[11.8] EXPERT GUIDE by BEST Hecarim EUW (achieved S7-S10)
By Riealone | Updated on April 14, 2021







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Runes:











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

Warpath
Hecarim Passive Ability
Threats & Synergies






Kindred
They are ranged, mobile, have immortality, and you need to at least try to take all their marked camps. The point here is catching them. Ghost + Blue Smite. You win that 1v1 normally. Make sure there is no one to help them. Think twice if they have R. You can knock them out from their ult with your E and R. You have good counter ganks vs them. So farm, take marked camps, catch and counter gank







Darius
Insanely strong bully champion. You can gank him with his huge damage and cc, and if you don't gank him - he can just 1v2










Champion Build Guide

Colossus bonus AD: Equal to 1% maximum health ⇒ Equal to 2% bonus health
It is a nerf unless our bonus health is higher than our base health.










Lets compare - pre nerf 2110+1600 = 3710, 1% = 37.1 AD. After nerf - 2% from 1600 = 32 AD. We lose here 5 AD (175 gold)
To make this change a buff we can buy only HP items to make our bonus health higher than base health (2110) - like







I guess item still remains a good build closer when you want it more aggressive, even with that slight nerf

1. AD increased from 25 to 30
2. AS lowered from 35% to 30%
3. Mythic passive changed from 10 AS to 3 AD, 3 Ability Haste, 3 MS - 250 gold vs 221 gold. Even though we lose some gold efficiency it is still fine because new stats are more valuable on

Conclusion: I think this change will make






Health 300 >>> 200 - I don't know, just drop this for sure, it is never worth to build now. Item loses 267 gold efficiency here, which it a lot
*

Omnivamp lowered from [1% + 1.7% per BH stack] to [0% + 1.5% per BH stack] (9.5% to 7.5% at max stacks) - rune loses 21% of its power. Not only this, but we also lose that initial 1% which is the worst - it is almost the 1 stack. Right now I can't be sure how much will it hurt and would that rune remain the best option, but I have some solutions already for the worst case. Some people would possibly swap to


1.












Also you stack


2.





Right now I think if










1. Cost 3300 >>> 3100
2. Health 300 >>> 400 - really good, +267 gold efficiency and HP is one of our main stats to take
3. Dealing physical damage to a champion grants 5 MS per stack of Carve (armor reduction) on them for 2 seconds - sweet, especially for builds that use only




4. Butcher removed - that % missing health damage against enemies with 6 stacks of Carve didn't work good on


Conclusion: I'm glad to throw away Butcher passive and get more valuable stats for Hecarim,

*

Cost 3100 >>> 2800
Conclusion: That buff may actually change my mind about this item and I move it from "Questionable items" to "Highly specialized items" into heavy AP matchups as a replacement of

*

Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain by (50% | 25% for Ranged Champions) for 3 seconds. When you damage an enemy who is unaffected by Shield Reaver, reduce all shields on them by (50% | 25% for Ranged Champions)
Conclusion: Just to a buff to Highly specialized item which I already build to counter shields, good news
*

Halting Slash passive - damage lowered from 100% AD to 75%AD, slow lowered from 60% to 40%, dash range increased by 100 units
Conclusion: What is dash range on that passive for



*

Health per lever 99 >>> 92,

Conclusion: maybe this nerf will lower his pick rate and we will be able to ban something else
My name is Aleksei, I'm 24 years old. Peak elo - 570lp EUW. Discord Riealone#0070. I live in Saint Petersburg, Russia. Playing League since season 5 and main

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:










Ok, lets start now! I'm going to share everything I know about this champion
1.

2. Champion is strong in current meta and overall, especially in elo below D2. If you learn how to play him, some macro and game knowledge - it is for sure a really good way to climb
3. Fun to play
4. Good ganks and teamfights
5. Can snowball hard snowball in early and midgame
6. Engager / Initiator gameplay - you take the game in your hands by making a good call, pick and initiation. Which requires good macro and game knowledge, yes
Cons:
1. Vulnerable to pre-6 invades
2. Kind of falls off in the late game
3. Struggles vs current meta-junglers. You can see it in my mathups section - favorable ones mostly are out of meta












Main rune page is

































Lets make a conclusion:
2 main mythics for



Questionable options:
*

*














I was testing different builds a lot, and this one is my main and favorite - high damage and sustain bruiser. The key is
















Resolve synergy build with


Be careful building shield items (



Right now most of the time I build Mythic + resists boots +




Outdated info about my previous build



My previous build which still works good -










So we have 2 main perfectly balanced builds:
1.



2.


IMPORTANT!
You should not build



* Full AD -







* Full AP -





About defense options:
*


*


*





*

*

*

*

*





*

*

When to build highly specialized items:
*



*







*


*



*






All these items have sweet and useful stats for you, so now it's way easier and more rewarding to build them than before (yes, old

P.S. Also you can just mix items from the guide beginning however you want - it will work good anyway. Maybe you will find another secret build like


Questionable items:
*


As you can see there is just a grief to build healing items now - anti-heal is just way too effective at this moment.

