aggro or enemy has a low of %health damage ( Liandry's Torment, Brand, Vayne etc). Also shield + sustain is really sweet to have

Liandry's Torment as 6th item can possibly be good vs tank setups I think. You deal 10% more damage and burn heals you through Death's Dance with 30% increase from Spirit Visage. I've never managed to try it, but I want to when there will be a good opportunity. Just keep this information in mind and wait for the update

Blade of the Ruined King when enemy has a lot of tanks with low armor (if your team is AP heavy)

Frozen Heart is viable as I said above. Not sure about building it without Transcendence tho, wasn't able to try it out

11. Elixir of Wrath I believe is the best option for Hecarim. If you need extra HP and tenacity that Elixir of Iron provides - you just go for Enchantment: Cinderhulk and Legend: Tenacity. Extra AD and healing is way better for you to get in the late game. But Elixir of Iron is still a viable option if you feel it, why not

12. In small runes you go AS, AD and Armor (last small rune can be changed with scaling health or MR into AP-heavy enemy setups). +10% AS is more gold efficient and a bit stronger in early game (better clear and stronger skirmishes), and +6 AD makes Rampage to deal +4 more damage and it's really good since we spam Q so hard. Not really sure which one is better, was testing both. I believe it's a personal choice. At this moment I prefer AS

13. Few words about items that some Hecarim players buy. Im talking about Youmuu's Ghostblade (you need resists in both Warrior and Cinderhulk builds, not just yolo-assassin), Righteous Glory (viable option if you play toplane or with Predator + Ingenious Hunter), Iceborn Gauntlet (just bad even into full AD, Trinity Force is a mandatory item, for armor we have Deadman and Thornmail), Boots of Swiftness (again, no resists). The idea that people follow - synergize with Hecarim passive Warpath. But these items are just weaker in compare to others on Hecarim that I mentioned. They can be good right when you buy them (but later they become just useless), they are fun, you can make montage videos with them, but that's all. If you want to climb and play rankeds seriously - these items are not really worth to buy
And one more thing - Flash is never an option. Take only Ghost or Ignite

14. Some people don't complete jungle item. They buy only Stalker's Blade or Skirmisher's Sabre, complete Trinity Force and then don't finish Enchantment: Cinderhulk - for faster Death's Dance. Sometimes they even sit only with Hunter's Talisman. It's a viable strategy, but I don't really use it since I love building Warrior and Cinderhulk. Give it a try, it might fit your playstyle. Anyway, in preseason jungle items will be reworked like support items, and there will be no need to think about such things

In Proscene people always sit with with Hunter's Talisman only. Because games here are constantly slow. Like anyway you will just farm jungle. And It's better to not buy jungle item here. But in soloq there is a lot of situations where you need extra power from jungle item. So just try all builds and choose what you like more
The main rule - ALWAYS look where enemy jungler starts, track him over all game and give that info to your team. Doesn't matter if it's an easy or hard matchup - doing that is your key to victory

You need to think in every game which pathing will be better in current situation. For example, you take 3 camps - Red Buff > Krugs > Raptors , then meet enemy Kindred on your Blue Buff. This should NEVER happen, because you completely lose your early game here. You can't fight a strong early game jungler with 2 Buffs when you have only 1 Buff

You should determine your route by keeping in mind lot of things - who you want to gank, jungle and lane matchups, prios, your game plan etc. Now I want to share with you some my analytics and thoughts about smart moving in jungle in different scenarios:

Fullclear in easy matchups
Krugs clear - your bread and butter. You should do always when you are against farming or tank junglers. Red Buff > Krugs > Raptors > Greater Murk Wolf > Blue Buff + Gromp > gank / countergank / duel enemy jungler / Rift Scuttler > back. The best option is fullclear 6 camps before Rift Scuttler spawns at 3.15 with leveling Q again at level 3 (starting E lvl 3 is a safer option against strong early game junglers, but it takes a bit longer to clear). But be careful of enemy jungler invade and keep in mind the matchups. Then you should be on Krugs around 4.00 after base. Farm them, then gank somewhere or do the same clear again to get lvl 6. This path works with Blue Buff start too

You can also start Blue Buff. Consider it if you want to gank specific lane, countergank or avoid enemy jungler. Blue buff start has the same clear speed as Red Buff, so you just choose where to start every game and where you want to be after clear

For your first clear you can lvl 3 gank a side lane where you started clearing. Red Buff > Raptors > Krugs > gank (also works with Blue Buff > Gromp > Greater Murk Wolf ). But be ready to lose you blue side jungle for that move. It's a dangerous strategy. After that, if you didn't kill enemy laners, they can prevent you from going vertical jungling. Or enemy jungler can just do Red Buff > your Blue Buff > his Blue Buff with help of enemy laners. And you just simply lose here. Safe option here is ganking midlane after 3 camps and then rotate to your other side camps and Rift Scuttler
For lvl 3 ganking lanes I think 4 camps clear is better, because enemy will not be able to steal your camps, described down below:

