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Hecarim Build Guide by NerdChieftain

AD Offtank Hecarim 3.0: Lord of the Jungle & Late Game AoE Powerbui

AD Offtank Hecarim 3.0: Lord of the Jungle & Late Game AoE Powerbui

Updated on January 29, 2013
8.3
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League of Legends Build Guide Author NerdChieftain Build Guide By NerdChieftain 87 16 574,886 Views 22 Comments
87 16 574,886 Views 22 Comments League of Legends Build Guide Author NerdChieftain Hecarim Build Guide By NerdChieftain Updated on January 29, 2013
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1
lilalex | June 5, 2013 10:50am
The worse build ever.
No playable.
Don't understand the 83%.
1
Argas108 | April 14, 2013 5:50am
please update your guide
1
Unknownangel1490 | February 16, 2013 12:49am
Thanks for the build, by far the best hecarim jungle build ever why its not 100% is beyond me. Tested it and it works. love the build thanks..
1
MrWi99les96 (1) | February 2, 2013 7:34pm
just out of curiosity, could you explain why this build works, even though it has no trinity force? I see it the bottom as "bigguns", i tried this our 5/4/17, pretty good build. again, just was wondering :P, thx!
1
NerdChieftain | January 27, 2013 7:23pm
I rewrote everything but my advanced Jungle. That will take a good bit of time. I'm working it.
1
NerdChieftain | January 27, 2013 4:02pm
Thanks everyone for giving lots of feedback. I take it as a compliment that my guide was worthy of your time. I've learned that my guide is perhaps not as clear in parts as I would like, per some feedback I agree with (thus I clearly didn't explain well.) I got some great tips.

Also, I want to say the game has changed a lot in 4 weeks, especially with the January patch that totally changed the jungle (and raised crystal flask's price). Especially since a lot of gold was taken out of the jungle, I think this needs new life again. And I totally agree an aggressive damage focused hec out the gate is that much less viable.

There is a fair point here that I probably play at a lower ELO that many of the responders. I dont know what to say exactly to that. I don't play at a high competitive level.

Wall of text: yep, I am guilty. I got going and then... it became a monster.

I'm gonna do a major rewrite. Thanks again.
1
snufkin | January 18, 2013 5:47am
Every point that is wrong in this guid was already mentioned, so I will just say that this guide is horrible, and I'm afraid someone might actually listen to you.
1
corruptsoul (16) | January 16, 2013 4:49pm
Cortez Cardinal does an excellent job of talking through the points I disagree with. One thing I didnt NECESSARILY agree with is boot choice. I think swiftness mobility and merc treads all have their place. Low cc teams with slows I choose swiftness. High stun teams i choose mercs and teams with no amazing cc i think mobility work best. I end up using swiftness most often.

Also, I completely agree with what he said about jungling EXCEPT his abandoning of spirit of the lizard elder. I usually build very tanky and use it as my damage along with sunfire cape. This keeps my damage to the team very high in team fights and I can sustain and tank without sacrificing that AoE damage.
1
Cortez Cardinal (18) | January 14, 2013 3:24pm
I will mainly be focusing on your jungling part since I jungle hecarim myself and know most about that playstyle. Also I think that Hecarim is most viable in the jungle. As a laner he just isn't really strong enough and will get kicked around in lane. Also I have no idea what I should think of your adc hecarim build... I guess it's funny if the game is won by far and you're to far ahead but you would in any realistic scenario get blown up if you even got anywhere close to that build in the first place.
This will be a long comment since I want to make my point clear. I hope you don't mind. We can also continue this debate via PM.

Focus on moevemnt speed?



You focus way to hard to get alot of movement speed. Ghost, Boots of Swiftness, Zephyr, Zeal, Mercurial Scimitar. You mention it again and again and again. I used to think that way when I played Hecarim in the start. I hyped the hell out of that passive since it's a really cool idea indeed (see SivHD sonic crit boom hecarim).
Sadly the passive turns out not to be that good after all. It's deffinetly not wrong to pick up movement speed where ever you can without going out of your way to much but you should not focus on it.

I will try to demonstrate to you what I am saying:


45 (normal tier 2 boots) +4.5% (quints) = 47 bonus ms if you only get the very very basic. Late game 25% from your passive gives you 12 ad off that. Irrelevant! Now let's add on Devastating Charge:
47*1.75 = 82 bonus ms -> 21 ad and you only get that for one Q while charging and for your E. This is also all based on being lvl 18!! earlier on you will get even less.

Now let us look at now much more than the base values above your build gives us:

60 ( Boots of Swiftness) + 4.5% (quints) + 8% ( Trinity Force) + 10% ( Zephyr) + 12% ( Enchantment: Furor) 27% ( Ghost) = 105 bonus ms -> Amazing, spine chilling, award winning 26 ad. And you focused your whole build around this and picked a summoner just for that.
With Devastating Charge you will get to 184 ms -> 46 ad for one Q and E.

