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Hecarim Build Guide by hadbre
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Threats & Synergies
He is tanky, deals a lot of dmg, and has a slow, real nightmare
With him on the enemy team you really need to be careful. Basicly you want to pick your opponents off and avoid crashing into someone close to him.
He has slow and a stun, + his ult can really mess you up, what you could do is (if your team is ahead) try to 1-shot him, that way he cant use his ult most efficiently, he'll just die or use his ult on himself. If he uses it on another enemy before he dies, its again easier to play around. Also you can just pick enemies off when he isn't near.
Problem with Jax is that he is both strong in early and late game.
Try to ward your jg, so if he tries to invade, you get a better chance for a free kill.
Adc in the jungle, mostly alone, what more can you wish for?
Thing with yi is that you can kill him 1v1 early on, but you must be really careful later.
Again, free kills early, try to envade him as much as possible, but be careful later on, especially in team fights
Until he transforms you are stronger, if he goes Rhaast, you have to dodge his w, and he can out-scale you, so be careful
Twich 2.0, BUT if she is smart enough, her ult can be dangerous.
Just dodge his cc
You can't kill each other (you can kill him if you find him pre-6)
Dont fight him pre-6, and in team fights, if you dont get a chance to 1-shot someone, try to protect your carry
Nunu & Willump
You should be able to 1v1 him
Try not to 1v1 him early (if he gets to ahead, just protect your carry)
Respect her dmg
Really nice ban.
Dont fight him in on crystals, and you should be able to 1v1 him early, he becomes a biger threat as time goes on.
Just don't 1v1 him, not even in the river, its to risky
... (I heard that you can dodge her R with well timed your R, but I didnt menaged to pull it off, idk does it really work)
In early hi is dangerous, but later on you should be stronger, don't disrespect his dmg though
Just keep your distnace
Without his R you will out dmg him (unless he is horribly ahead)
He is tanky, and deals fine dmg. He isnt 2 big of a threat as you can escape him easily.
Really hard metchup, but you can 1v1 her in the river while she is pre-6
Can be dangerous, but if you get ahead, you should be fine
Get your swifties and trinity, than you should be fine. but keep in mind her cc and her ability that makes her untargetable.
Be really careful. Try to remove his shield with your W before you jump on him.
Problem with him is his fear. But you are stronger early.
I really think he is a weak jungler right now
If she doesn't get too ahead, you should be able to 1v1 her at any point of the game. BUT if you see her charm, just E away.
Ghost- Hecarim benefits from this rune very much, bonus ms is good both for escaping and chasing. You usualy want to pop this at the start of the fight.
Flash- Also i really fine option. True, Hecarim Maybe benefits more from ghost, but this gives you a really nice gap-closer, you will have plenty of ms no matter what, and its easier to use than Ghost, so if you really don't want ghost you can take flash, but keep in mind that ghost is a better option.
-First back: Boots of Speed will give you what you need; ms (so some ad as well) and you will have your predator, Long Sword for more ad and Control Ward you should have whenever you have an empty slot and 75gold, at 1 point when you feel like you dont need refillable potion anymore, sell it for a control ward if you arent buying anything else.
-Second back: Ninja Tabi against heavy ad comps, Mercury's Treads agains ap comps, and Boots of Swiftness if the enemy team has some slows, and none of them got any early kills (more than 1).
-Rush: Why rush Trinity Force? Because it gives you everything you want; ms, ad, mana, hp, its passive really "clicks" with Hecarim's kit (spamable q mostly), + other stats it gives are also very useful bonus.
-Core: Youmuu's Ghostblade: gives you lots of lots of ad, lethality is nice, and it's passive is great with hecarim's passive and Celerity (cdr is also nice)
Dead Man's Plate: Gives you tankiness, and a lot of burst from its passive.
Righteous Glory: Again, tankiness, its active gives synergies greatly with your passive and celerity, cdr, and also gives you mana.
-Adapting: Randuin's Omen is a great item because (besides giving you tankiness) of its passives, and also its active is nice, and as we are using Ingenious Hunter, you'll get to use it a lot. You want to take this item when enemy comp is mostly ad, and their magic dmg dealers aren't threatening you.
Maw of Malmortius and Mercurial Scimitar: So yeah, you want to take 1 of these if enemy ap-s are a threat. Scimitar if their team has a lot of cc, Maw if you aren't taking Scimitar. Mercurial Scimitar also goes well with Ingenious Hunter, and it also synergies with your passive and Celerity, but that ms buff is short (whole 1sec), but as that ms buff is short, you wont feel it that much. (at least I don't)
-Other tanky items: If a game is rough, you should skip Dead Man's Plate, and buy 1 of these: Thornmail-dont forget that it also aplies grevious-wunds, its really good into Warwick, Master Yi, etc... or Sterak's Gage I love this item, and if you dont get too ahead early (or even stay equal to the enemy jungler), you should take this instead of Dead Man's Plate, and also, always when youfinish your build, if you bought dead man's plate, sell it for sterak's gage.
