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Spells:
Ignite
Ghost
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
[*] I am not a professional player.
[*] I started ranked when I was still fairly new at LoL, so my ELO SUCKS!
[*] My first champ, and my main is Nocturne.
[*] I enjoy Jungling, Solo-top'ing, and bot'ing, but the champs I use in these positions may not be agreed upon by other players.

So! Without further adieu, here we go!
First off, this guide is not complete, and probably will never be complete, due to the pure nature of the game. Things are ALWAY changing, and because of this, I will always be adding more information to this guide and any other guides I make in the future. Second, this build IS NOT FLASHY! I am not making this guide for the purpose of entertainment. If I wanted to do so, I would make a line of youtube videos instead. On the contrary, this guide IS loaded with useful information, including but not limited to mastery page(s), rune page(s), item build(s), skill order(s) and a constantly changing tips/tricks section.
This is how I prefer to play
Hecarim. Sure, many people will tell you that he is best suited for jungle, or even solo-top, but I don't agree with this thinking. He starts as a slow jungler, and as good as his ganks are, the enemy team has to be lined up perfectly and not expecting his EXTREMELY predictable gank route. As far as solo top is concerned, sure, he fairs OK, BUT, compared to the most likely matchups being
Garen,
Riven,
Kennen,
Vladimir,
Mordekaiser,
Rumble and
Olaf,
Hecarim just doesn't cut it. This is why I prefer playing him bot.
Hecarim has great sustainability in lane IF you know what you're doing (if not, you should probably play a few more bot matches until you get to this point...).
Spirit of Dread allows for massive life gain if left unchecked,
Rampage makes clearing creep waves a breeze, and
Devastating Charge allows for great zoning potential by knocking the enemy team away from the creeps, and to get the enemies into a "sweet spot" for your jungler to gank.
"Ok, so we're going bot, like your dumbass told us to do. Who are we going bot with???"
Well, the answer is simple. You are effectively allowing whoever the hell wants to go bot with you, to go bot with you. From my personal experience, support
Blitzcrank is insane,
Teemo is gross,
Alistar is crazy, and
Leona is quite a beast as well.
Hecarim provides SO MANY opportunities for a bot lane comp. He is tanky enough to allow a ranged carry to lane with you, yet he puts out enough damage for a tank or a support to lane with you and just crush the enemy's bot.
This is how I prefer to play













"Ok, so we're going bot, like your dumbass told us to do. Who are we going bot with???"
Well, the answer is simple. You are effectively allowing whoever the hell wants to go bot with you, to go bot with you. From my personal experience, support





