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Hecarim Build Guide by EVElution


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League of Legends Build Guide Author EVElution

Behold, the might of the Shadow Isles

EVElution Last updated on September 5, 2018
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Cheat Sheet

Hecarim

Hecarim Build

Domination
LoL Path: Domination
LoL Rune: Predator
Predator
LoL Rune: Sudden Impact
Sudden Impact
LoL Rune: Eyeball Collection
Eyeball Collection
LoL Rune: Relentless Hunter
Relentless Hunter

Sorcery
LoL Path: Sorcery
LoL Rune: Celerity
Celerity
LoL Rune: Waterwalking
Waterwalking
Bonus:

+12 Attack Damage or +20 Ability Power, Adaptive

LeagueSpy Logo
Jungle Role
Ranked #32 in
Jungle Role
Win 51%
Get More Stats

Ability Sequence

1
4
5
7
9
Ability Key Q
2
14
15
17
18
Ability Key W
3
8
10
12
13
Ability Key E
6
11
16
Ability Key R


Im a dia player and play lol since season 3. i played more than thousand games and i wanna share my knowledge with you. In this Hecarim guide i will show you which runes you´ll use and how you use Hecarim´s abilitys and some tipps and tricks. maybe i can help you to perform better with Hecarim after you read this guide.


PROS + very very fast
+ hard burst
+ a lot of possibilities to use the ultimate
+ aoe cc
+ a lot aoe
+ a lot cc
- weak early
- u need a good early
- no escapes without ulti
- high q cooldown before stacked
CONS



SUMMONER SPELLS
-
with ghost you get 27%+1% movementspeed per level for 10 seconds which ramps up over 2 seconds. ghost has a cooldown of 3 minutes. while ghost is active you wont get blocked by units. ghost is good to chase people or to run away. ghost is good to combine with celerity or abilitys like the passive of hecarim. you cant get over walls like with flash but its better in the long run to chase down enemys.
You need to take smite with you on every jungler. It has a 90 second cooldown and can have up to 2 charges. If u have 2 charges you should smite something because you just waste time not using it. You cant use it twice in a row because it has a 15second cooldown between charges. You do 390-1000 damage depending on your level on monsters. You also get some HP back which can rly help you if you counterjungle or get counterjungled. You need smite or you cant buy the jungleitem. And you need the additional experience from the jungleitem to be even usefull in the game as a jungler. You should always have a smite charge left over if baron or drake is up so you can secure them. You can enhance your smite with jungleitems but more of that down below.



Start Items


As jungler you need to decide for a jungleitem, machete or talisman depends on the jungler. i would prefer the talisman because you get alot of mana back which eliminates your manaproblems in the jungles. you can hit multiple enemys with the aoe ability so you can profit a bit better from the passive which burns the enemys and you get some hp back. you need a jungle item anyways because you need it to get experience in the jungle. you cant buy jungle items without smite so dont forget it.

Now lets talk about the potions for the jungle. The refillable potion gives you 2 charges which restore 125 HP each and refill as soon as you hit the base. Normal health pots would give you 150 HP but they would be gone after using. The normal pots regenerate 150 HP over 15 seconds and the refillable regenerates 125 Hp over 12 seconds so it has a bit higher chance to save u from a ignite. As soon as you hit the base one time and refilled your refillable potion its already more worth than the 3 base potions. 3 pots heal you for 450 HP and the refillable after one back heals you overall for 500 HP. If u dont need the refillable potion anymore u can sell it for 60 gold , i definetly prefer the refillable potion.