Let this pure math sink in for a second and then consider again if it is really worth building a your champion around that or if you should maybe follow my advise and focus on more important things. It might be that I did something wrong in the math since it's 12 o'clock and I beg you to tell me so if I did make a mistake since I would love to be able to crush people with super fast carry pony but I think it's just not the way to go.

Now of course you will argue that the items that you bought weren't just for the movement speed. Trinity Force per example is a great item on hecarim and he profits from it almost like Poppy. But let's be honest. You change your build order and your focus when you try to get more ms. Once you get away from that obsession you can start thinking rationally and see what your team needs.




So with that out of the way we can move on to the changes you can make to improve your guide and make it into a solid basis for hecarim players:
  • Mobility Boots are such a great item on alot of junglers in season 3. You can get around the map in no time and apply pressure to the enemy lanes really well. You can clear faster since you will get around the jungle faster. You can gank thorugh wards since you won't buy an Oracle's Elixir and most laners have wards nowadays. Also great for initiation and works really well with your E
  • Consider Flash over Ghost in certain circumstances since a flash can give you so much! You can flash behind an enemy while running towards them with your E and push them into your team. You can position yourself for a perfect ultimate and you can escape without having up any of your cooldowns. If you ghost and get ccd you will not do anything so it's really easy to counter you (that's why ghost is so good on olaf)
  • I really like the combo of Enchantment: Furor and Iceborn Gauntlet to chase relentlessly. You should try to work something out around that.
  • Hunter's Machete... Get used to it and get over it. You can try other stuff but this item will stay important. Not being able to clear jungle early game without backing is just such a loss for you. Any reasonable enemy jungler would have taken your red buff and wraiths by the time you come back. Also starting blue buff instead of wolves is just wasted time. You have enough time to take down wolves and then blue buff on spawn and this way you save time and also get help from your team on wolves. I don't know what elo you play at but this is pretty standard where I come from. You already have a weak early game. Straining it by going low in jungle or backing early will set you behind against a good enemy jungler and will take pressure off the enemy lanes!
  • Remember to build tanky! You are rather weak early and going full glass cannon just so you can hit harder isn't always the best idea. I find buying Mobility Boots, Spirit Stone and Glacial Shroud in the early mid game helps you out alot! You will already be one third into your gauntlet, have armor against the bruisers and jungle and be sustained with the Spirit Stone
  • After getting a solid base build and some lvls you will get stronger and be able to build some more damage if that's what your team needs. You can keep your risky builds as interesting things to try but keep it at that. I don't see that being viable for a normal game and people who look at your guide will want to get something solid in the first place and then maybe see some experimental stuff later on if they are interested.
  • If you want a damage build then try something with an early The Brutalizer and Phage. That normally works quite well.
  • Try to get less text walls (like what I am doing here) since they can be straining to read and your readers will lose interest quickly. Also it is not very easy to keep track of what you are looking at or finding something.
    Try to add line dividers with bb-coding. You can make your guide look better if you add things like icons for items that have the right size to represent their significance. If every icon is tiny like in your guide then noone will have a clue what they need to look for. Also a few ideas on making your guide more attractive here

Those are the most important things that I could think of right now. If you want to see some bb-coding in action and also see how everything used is done you can take a look at my guide. I have all the bb-coding added in the end.

I am looking foreward to an answer to my comment and I will peak back in at some point. Consider droping a +rep if I could be of any help
Cortez Cardinal
1
AndyChanglee (2) | January 2, 2013 4:16pm
Im not going to comment about the item build, i've been looking at multiple choices and making my decisions based on the opposing team and experience. I agree with the others that health/armor/mr is very very important, and its quite necessary early/mid game cause my friends complain that im squishy and I do die sometimes that I don't have to.

Imo, your build is pretty fun/great in 3v3 but 5v5 is a whole different thing.

I greatly appreciate your descriptions of the abilities and various combos and stuff, I never would have thought of the E -> R combo and that would be terrible because its awesome.

oh +1 btw
1
Guayabito (2) | January 1, 2013 5:54am
I completely agree with all that Shinda said. I'm just commenting here to add what I think it's the most important thing about Hecarim.

I agree with you that his W ( Spirit of Dread) is REALLY good; I might say that skill pretty much defines Hecarim's playstyle. However, there's no use in all the health you regenerate in a teamfight if they can take down all that health easily. YOU GOTTA BE TANKY. And by tanky I don't mean HP tanky, but the Defense and Magic Resist tanky type, so the enemy team really has a hard time taking down all that health. Of course, without forgetting about building Movement Speed and some damage (IMO, Trinity Force covers these two aspects in only 1 item, and gives Hecarim a lot of other godly stats, like the slow for ganks and the spellblade for DPS).

I like to think of the health regenerated through Spirit of Dread as having quality levels. The more Armor and Magic Resist you have, the higher the quality of the health regenerated (A simple way to illustrate what I said in the previuous paragraph).

So, I know you really put an effort in this guide, it is well-made, but the building part is what dissapoints me. Hecarim's main role is to DISRUPT the enemy team, and you build him here as the DPS.
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