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Choose Champion Build:
Spells:
Ghost
Ignite
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Hello and welcome to my
Hecarim guide.
My guide is directed towards duo laning and solo top. Please be so kind not to down vote this guide for not being "a jungling guide".
So if you are looking for a jungling guide I suggest you take a look at the other
Hecarim guides around, there are some really good ones.
I also appreciate any feedback from you players!
This guide is continuously getting updated
Thanks to jhoijhoi for some templates, and SilverSeer for the inspiration of using Hecarim images!
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Pros
+ Good mobility + Can chase people down easily + Great escape capabilities + Can start dealing good damage once he gets ![]() + Ultimate that can disorientate a whole enemy team + Lane sustain with ![]() |
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Cons
- Preferably needs a laning partner with good CC - Squishy early game, more then you think - Going solo against a ranged can be hard spaaaaaaace spaaaaaaaace no space here |

Choice 1
Runes




Choice 2
Runes




Runes Explanation
- greater mark of desolation: These are really good for
Hecarim, because his damage in early game is not very good. So using armor penetration runes, we can deal more damage, simply put.
Greater Seal of Armor: This is good on most champions out there, and
Hecarim is no exception. Since he takes a lot of damage early game, these flat armor runes will help him.
Greater Glyph of Scaling Magic Resist: Pretty much same thing as with armor. This will boost you survivability in lane. A lot of abilties deal magic damage, not only from casters but also from melee champions.
- greater quintessence of desolation: With extra desolation we can deal even more damage early game.
Greater Quintessence of Movement Speed: Having more speed on
Hecarim is incredibly good. It does not boost his damage very much. But his overeall mobility will be better and catching up to enemy champions will be a lot easier.

Here I put out two choices. The offensive choice is for players that wants to play

I use these 4 masteries for both the alternatives listed below.
-
Summoner's Wrath : This is needed when using
Ghost and
Ignite, because they get improved.
-
Brute Force : Gives us some more attack damage, useful for doing extra damage early game.
-
Alacrity : More attack speed, also a great addition to early game.
-
Weapon Expertise : The 10% Armor penetration is great to punch out some extra damage with
Hecarim early game.
Offensive choice
-
Deadliness : Gets you more attack damage with each level (+9 attack at lvl 18).
-
Havoc : Increase your damage dealt which is a good combination with all these choices.
lethality: Increase your critical strike chance. Gives you more chance to crit, meaning you will deal higher damage.
-
Sunder : Further increasing our armor penetration, letting us deal more damage.
-
Executioner : Increase damage dealt by 6% to targets blow 40% health. This will help us on killing enemy champions once they are below the given percentage.
Utility Tree
-
Good Hands : Reducing time spent dead by 4%. I rather spend the point here then using it in improved recall with 1 second. If you were to use
Flash or
Teleport then putting it in
Summoner's Insight is a better idea.
-
Expanded Mind : You will be spamming
Hecarim's abilities a lot. So having a faster mana regeneration will get your mana back faster and thus allowing you to spam your abilites more.
-
Swiftness : It's important for
Hecarim to be mobile, so having more movement speed on him is ideal. The bonus damage you get from it together with your passive
Warpath is just icing on the cake.
-
Runic Affinity : Using this will let you have buffs for 30 seconds longer, which is quite a lot in LoL time. Why I pick it is because having red longer or blue, can be extremly helpful.
Solo top/Defensive choice
-
Resistance : Magic resist will boost our overall tankiness and survivability early game from casters and abilties.
-
Hardiness : Armor will do the same as
Resistance and help us out against annoying AD champions.
-
Vigor : Health regeneration will help us get back on our feet faster and stay in lane.
- veteran's scar: This gives you 30 health which is not much, but early game it matters.
-
Initiator : With this you get increased movement speed by 3% when above 70% health. This is great for
Hecarim and will make him even faster and mobile.
-
Enlightenment : His
Rampage already has a short cooldown, but the rest of his abilities still has quite some time on them. So having this is really useful for
Hecarim.
-
Juggernaut : Increasing maximum health by 3% and reducing incoming disables by 10% is extremly good to add to his overall tankiness. It basicly gives
Hecarim a bit more HP, and things such as slows, stuns etc disappear faster.
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Flash: This is a great alternative to ![]() |
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Exhaust: When you need to shut down a AD or AP carry, or simply just escape then this is a great summoner spell. Can replace![]() |
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Heal: If you are going bot and your laning partner is not using heal, then it can be a good idea to take it. Anything might happen, and this could just save your life. |
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Teleport: If you are going solo top this is great. You can go away to gank or base and still quickly get back into your lane. |
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Clairvoyance: This is best picked by a support, but is also a good pick if no one else in your team takes it. |
I do not recommend any other summoner spells than these


This is a really neat passive. You ignore unit collision and you get attack damage from a percentage of your movement speed. Ignoring unit collision basicly mean that you can walk right through champions and minions. This makes it even easier to escape or chase someone!