Rush
with stalkers blade cinderhulk you gain next to the 300 health a enhanced version of smite. with the enhanced smite you can smite champions too and you do 28-164 damage, depending on your level, and you steal 20% movementspeed for 2 seconds. this mean you get 20% movementspeed for 2 seconds while he loses 20%. This item is good combined with other HP increasing items bcuz it will get increased by 15%. This item has the sunfire effect which deals magic damage on enemys nearby. Monsters receive 300% damage from this effect.
Trinity gives you all kinds of stats but the strong thing about it is its passive which gives you 20 movementspeed after a autoattack and 60 after a kill. Trinity gives you a strong enhanced autoattack as well every 1,5 seconds. This does 200% of your base attack damage. Try to trigger it as often as possible in long fights.

Use your brain
U buy randuins if you need a armor item against a team with alot of crit damage. you lower the damage from critical autoattacks by 20%. not only adc´s got crit, yasuo is a good example. When a enemy attacks you his attackspeed gets lowerd by 15% for one second. With the active you can slow down enemys close to you by 55% for 2 seconds. You can use this item pretty well if you chase somebody or somebody chases you or in teamfights if you hit alot of enemys with it.
You get 50% base attack damage as bonus attack damage and 450 HP . THe good thing about this item is that it gives you a huge shield aswell as 30% tenacity if u get bursted. This means if you get 400-1800 damage based on your level in between 5 seconds the passive with the shield gets activated. Ranged characters cant buy this item.
You only get 250HP but 80 Armor and a passive which makes every adc cry. when enemys attack you with autoattack they get 25+10% damage of your bonus armor. But thats not all the enemys get grievous wounds aswell which lowers theyre healing. This item is best combined with other armor items because the damage from the passive gets increased aswell. The enemys that attack you will get 15% lower attackspeed for 1 second aswell.
You get 10% cooldownreduction, 350 HP and 55 magic resistance. You need to look for yourself when it is usefull to buy. WHen u get hit by a magic ability this item lets you take 20% less damage by this spell for 4 seconds so its only good if you have a mage as an enemy like khartus.

Your first autoattack is a crit. This item gets better with other crititems but even without other crit items its good for an enhanced autoattack. You get 10% movementspeed for 1.75 second after a critical autoattack. You can use this pretty good to chase down enemys. The cooldown depends on your attackspeed. Sometimes its better to wait for the crit autoattack if you chase down somebody so you get the movementspeed.
You deal alot more damage against squishees with draktharr because you get alot of ad and lethality. lethality is only good against enemys with low armor. against tanks you should consider buy a black cleaver. This item has a passive which gets triggerd if you were not seen by the enemy for 1 second or longer. With this passive you deal alot more damage and as a melee you slow down the enemy for 0.25 seconds for 99%. Be aware to have the passive up if u wanna burst somebody. The second passive is a wardclear passive which spots wards and lets you oneshot them in that time.
You get 10% cooldownreduction, 350 HP and 55 magic resistance. You need to look for yourself when it is usefull to buy. When u get hit by a magic ability this item lets you take 20% less damage by this spell for 4 seconds so its only good if you have a mage as an enemy like khartus.
You get 10%, 450Hp and 55 magic resistance aswell as 100% increased base health regeneration which gets buffed by this item even more because if you build it you get 30% increased healing from every source. But even without the passive its the goto item if the enemys do alot of magic damage.
You get HP, mana,armor,cooldownreduction and increased base health regeneration. The main reason to buy this item is its active which gives you 75% movementspeed for 4 seconds and if you get close to an enemy you trigger a aoe slow that slows for 75% 2 seconds long.This active is good to chase people with or start a teamfight.
You get tons of Armor and HP. You gain momentum stacks if you move but you can trigger them before they reach 100 unlike statikks. You do 1 damage per stack and if you hit 100 and you play as a melee character you slow down the enemy for 50% for 1
second. The more stacks you have the more bonus movementspeed u gain till a maximum of 60 movementspeed on 100 stacks. All stacks will be used on your autoattacks. You buy this item if u have a hard time catching the enemy.

like draktharr in terms of damage and lethality but you get 40 movementspeed out of combat and a active which gives you 20% movementspeed for 6 seconds and no collision with minions anymore. The active has only a 45 second cooldown so dont be to shy using it.