4 camps clear in hard matchups
If you play vs lvl 3 invading junglers ( Elise, Lee Sin, Taliyah, Olaf, Trundle, Rek'Sai, Kindred, Rengar, Graves etc) and/or when enemy laners have massive prio ( Talon vs Kassadin, Teemo vs Nasus) you should be really careful!!! In this situation you can't just do regular Krugs clear (and especially you can't take Q again at lvl 3). You should do this:

You clear 2 Buffs and 1-2 camps to get lvl 3 and then play situationally (5th camp, gank, countergank, invade or something else). This option is the safest one. Normally you start Buff > Greater Murk Wolf + Raptors > Buff (sometimes vs aggro lvl 2 junglers like Lee Sin you can do Buff > 1st small camp > Buff > 2nd small camp (for example if you start Blue Buff > Greater Murk Wolf > you can Q Raptors for Hunter's Talisman healing > take Red Buff > and then kill Raptors ) or even Buff > Buff > 1 big / 2 small camps, depends on where you want to be and meet/not meet enemy jungler). Keep in mind that Gromp is the hardest camp for you. And now you can fight enemy jungler, take your other camps or counterjungle enemy (for example Raptors against Warwick), gank, countergank or something else situationally. Doesn't matter which Buff to start in terms of clear speed, it's about where you want to be at lvl 3. In this route we can choose what to clear with 2 Buffs - 1 big camp ( Gromp or Krugs ) or 2 small camps ( Raptors and Greater Murk Wolf ). Clearing 1 big camp is good when you expect lvl 2 Buff steal from you enemy, because you will get lvl 3 off 3 camps when you vertical jungling (your Buff, big camp, then when you see enemy invade you invade by yourself and steal his buff). Clearing 2 small camps is a bit faster, healthy, brings you more gold, but it's harder to vertical jungling, because you either need to steal 2 enemy camps or soak some lane xp to get lvl 3

There is another strategy in hard matchups - back after you clear your bot or top side jungle and buy Boots of Speed (it's same what do Dr. Mundo, Sylas and junglers with Predator rune) or Long Sword. Then you go to your other Buff and fight enemy jungler here with MS advantage from boots (and +4 AD from your Warpath) or with just +10 AD from Long Sword and restored mana (you normally start from Red Buff to execute this strategy). But you need to have a decent game knowledge to play this - will enemy jungler invade you or not, his clear speed and paths, your lanes matchups (obviously you are going to chase enemy jungler with Ghost and Boots of Speed). If, for example, enemy has Talon or LeBlanc vs your Kassadin, Draven, Kalista, Camille - you really need to think twice, because it turns up too risky

5 camps clear - something in between
Default clear when you skip Gromp or Krugs and get lvl 4 after killing Rift Scuttler . This path can be a next step in 4 camps clear route or a semi-farm-ganking route - when you are not really sure what do you want to do and where to gank around Rift Scuttler . Neutral risks, xp, gold, ganks - just an average route

Useful jungle tricks
You also need to ask your midlaner to cover (or just be aware) you from lvl 1 Red Buff invade if you start it and ward bushes (tribush, near river and Raptors / pixel brush on river). Just always be aware of that, tell your team and try to not miss your smite. Sometimes you should just leave it. Or vertically invade by yourself. Or start your other buff and then do something. Anyway, this cheese strategy is really hard to counter and I hope it will die really soon like funneling. I see only 1 good counter here - look at matchups and start opposite Buff. If enemy has Darius and Rengar - start botlane Buff with possible vertical jungling later, because they will lvl 1 invade you 100% on top. And if enemy bot has Kalista, Thresh and Graves - start topside Buff. Pattern is simple

If you play vs lvl 2 dash junglers who can steal your Buff ( Camille, Nidalee, Kindred, Jarvan IV Graves etc) you should ward it and go for vertical jungling if they come to steal it. To prevent this you need to do ward trick in ALL your games, because even no-dash junglers can and will lvl 2 steal your other Buff. At the start of the game go to you opposite Buff, start backing at 0:55 and place a ward into Buff bush at the last second. Then buy Oracle Lens and it will be ready to use. This secures you from counter jungling and helps to clear enemy wards. Against no-dash junglers it's better to ward pixel brush on river or other possible entrances to your Buff. Keep in mind that enemy jungler can assume that and go long no vision way, but it's really high elo mind games which almost never happen

