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Hecarim Build Guide by Starflash250

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League of Legends Build Guide Author Starflash250

[6.11] Hecarim, Horseman of Freelos (2 Variations)

Starflash250 Last updated on June 2, 2016
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 12

Dangerous Game

Cunning: 18

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

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Hello summoners and welcome to my Hecarim jungle guide. My IGN is Starflash250, I used to main this campion for a while. I would like to see more people play this awesome champion so I am making a guide. Enjoy your freelos!

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About Hecarim

Hecarim is an armored colossus who charges from the Shadow Isles at the head of a deathly host of spectral horsemen to hunt the living. A monstrous fusion of man and beast, cursed to ride for eternity, Hecarim revels in slaughter and crushing souls beneath his armored hooves.

Hecarim is a tanky sustain fighter. His main role is to help his teammates win their lanes as soon as possible to rush his tanky items. Without those, his late game will be a lot weaker. In team fights, he has to dive into the enemy back line and lay waste to their carries.

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Pros / Cons


- Good early power
- Very strong ganks
- Fully AOE skills
- High mobility
- Easy to learn

- He is out dueled by the popular 1v1 junglers such as Vi
- He does not have very big outplay potentials

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Build Path

As a jungler in the current times, you, on Hecarim, always want to start Hunter's Talisman and Refillable Potion. I suggest you buy Stalker's Blade upgrade because the movement speed stealing effect is really strong on Hecarim since it activates his passive passive Warpath (AD from bonus movement speed). Buy your level one boots as soon as possible, along with Hunter's Potion for a greater jungle sustain. Then you should add on Enchantment: Runic Echoes for bursty ganks. Boots of Swiftness grants slow reduction and extra movement speed, it should be bought right after enchanting the jungle item. After boots, Hextech Gunblade comes as core damage item and utility. I suggest you build Dead Man's Plate and Iceborn Gauntlet right after as they help slow down enemies and grant tankyness. Spirit Visage can come last as compliment item for your full build. Elixir of Iron is a powerful elixir for Hecarim, it grants tenacity (unique to it), hit box increase of 25% to tank skill shots and trail to speed up allies.

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Strength of each item

Items I recommend:
Boots of Swiftness: Good because it gives extra movement speed and has slow effect reduction.
Stalker's Blade - Runic Echoes: Great ganking jungle item enhanced with runic echoes, it offers a great boost to clear speed and burst to ganks.
Hextech Gunblade: Good for stealing even more movement speed, for adding burst and for sustaining in general.
Iceborn GauntletGood for sheen effect, gives some tanky stats.
Dead Man's Plate: Good item for tanks, gives movement speed and can slow opponents on impact, good synergy with Devastating Charge.
Spirit Visage: Good item for tanks and especially with those who sustain, in this case, Hecarim has his Spirit of Dread as life gain ability.

Alternative Items I recommended:
Trinity Force: Sheen and phage effect and super good overall stats.
Youmuu's Ghostblade: Great AD and armor penetration added with a movement speed buffer as active effect, good synergy with Warpath.
Duskblade of Draktharr: Build only if you go full damage, adds tons of burst.
Maw of Malmortius: Great balance between AD, penetration and magic resist. It can activate at the same time as Sterak's Gage
Randuin's Omen: Good tanky item and helps you stick to opponent with its active. Don't forget the damage reduction against crits.
Banshee's Veil: Only buy if you encounter heavy poke champions.
Sterak's Gage: Good against heavy damage.

Items that I did not recommend:
Boots of Mobility: Only good to walk around and you lose AD during fights since the AD gained with Warpath while having the "out of combat movement speed" of this item will be off during fights.
Guardian Angel: Reviving doesn't help Hecarim carry out a fight and is most of the time just a waste of item, even for its defensive stats.

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Runes and masteries

Hecarim is a very offensive jungler already by kit. What we have to do is compliment it with utility and tankyness. I decided to take a 12/18/0 tree, here's why: 1st, 7 out of 9 of the keystone masteries is just about useless on him. The only choices are Thunderlord's Decree and Strength of the Ages, I'm suggesting Thunderlord's Decree because it offers a boost to the burst of Hecarim's ganks. Strength of the ages is still a very strong alternative, swiftness replaces precision. You can choose to have more damage or even more tankyness basically. Other things to mention are Explorer, which gives movement speed in Brush and River so try to play in advantageous areas utilizing this to buff AD with Warpath and Runic Affinity to get more time on buffs instead of useless cookies.
The runes are pretty standard for AD champions, except the movement speed quints. They are great on Hecarim, again because of his passive and also, for someone who cannot fly over walls very easily, movement speed is number one priority for ganking. CDR blues are to cap the 40% limit.