*






You can copy my items set which I use and paste it in League client "Items" section. It's just an ascetic and comfortable for me to use version of items from this guide:





2.





There is a pattern about boots and tenacity:
Look at enemy team and decide which type of damage will be dominant - physical or magical
*If enemy has mostly physical damage and none/a bit cc - go


*If enemy has mostly physical damage and medium/huge amount of cc - go


For example

*If enemy has mostly magical damage and none/a bit cc - go


*If enemy has mostly magical damage and medium/huge amount of cc - go


As you can see, boots in ALL your games should be use ONLY for resists. CC problem is for


Few words about Tenacity and Slow Resistance:
*Slow resist decreases slow effectiveness
*Tenacity decreases slow duration
*For example you are slowed by 50% for 10 seconds
*30% tenacity gives 50% slow for 7 seconds
*30% slow resist gives 35% slow for 10 seconds
So this is why you shouldn't buy











3. I prefer


4.



5.







But a lot of people is going

6. What to take?


At first, please always go









Before nerfs





And one more thing -

Blue and Red smite are both viable and good in specific matchups. You should buy Red smite vs hard dueling, healing and invading enemy junglers to just match them. If you want to catch










7.


8. 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, a bit stronger in early game (better clear and stronger skirmishes) and allows you to stack



Right now when I take


9.







10. I've heard that some gaming apps recommend you to build




Remember! You always want to look for


You can start both Blue or Red Buffs. The choice here depends on game setups - you want to gank specific lane, countergank, avoid enemy jungler, loop your camps for further pathings etc. Clear speed is the same, so you just choose where to start every game and where you want to be after clear. From my experience starting Blue Buff is a safer option (especially with QWQ clear), because enemy do lvl 1 cheese mostly on your Red Buff, and then enemy junglers more often invade you lvl 3 at your Blue Buff - in both cases when you start from Red Buff
You need to think in every game which pathing will be better in current situation. For example, you take 3 camps - Red 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
Red Buff full clear - used to be the best option, now it's even with Blue Buff full clear. Best time to do this route is when you are against farming or tank junglers - in other words champions who normally don't invade. Buff >









3 and 4 camps clears in hard matchups
If you play vs lvl 3 invading junglers (













You clear 2 Buffs and 1-2 camps to get lvl 3 and then play situationally (another camp, gank, countergank, invade or something else). This option is the safest one. Normally you start Buff >










You always need to flexible with your movements on map - when you should continue farming, gank, countergank, base, invade enemy jungler or fight him in your jungle. Always think about macro things - will enemy jungler invade you or not, his clear speed and paths, your lanes matchups and prios (especially when you are going to chase enemy jungler with







About lvl 3 ganks. For your first clear you can lvl 3 gank a side lane where you started clearing. Red Buff >





5 camps clear - something in between
Default clear when you skip




Useful jungle tricks
You also need to ask your midlaner to cover you (or just be aware) from lvl 1 Red Buff invade (especially when enemy team has











If you play against lvl 2 dash junglers like





1. Their lvl 2 cheese (they take their Red Buff and cheese you on your







2. Their lvl 2 Buff steal. 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 or place it in river where they dash over wall (around



Also you can start your clear from enemy jungle Buff, but be even more aware about enemy laners, their covers and wards
About





Recent update for first clearing - if you do 6 camps QWQ clear starting from Blue Buff you can:
1. Do leashless at 3.14, smite


2. With leash you can smite only




Leashless 6 camps QWQ clear starting from Red Buff I finished at 3.13 with




Don't cast







Use your


Advanced trick with



Try to bait enemy's Flash with your


And when you are already in melee range hold your


You can interrupt abilities like








You can use E as auto reset when you need to do it in close fights for instant burst. That works exactly like




Your




Sometimes it's really good to keep your ult and use it to dodge some СС. Great example - you duel




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


If you use your






Also you can dodge sleep from





You can also dodge


During R animation it is still possible to use Q, W, E and

Advanced trick with





There is another trick. Sometimes you want to use your


You can steal





One more thing about your


You can disturb enemies when they cast their key abilities with your








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.

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






Mid game
Only difference with early game - people start grouping. Engage with your

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




The common thing for every state of the game -






1. Use Target champions only as toggle. Everything is simple here - stops you from autoing creeps and towers. Also when you gank and use

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



3. Always check minimap with peripheral vision. Every few seconds. And also disable minimap movements
4. I disabled the minimap movements to no click on it accidentally in fights
These 4 simple steps will make you play on a different level. Will be hard to get used to it, but it's absolutely worth

Also we have a Hecarim mains server in Discord where I'm coach. We chat and discuss Heca things and more. You can join it here: https://discord.gg/a3CDunF
Thanks for reading, have a nice day and good luck in League! :)
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