-If your tean doesn't have a tank, don't take Youmuu's Ghostblade, take Dead Man's Plate after Trinity Force, than one item from "adepting" items I listed and than take sterak's, and if their team comp's ap-s are really threatening, take another mr item from "adapting items i listed", and if your team has some magic dmg dealers, you can take Abyssal Mask, if not, finish with taking righteus glory and randuin's omen.
-Where's the jungling item?? I dislike finishing jungling item on hecarim. I sell Hunter's Talisman later on, (but you want to keep it as long as possible cause of the bonus exp, and mana). Why? Because that is what works for me, what makes hecarim feel smooth for me.
-Why take Elixir of Iron over Elixir of Wrath? Well, you wont always take elixir of iron, if your team is hard winning, take elixir of wrath and look to end the game as fast as possible. If you are even, or behind, (or your team doesn't have a tank) take elixir of iron.
PASSIVE( Warpath) - Hecarim gains Attack Damage equal to a percentage of his bonus Movement Speed.
Q ( Rampage)- you deal dmg in a relatively short range around you, has a 4 sec cd without cdr, when you hit something its base cd is lowerd by 1 sec for a short period of time, and that can stack 2 times. (phisical dmg, ad scaling)
W ( Spirit of Dread)- You deal dmg per second around you for 4s, it also heals you, but heal recived from minions is capped. (magic damage, ap scaling)
E ( Devastating Charge)- This lasts for 4s, while it is active, you can go through units, your ms is increased, and further increases during first 3s, more you travell, more you will nock your target back, more dmg the ability it-self will do, and more dmg because of your passive you will do. (phisical dmg, ad scaling)
R ( Onslaught of Shadows)-Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, causing nearby enemies to flee in terror. (magic dmg, ap scaling).
-Your lets say burst combo wouldev been this-> E (fully "charged") --> (while hitting the target with your charge) Q and W. From this point you use yout aa-s and Q. To this you can add predator, but keep in mind that if you are cheneling predator and you use your E, that will cancel the chanel, so you should use your predator before anything else, while you are still getting to the fight for e.g., or just wait in the bush untill the chanel is over, than go and make somebody's day with your burst and speed. (needless to say, don't forget to use your other item's actives)
easier before your Devastating Charge expires, ads burst by its self
and it is really fun to use! (ofcourse there is the synergy with Celerityand your passive as well)
Sudden Impact - gives you lttle more burst with your E as well.
Eyeball Collection-more ad.
Ingenious Hunter - your active item abilities are a big part of your build. With them, when you activate them all (your boots too) you will 1-shot squshies, and you want those abilities to be up all the time!
Celerity - This is just to good, gives ms, and is also a weaker hecarim passive, perfect for us!
Waterwalking - This is really strong on Hecarim because it scales with your passive, with Celerity and gives ad on it's own, I know its only in the river, but as scuttles became more important, this gives you a better chance to contest them.
-As i already listed a lot of match ups in the "vs champions", and what should we do when we face those champions, here I'll list who should you ban and why.
-Bans: Shaco, Nocturne, Jax, Warwick, Elise
-Why should you ban these champions: Lets start with Jax and Warwick; you can't contest early scuttles which is terrible, you shouldn't be able to 1-shot them, and if you are just slightly ahead, you won't be able to duel them.
-Elise: She is though, but if you can dodge her stun it should be fine when you get to your trinity, but she can dodge your E, can stun you, and has 6 abilities at the point you have 3, and when you get your ult, if she is good, she can dodge that as well.
- Shaco: You can't do much against an experienced and good shaco player as Hecarim.
- Nocturne: Really strong right now, great duelist, so your chances of being able to 1v1 at any point of the game are thin, so you can't contest scuttles, and his ult makes his ganks easier to pull of. He will also almost match your map presence.
-Cons: -Not as tanky as some other hecarim builds (I can't think of anything else x) )
If you are on the red team: Blue --> gromp --> wolves --> red brambleback --> scuttle (if you find it, be careful while takeing it) --> look for a gank/ raptors --> gank/ go back.
Do not forget to kite the buffs, raptors, krugs, and wolves!
!Again, this is the clear that suits me the best, someone might have a slightly different opinion!
1. I mentioned split-pushing, while doing that, make sure you warded well, don't be greedy, when you see multiple oponents coming top, ult over a wall without hesetation, and use your E to get away as quickly as possible. (if you dont have ult, pick what you think is the safest route, and run that way).
2. Always keep your eyes on the lanes, now this is for other junglers as well, but you never know when an opertunity for a perfect gank will come.
3. At the start of the game look at oponents bot and top, if for e.g. top came late to lane, that almost for sure means that enemy jungler started at the top side. Doing this will give you a nice advantage over your oponent, as you will know better where he is, than he/she will know where you are.
4. Once you get ahead, never leave them a chance to get back into the game-constantly gank, take objectives, pick them off, that is how you win the game, if your pressure disapears just for a brief moment, that will leave a gap which your oponents can use to gat something they need-objectives/gold. -Basicly close out games as fast as possible.