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Skill Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Almost any champion of this game will level up their Q first and so does hecarim. Everyone would go R for levels 6, 11 and 16 so no explaination there. I chose to level up my Devastating Charge before Spirit of Dread is because of one of the nerfs to Hecarim back in the days. I used to max Spirit of Dread before Devastating Charge until that happened. Basically, you can't get as much hp back as before so the Devastating Charge seemed more tempting. I now level up Devastating Charge because it reduces the cooldown on it and makes you more mobile and have less time between ganks.

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Here, I will explain how you should go about farming the jungle and what's best when keeping someone's lane.

If you start top right side, get a leash at gromp and use smite -> blue buff -> wolves -> Back and buy machete -> red buff and use your second smite to get some health back before ganking.

If you start bottom left side, get a leash at krogs and use your smite -> raptors (do not spam q after killing the small ones to save mana for red) -> red buff and use your second smite to not die -> Back and buy machete -> blue buff then gank.
- Try always killing the camp with your Rampage if you want to be doing a camp right beside.
- Keep your Spirit of Dread for when Rampage is stacked twice already for that extra healing or when entering a camp with Devastating Charge.

During laning phase, there is no doubt someone will have to go buy while his opponent stays to farm. They might push, which is why the jungler goes and keeps it while his laner comes back. You want to try only last hitting because if you push the lane, it makes your laner more vulnerable to ganks, which is what his opponent wants. Last hitting with Hecarim shouldn't be very hard because he has a 0 cast time spell and an auto attack cancel.
- When seeing a minion too low for a turret shot but too high for an auto attack, you auto attack then Q immediately to kill it. Same thing if there's 2 minions. You auto attack one and Q to kill the other. You can do this by resetting your auto attack animation by using your E ability.
- If you get poked by the enemy laner and he seems to have a kill potential on you, just shove out the wave with Q and W, even if that's against what I've said before, (to not push your ally's lane), it is what you have to do. The enemy will use a lot of mana/energy to get you out of it so he can shove then back to buy as well. This is a common sign. He will cancel out the pushing you just did.

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Ganks / Chase

As Hecarim, you always want to engage ganks with your Devastating Charge when you reach the borders of the lane. After a few practice games, you should be good at calculating what distance your charge can go. Try to always run in front of your target to push them towards your team but if you can't go that far, just try to push them to the side, where they don't want to go. When using Onslaught of Shadows, try to aim it so the victim is between you and your team. The terrify on it will push him to them. When chasing, try using Devastating Charge and just Rampage your enemy instead of stopping to always be in front of him until when the timer runs out or when you reach a turret that you don't want to dive and are forced to push him. Don't forget that you always want to use Stalker's Blade's chilling smite effect the second before you are onto your foe so that the 2 seconds movement speed stealing AD buff due to Warpath applies on your spells.

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In teamfights, as I said before, you usually want to dive their back lines but there are exceptions because of the 2 team compositions. Example: if your team has a lot of divers like Leona, Jax, Yasuo, etc. you want to be engaging with your Onslaught of Shadows and know when to back off to save your own back line. However, if your team has a lot of peel such as Taric, Alistar, Lulu, etc. make them buff you if possible then crush their back line. The rest is pretty self explanatory, just do as your judgement tell you.

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Interaction with other junglers

As said in the intro most popular 1v1 junglers out duel Hecarim but what im saying here is who you can counter jungle/invade, who you should watch out for and 2v2/3v3 situations when you and him are counter ganking each other. Normally you can counter jungle any immobile jungler and should invade any junglers that are weak early/that has not much sustain such as Amumu or Evelynn. When doing that, be careful about the lanes coming to stop you. The junglers you have to watch out for are the ones like Kha'Zix and Udyr. They have high dps output but most of the time you can outrun them, just be careful; don't always rush out though. Sometimes you can out duel them. Now with the 2v2/3v3s. You always want to be the one that arrives after because you can have a surprise factor, on top of your Onslaught of Shadows and Devastating Chargeburst that can down anyone pretty quickly. If you are the one getting counterganked however, you want to try pick one of them off by separating him using your Onslaught of Shadows between the one you want to zone off and the rest or just use Devastating Charge on him.

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Hopefully, you enjoyed my guide. If you would like more information/guides, please comment and rate my post. Don't forget to get every kill you desire to get those free KDA. Thank you and have fun getting your freelos! Leaving a comment or voting my guide will help me improve my guides or have more people seeing these I use so much time creating. Thanks and don't forget to read the last chapter!

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Special Thanks

Thanks to all the feedback!

Honorable mentions:

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Thanks for the guide, it is helping me out a lot.

Followed this guide and by rushing trinity Hecarim damage gets insane, I was 13-1 with this build in a game and I could 1v1 anybody in their team. Good build.

First game I use this build and I go 16/1/11 and my only death was because I initiated a teamfight and the rest of my team ran away. I give this build my approval.

Gortaz wrote:

This guild is simple but yet amazing! Thank YOU!

MBales wrote:

Played about 10 games with this hecarim build and my kda is 5:1 Amazing build keep up the good work my friend

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Just follow the guide if you are too lazy to read damn it! zZz...