This is the bread and butter among your abilities. Combining this with



So when you have 2 stacks up with


Tips: Auto-attacking after using rampage in combination with


With this ability you will be able to stay in lane much longer. It has quite a long cooldown, it being 14 seconds. There is one bad thing about it, you can only heal for 180 health from minions at max rank. But early game it's enough to sustain and you will still be close to the enemy champions at many times. So you get a chance to heal more and harass the enemy. Because it does not only heal, it does some decent damage aswell.
Tips: In every fight, be it 1v1 or a full team fight, you should activate this. When you are escaping it's a good idea to activate it. Because if you are low on health, and the enemy is closing in on you, close enough to do damage. Then it might save you with the healing, and getting enough time to get somewhere safe.

Gotta go fast, no faster!

Tips: This ability can also deal damage to turrets, so activate this if it's safe. And always activate the ability from spawn if you are gonna run to your lane or somewhere else.


Tips: It can be used over walls, which is great for initating a fight or escaping. It's good to prioritize what you are gonna do with it since it has quite a long cooldown, being 140 seconds and at last level, 100 seconds. So, do you really wanna use your ulti to kill that person you are chasing? Or save it for a team fight that might be heading your way.
And do not forget to make use of fear, you have to hit people within the circle of your ability.
By maxing



Another alternative would be to max



Core Items for every build


Starting Items
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Warmog and Atma |
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FoN and Frozen Heart |
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Tank build
If an enemy team have a lot of armor/magic penetration then having used the build with




But the build with


The tank build will let you stay in team fights longer thanks to




Note for solo top




Situational items
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If the enemy team have little or no CC, which I doubt, then you could get these boots if you want to. |
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If you have a hard time with AD bruisers, these boots are good temporary solution. Should still get ![]() |
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It's late game and you are being focused and can't stay alive? Then this item should make them think twice before focusing you. |
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If the enemy is very tanky this item will do great to penetrate all their armor. |
Item explanations coming soon

Choosing a laning partner
Here is me and my friend Astoon, my favorite laning partner right now is


Even though the enemy team have what some would call a proper setup, a support and AD carry, me and my friend is dominating them. When both of them got their ultimates, we still was able to push the lane and eventually win the game.
The reason that I like having



But there are of course other choices of a laning partner then



Laning with for example

So I recommend having a laning partner you can rely on.
Good
Playing with ranged AD carries is good, but

Having someone with a good stun/snare such as







Bad
Playing with supports such as


Then we have champions such as...





Note
I am not to say who is really bad, because the right players with good skills can make a big difference.
Hecarim's role in a teamfight

Almost every team fight with



Now doing it beside a turret can be risky, especially if that Morgana would stun me and I could start taking turret hits. But in this situation I am confident, we are some levels above them and we have been dominating the game. Shortly after the picture was taken I initiated, we killed four of them and they surrendered.
But this should give you an idea of how

Using Hecarim's Abilites
It has a cooldown of 4 seconds. If

It deals physical damage with the following:
50/85/120/155/190 (+0.6 per bonus attack damage)
You will spam this ability whenever you are in a fight. It does not deal tons of damage, but thanks to a low cooldown we can make use of

It has a cooldown of 14 seconds. You will use this mainly for healing yourself in lane and team fights, in terms of damage it doesn't deal that much considering the cooldown aswell. Mana cost 50/60/70/80/90, it goes higher the more points you put in it.
It deals magic damage with the following:
Per Second: 20/31.25/42.5/53.75/65(+0.2 per ability power)
Maximum Damage: 80/125/170/215/260 (+0.8 per ability power)
How much you will heal:
Damage to Heal Ratio: 10/15/20/25/30%
Minions Healing Cap: 60/90/120/150/180
You will use this ability to heal and harass the enemy, it should always be used in team fights. Be careful activating it too much early game because it will use up your mana fast. If you start with 3 health pots, then start with using them, from time to time to not waste all mana.
Do not think it's useless in lane because it heals so little from minions. It does make a big difference and will let you stay in lane much longer.
It has a a cooldown of 24/22/20/18/16 seconds, getting reduced with every point you put it in it. With a mana cost of 60¤ at all ranks.
It deals physical damage with the following:
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)
When you chase or gank people, the way you preferably wanna use it is to knock them back towards your lane or team mates. You do this by getting infront of them and quickly turn around and knock them back. If you cannot gain enough speed to outrun your enemy, you can instead try to knock the person into a wall. (video coming soon)
It is also a great ability to use when you are escaping. Simply just activate and run.
Other then that, it can also be used to deal damage to turrets.
It has a cooldown of 140/120/100 seconds, getting reduced with every point you put in it.
With a mana cost of 100¤ at all ranks.
It deals magic damage with the following:
Initial Damage: 100/200/300 (+0.8 per ability power)
Shockwave Damage: 50/125/200 (+0.4 per ability power)
This ability is best used in team fights explained in "

When not using it for a team fight it is a great chase and escape tool.
When chasing someone and using it, take into account how fast they are running so you can try and match where you are gonna land(circle). It's important because you will fear them where you land, the shockwave afterwards only deal additional damage.
If you are escaping with it, you should not activate


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