About Dragon . You need to try to play around botlane in season 10 and take every single dragon. But it's always situational. If your bot is hard losing, you should just give up first and second drakes, go gank mid/top and take Rift Herald (maybe even 2 times). Or you can try to help your losing lane, get shutdown gold and comeback. It is up to you and your game knowledge
Use your Rampage in the midair of Devastating Charge animation, because your damage scales with movement speed. But sometimes you should Q without jumping (but with E activated). For some reasons - kite enemy around, or cast Q two times and then jump (Q + midair Q) so he cant escape double Q and you finish him with one shot, or when you want to run behind him or change direction

Don't cast Rampage in midair of your autoattack animation - auto will be a bit cancelled, and you lose some DPS. The best way is to cast Q right after your autoattack deals damage or. Or right before your autoattack. But not in midair. Hecarim Rampage doesn't work like Zed Shadow Slash. That doesn't mean much or give you some big advantage, but sometimes that small DPS can matter in close fights. Just try to not spam Q thoughtlessly before you get AS from Trinity Force. You will get used to it fast, it's really not hard

Use your Spirit of Dread properly. Don't waste it at the start of combat. It's worth to instacast it for 2 Conqueror stacks when you gank 2v1 top and you are not going to die, but you need to ALWAYS keep it in head and use W for the most profit in teamfights

Advanced trick with Spirit of Dread. Sometimes it's better to wait until you have full stacked Conqueror, because it gives you extra AD -> you deal more DPS, so your W will heal more. That requires a lot of knowledge about how much damage you will deal/take with current items, matchups and game situations (can you afford yourself to hold W or you need to cast it earlier to start healing and get 2 Conqueror stacks). It will come with experience, start training that trick from time to time. It can for sure win you a lot of fights which you would lose normally (especially 1v1 and 2v2 in early/mid game). Also it's not a good idea to press Q and then W - you just miss healing. Should always be W > Q (if possible of course), keep that in mind also

Try to bait enemy's Flash with your Devastating Charge. So don't cast it from the far away. If you can't outrun it, better dash in the direction where enemy is gonna flash to follow him with the leap animation instead of knocking him away. Sometimes you even can not activate it at all and just walk up ( Ghost helps). Or activate it when enemy notices you and starts to run. You try to move behind him and knock back to your teammate. Even if he flashes away it's worth and you have done all you could
And when you are already in melee range hold also hold your Devastating Charge and wait when enemy tries to escape with flash. For example when you sit in bush and enemy just walks into you - start damaging him with autos and Rampage, then use your E when he flashes out and get a free kill. Which is not possible if you waste your E in the beginning of fight, CD is too long
You can interrupt abilities like Tristana Rocket Jump, Rek'Sai Tunnel, Bard Magical Journey and Zac Elastic Slingshot with your E
You can use E as auto reset when you need to do it in close fights for instant burst

Your Onslaught of Shadows makes you unstoppable. Unstoppability provides immunity to displacements, (including suspension, knockdown, Realm of Death and The Show Stopper), sleep and stasis. The effects of other types of crowd control and Fate's Call are deferred until the unit is no longer unstoppable, where their remaining duration may still affect them.
Sometimes it's really good to keep your ult and use it to dodge some СС. Great example - you duel Yasuo and he gets 2 stacks of his Steel Tempest on you. When he presses his Q again you just use your ult to not let him use his ultimate. Your ult can be used almost like Fiora Riposte to dodge enemy CC, but you take damage. Same idea
Also aim you ult behind enemy to fear them back. Advanced trick - R more behind to counter their flash. Enemy flashes - still dead
You can ult through Azir Emperor's Divide when he casts it and when there is a wall already
If you use your Onslaught of Shadows during Mordekaiser Realm of Death animation, you will not be send into his realm and Realm of Death goes on CD. Also works with Sett The Show Stopper - he will just fly away without you
Also you can dodge sleep from Zoe Sleepy Trouble Bubble by pressing your Onslaught of Shadows after bubble already hit you. Same with Lillia Lilting Lullaby - simply doesn't work on you
You can also dodge Syndra Scatter the Weak and many other champions with their CC abilities
During R animation it's still possible to use Q,W and E. Really useful in some cases - for example you can cast R over enemy to just fly further (to another enemy champion or any other purpose) and kill him only with Q + R damage if you calculated it right

Advanced trick with Onslaught of Shadows and Devastating Charge combo. Your ultimate allows you to knock enemy with E even when you are stunned in R animation if enemy is in range of your E where you end your ultimate. Let me explain. You use your E, then R behind Twisted Fate and he uses his Yellow Card on you when you are flying in your ult. You get stunned, but if you right click on him right after ending your R - he will be knocked back with E even if you are stunned. Works with some other champions too. For example Cassiopeia Petrifying Gaze

