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Hecarim Build Guide by SirAza

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League of Legends Build Guide Author SirAza

Hecarim In Full Action Top

SirAza Last updated on April 19, 2012
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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.



Offense: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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Hi Guys!
Lets talk a little about Hecarim the Shadow of War this champion is really mobile has nice sustain and some CC these 3 factors really make him in my opinion a good solo top.

This guide well help you play with Hecarim in top lane i tried out this build several times and i never completely failed a game so i think its a viable build

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Mark :

9 X Greater Mark of Desolation

Seal :

9 X Greater Seal of Resilence

Glyph :

9 X Greater Glyph of Warding

Quintessence :

3 X Greater Quintessence of Swiftness

These Runes really worked well for me, the marks are self explanatory same for the seals
for glyphs i really prefer Flat MR rather than MR/lvl.
MR given by runes is really useful early game with runes rather than getting a lousy 24.3 at lvl 18, your items will be far more useful giving MR rather than runes at that lvl
For Quints i go for purcentage mouvement speed these quints are a good balance for Hecarim's passive and gives good mobility early game where you will really need to just go in poke and get back out.

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I really think a 9/21/0 is a good masteries page for Hecarim as playing Solo top because it gives you this tankiness you need as a off tank but still keep some good damage output, tho i am quite sad not to get the "swiftness" skill in utility page as it would surely boost his damage early game with his passive

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Your first item will off course change each game

Against AP Damage :

2 X

Against AD Damage :

5 X

As soon as Possible against AD top + AD jungle

As soon as Possible

will make you basically invincible to mid game AP, and the extra lifesteal to W will make your sustain even more crazy.

Phage should be your first real dps item, after wriggles. A combination of phage, spirit visage, ninja tabi, and wriggles lantern on Hecarim + red buff will be a force in the early to mid stages of the game.

somewhere between phage and tri force will make you very strong versus any kind of AP damage, don't upgrade it until you have completed tri force.

is basically a core item on Hecarim. Because of his fast cooldowns on his abilities, you will be shifting a TON and make lots of use of the proc.

might want to upgrade your tabi to mercs in the later stages of the game if you feel you are getting focused with all the enemy cc.

After this point the items become really situational :

If carry AD hurts you get a and maybe get after

If AD Damage hurts you go for

If AP Damage hurts you go for or
i tend to prefer the Banshee

If the Game really lasts a long time i tend to sell my Wiggles for

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Skill Sequence

and should be upped together first cause this way it keeps a good balance between sustain in lane and damage output.

1 point in at level 3 or 4 is enough just to obtain the bump and the speed needed to engage a fight

Of course put a point in as soon as possible

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Summoner Spells

I tend to go for and
but other options are possible :

is a good choice depending if you think your team will need you to join them fast in team fights or to do a Dragon

This could be a good choice too but only if you think you wont be able to kill the ennemy solo top player. this will help with jungle ganks and keep your lane safe from dying

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Thats it Folks ;)

Hope you will like my guide and of course if you have any questions or suggestion put in the "comment" section and i ll try to respond to it

Have Fun & Good Luck ;)