spaaaaaaace |
Pros
+ great initiator + looks badass + decent sustainability + decent CC + looks AMAZING + does the Richard Simmon's "pony dance" |
space |
space |
Cons
- squishy early-game - can have mana problems depending on play-style - not much sustained damage - tail has some seriously screwed up particles |
This section was copied from http://leagueoflegends.wikia.com/wiki/Hecarim_the_Shadow_of_War and I take no credit for the information provided.
-
WARPATH (Passive): Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25% of his bonus movement speed.
***For those who like numbers and don't think this ability adds very much AD, by the end of this build, this passive ALONE gives you 41.31 extra AD. Sure, it's not some massive amount, but if you're one saying that it is a meaningless amount of damage, you must also think that masteries are completely useless because the amount of stats they add are also low numbers... -
RAMPAGE (Q): Hecarim cleaves nearby enemies, dealing physical damage. (50% damage to minions and monsters)
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.
Cost: 25 mana
Cooldown: 4 seconds
Physical Damage: 50 / 85 / 120 / 155 / 190 (+0.6 per bonus attack damage)
-
SPIRIT OF DREAD (W): Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per cast.
Cooldown: 14 seconds
Cost: 50 / 60 / 70 / 80 / 90 mana
Magic Damage Per Second: 20 / 31.25 / 42.5 / 53.75 / 65 (+0.2 per ability power)
Maximum Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
Damage to Heal Ratio: 10 / 15 / 20 / 25 / 30%
Minions Healing Cap: 60 / 90 / 120 / 150 / 180
-
DEVASTATING CHARGE (E): Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
Cost: 60 mana
Cooldown: 24 / 22 / 20 / 18 / 16 seconds
Minimum Damage: 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage)
Maximum Damage: 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage)
-
ONSLAUGHT OF SHADOWS (R): Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.
Cost: 100 mana
Cooldown: 140 / 120 / 100 seconds
Initial Magic Damage: 100 / 200 / 300 (+0.8 per ability power)
Shockwave Damage: 50 / 125 / 200 (+0.4 per ability power)
I personally take
Ignite and
Ghost
I take these two spells in particular because
Ignite allows you to avoid those "Man! I almost had him!" situations, plus it allows you counter other champs with extreme amounts of hp regeneration (eg:
Olaf,
Sion,
Dr. Mundo,
Master Yi, etc...) Because
Hecarim has a TON of initial burst damage upon initiation, he does not have much sustainable damage. With a champ like this, you want to avoid situations where you jump in there, burst them down to nothing, just to have them run away and heal up while they're doing so.
Ghost is a very debated spell for
Hecarim due to his passive:
Warpath. This passive gives you a decent damage boost depending on
Hecarim's bonus movement speed.
Ghost gives him a HUGE speed boost, meaning a TON of extra damage. The debate of this spell comes from the fact that he already has a passive "prevents unit collision" effect, making half of
Ghost useless. To those who say the previous argument, have you ever seen a
Hecarim rush down lane with 487 movement speed + ghost + devestating charge, aiming to knock your unsuspecting *** into a wall and back towards his team???!!! When you do, let me know your reaction. I guarantee you **** your anti-
Ghost pants!
Flash is an AMAZING spell, don't get me wrong. I just don't feel that it really has a home on
Hecarim. The thing about
Flash is that it really rewards you for sloppy play. Sure, it can save you from certain death, and those inevitable situations where you find yourself on the wrong side of that particular tree when the enemy team ganks from your blue, but seriously, if they are clever enough to get you in that situation, and you didn't expect it, that's your own damn fault. You deserve to spend a few seconds on a grey screen. That experience will teach you to buy sight wards or run
Clairvoyance. I AM NOT SAYING FLASH IS BAD!!! Flash is great if you're running an AP carry like
Fiddlesticks or
Malzahar who need to get in and out of fights before their squishy ***es melt, but for a champ like
Hecarim who is meant to initiate, CC, run out and come back in with a
Onslaught of Shadows, leading the enemy right into your team, why the hell would you need
Flash? I just feel that you're allowing way too much damage and mobility go to waste by running this spell.
Exhaust is a decent spell on
Hecarim if you don't like
Ignite. If your lane partner has no CC and deals a ton of burst, go ahead and run this over
Ignite. I prefer
Ignite because I choose to lane with champs with boat-loads of CC, but hey! It's your preference of lane-mate. Have some fun! It is just a game. Also,
Exhaust allows you to mitigate quite a bit of damage from the enemy carry, so if you're playing a tank role, or are just fearful of your life, run it.
Teleport is alright, ONLY if you're soloing top, and run it instead of
Ignite or
Exhaust. While I don't recommend solo-top on
Hecarim, it is viable, and you will NEED this spell. I'm not going into this spell for this guide, merely because this is not a solo-top guide for my-little-pony here, but in the future, I may add a section on solo, where I will include this spell.
DO NOT USE ANY OTHER SPELLS ON
Hecarim! Leave
Heal for your AD carry,
Clairvoyance for your support, etc... These spells are the only potentially decent spells on this champ. You can mix-and-match which ones you wish to use, but seriously, don't "experiment" with a spell other than these unless you're playing a bot match, or you really just feel like trolling (which I am not advocating because like I said, "This is a game and is meant to be fun." Trolls make the game not fun, and if you are a troll, just leave this guide because I know damn well you're going to comment on this guide and troll it as well. Seriously...leave.


I take these two spells in particular because

































DO NOT USE ANY OTHER SPELLS ON



EVEN MORE movement speed AND a nice damage boost from
Ignite? Sounds good to me!
Resistance
/
Hardiness
- You're running into the enemy team like a fool! Don't you want to be a little more sturdy?
Durability
/
Veteran's Scars
/
Indomitable
/
Honor Guard
- Same as above.
Siege Commander
-
Hecarim isn't the best pusher, but he can get to towers in order to help your allies bust some **** up. This allows just that. You're not using
Demolitionist
because you're not the pusher.
Siege Commander
allows you to drop their turrets like MAD merely by dropping it's armor down a bit.
Initiator
- REALLY?? Do I even need to explain this? Let's hope not.
Juggernaut
- Some built-in tenacity+ some extra health? You want to live don't you? You're already 20 points into the defense tree, right?? Why wouldn't you take this???
Good Hands
- You're initiating. You're not guaranteed to get out of a fight alive. The less time spent dead=the more time you are capable of helping your team win. Enough said.
Improved Recall
- If you really need to leave, whether it be a lane or trying to escape from a sticky chase situation, 1 second really does go a long way.
Swiftness
- If I have to explain this to you, along with
Initiator
, just stop playing
Hecarim and uninstall your game client. Have I taught you NOTHING???!!!


















Runes












Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50

Vampiric Scepter
900

Boots of Swiftness
1000

Wriggle's Lantern
1800

Aegis of the Legion
1100

Phage
1100

Hexdrinker
1300

Trinity Force
3333

Pickaxe
875

Maw of Malmortius
3100

Frozen Heart
2500
Start the game with





[*] If you want, you can choose to get 2x


Your first recall should allow you to buy a


[*] Ok, the boot choice. I know damn well I'm going to catch flak for this one. Most other guides out there tell you to get either mercury treads or












From here, finish off your





Go ahead and finish your build off with a



IF the game lasts much longer than this, it means that either the opposing team is making a comeback, OR you're the team making the comeback. In either case, you may be wondering: "what do I do with all this extra gold?" To that I say, sell your


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