There is another trick. Sometimes you want to use your Onslaught of Shadows right after you jump on enemy with Devastating Charge. R here is only for extra burst damage and/or CC immune. Your R is unavoidable this way - enemy gets CC'ed by your E

You can steal Baron Nashor and Dragon with your Devastating Charge, Onslaught of Shadows and Smite combo. You deal really big damage and can save the game if you are a bit lucky and time smite perfectly

One more thing about your Onslaught of Shadows and Devastating Charge combo. When you press E and then R behind enemy you can actually change direction of your E knockback by just moving around enemy while he is feared with your E activated to deliver enemy into your teammates

You can disturb enemies when they cast their key abilities with your Devastating Charge (and with your Onslaught of Shadows when it's worth to waste). For example Malzahar Nether Grasp, Ornn second part of Call of the Forge God, Karthus Requiem and other abilities. Also you can jump over walls with your E targeting creeps, neutral monsters, enemy champions and wards
The most important! Be a shotcaller!
Always talk to your team about your plan, what you want to do, where you will gank, when they should back, go side, track enemy jungler, everything. Be a leader in your team. Hecarim rewards that insanely

For example:
"care enemy jungler top, im bot"
"top you alone, just farm, I go take drake"
"lets get soul and baron right after, they cant contest"
"wait me red and gank bot"
And everything like this. If you have a decent score and your previous info/shotcalls were successful, your team will listen to you. That will actually help you to win more games

In general you need to farm up, take some kills, objectives and then kill 2-3 enemy players with a good engage. Repeat until you win. Lets consider in more detail:

Early game
Your goal here is getting jungle item and Trinity Force. Focus on farm and ganking when it's free. Like this - farm, track enemy jungler, gank/countergank with Onslaught of Shadows or Ghost and try to take Dragon and Rift Herald . Then farm again

Mid game
Only difference with early game - people start grouping. Engage with your Onslaught of Shadows to get a free pick or land it on 2-3 enemy players. Take objectives and back to farm

Late-mid/late game
This is your time to shine! All you have to do - track all 5 enemies using minimap and make a great shotcall pick with your Onslaught of Shadows and Ghost. All what we have done before was for this moment (getting yourself and your team stronger, taking Dragons, Heralds and Towers). Every good initiation from you now makes victory closer (with dead enemies you take Baron Nashor , Elder Dragon , Inhibitors and, eventually, Nexus). At this time of game making it 5v4 is your key to victory. You should also look for a good initiation on 1, 2, 3, 4 or even 5 enemies. Whenever they make a positioning mistake you catch them and win off that

The common thing for every state of the game - Hecarim is a flexible champion. You can engage and peel you carries really effectively. Here is just a one thing to mention - please hold your Spirit of Dread (we discussed it earlier) and Onslaught of Shadows. This ultimate is one of the most powerful in the game. If you can reach enemy with only your Devastating Charge - hold it. Wait for the perfect moment to use it. For example, when 3+ enemies can be hit, when they focus you or your allies really hard (to save a life), when all your allies dealing damage to enemy, when you engage on carry with Devastating Charge and he flashes out and more more possible scenarios. That's what defines a good Hecarim player - smart management of your abilities, macro and game knowledge
There are three things you HAVE TO do if you want to be a good player:

1. Use Target champions only as toggle. Everything is simple here - stops you from autoing creeps and towers. Also when you gank and use Devastating Charge on minion, attack tower on dives. I have it binded on ` key and on my mouse side button

2. Use Attack move on cursor. For me it's Shift + Rightclick. Saves you some milliseconds even with camps farming, when you entering a bush you autoattack enemy instantly, when enemy uses Zhonya's Hourglass or goes out of invis like Kha'Zix for example, when you stop enemy jumps with your Devastating Charge, when you move instead of attacking enemy and a lot more other situations. Just keep in mind that Attack move on cursor DOESN'T work with Target champions only - you still will autoattack creeps and towers. So use it cleverly

3. Always check minimap with peripheral vision. Every few seconds

These 3 simple steps will make you play on a different level. Will be hard to get used to it, but it's absolutely worth
Hope my guide helped you to learn more about Hecarim. You can ask me ANY questions about this champion or anything else on my stream or in Discord Riealone#0070. Will be glad to help you! If you have a feedback about this guide (what can I add, change, edit) - leave a feedback here in comments

Also we have a Hecarim mains server in Discord where Im coach. We chat and discuss Heca things and more. You can join it here:

I own an EUW Hecarim mains club with tag "HECA". Dm me and I will invite you. On Discord server we have people who can invite you in Heca clubs on NA and OCE servers

Thanks for reading, have a nice day and good luck in League! :)
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