Keystone


Predator
  • Predator: Enchants your boots with the active effect 'Predator.'
    Active - Predator: Channel for 1.5 seconds out of combat to gain 45% movement speed for 15 seconds (does not interrupt stealth). Damaging attacks or abilities end this effect, dealing 60-140 (+ 40% bonus AD) (+ 25% AP) bonus adaptive damage.
    Cooldown: 150-100 seconds (based on level). Starts the game on cooldown and goes on a 50% reduced cooldown if interrupted while channeling.


Slot 1

Sudden Impact
  • Sudden Impact: Going in combat by affecting an enemy champion within 3 seconds of using a dash, blink or Teleport, or exiting from invisibility or camouflage, grants 10 Lethality and 8 Magic Penetration for the next 5 seconds. If the triggering effect deals damage it will also benefit from the penetration.

Slot 2

Eyeball Collection
  • Eyeball Collection: Collect eyeballs for champion and ward takedowns. Gain an adaptive bonus of 0.6 Attack Damage or 1 Ability Power per eyeball collected.
    Upon completing your collection at 20 eyeballs, additionally gain an adaptive bonus of 6 attack damage, or 10 ability power.
    Collect 2 eyeballs per champion kill, 1 eyeball per champion assist or ward takedown.

Slot 3

Relentless Hunter
  • Relentless Hunter: Gain 8 out-of-combat movement speed plus 8 per Bounty Hunter stack.
    Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.

Slot 1/2

Celerity
  • Celerity: Gain 1.5% increased Movement Speed and add a percentage of your Bonus Movement Speed to your AD (9.6%) or AP (16%), adaptive.


Waterwalking
  • Waterwalking: Gain 25 Movement Speed and an adaptive bonus of up to 18 attack damage or 30 ability power (based on level) when in the river.


Warpath (Passive)


nnate: Hecarim gains Attack Damage equal to a percentage of his bonus Movement Speed.
Percentage: 15 / 17.5 / 20 / 20.5 / 25 / 27.5 / 30%




Rampage (Q)


COST: 32 / 34 / 36 / 38 / 40
RANGE: 350
COOLDOWN: 4
Active: Hecarim cleaves nearby enemies, dealing physical damage (66% damage to minions).
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.

Physical Damage: 55 / 90 / 125 / 160 / 195 (+60% bonus)




Spirit of Dread (W)


COST: 50 / 60 / 70 / 80 / 90
AREA OF EFFECT: 575
COOLDOWN: 22 / 21 / 20 / 19 / 18
Active: Hecarim deals magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 30% of the damage these enemies take from any source.
Hecarim Health from minions or monsters is capped.

Magic Damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+20%)
Minions Healing Cap: 90 / 120 / 150 / 180


Devastating Charge (E)


COST: 60
COOLDOWN: 24 / 22 / 20 / 18 / 16
Active: Hecarim gains increasing Movement Speed and can move through units for 4 seconds. His next attack knocks the target back dealing physical damage based on how far Hecarim has traveled during Devastating Charge (knockback distance also scales).
Devastating Charge's remaining duration pauses during Onslaught of Shadows.png Onslaught of Shadows.

Minimum Damage: 45 / 80 / 115 / 150 / 185 (+50% bonus)
Maximum Damage: 90 / 160 / 230 / 300 / 370 (+100% bonus)





Onslaught of Shadows (R)


RANGE: 1000
COST: 100
COOLDOWN: 140 / 120 / 100
Active: Hecarim summons spectral riders and charges forward, dealing magic damage to enemies hit. Hecarim releases a shockwave at the end of his charge, causing nearby enemies to flee from him for 0.75 to 1.5 seconds (increases by charge distance).
Hecarim himself will only move to the targeted location. The riders will always move the full distance.

Magic Damage: 150 / 250 / 350 (+100%)




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