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Champion Spotlight
Champion Spotlight
In-Depth Champion Guide
by CiderhelmBOOTS
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Mercury's Treads: Gives you MR & Tenacity. For the usual Hecarim build. ! |
Boots of Swiftness: Makes you mave faster and with your passive ability you gain more attack damage. Plus it has a useful passive. |
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1st ITEM
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Spirit of the Elder Lizard: This must be the 1st item for Hecarim (after your Sheen). Great damage output & jungle help. |
Youmuu's Ghostblade: / Shurelya's Battlesong: For more powerful early ganks. RUN LIKE A BOSS |
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2nd ITEM
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Iceborn Gauntlet: Best item for Hecarim. ! |
Trinity Force: Still a very useful item, if u want to be more offansive. |
*Note: Check Item notes.
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3rd ITEM
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Spirit Visage:
This is a core Item for Hecarim,
makes your Spirit of Dread to heal more.
*Note: Check Item notes.
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4th ITEM
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Sunfire Aegis: |
Randuin's Omen: |
Choose which passive you like more.
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5th ITEM
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Warmog's Armor: HP buff for the tankyness. |
Mercurial Scimitar: If you need MR and has a very useful passive. |
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SITUATIONAL ITEMS
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Ravenous Hydra: More AoE Life Steal (over your Spirit of Dread). |
Hextech Gunblade: A mix of life steal & spell vamp, makes you to steal more HP and damage more. |
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Zephyr: This item give u damage & movement speed, which means u damage & damage.. It is useful especially if you don't need too much defense or if you want to play offensive. |
Locket of the Iron Solari: If u want to support your team with a few shield it is a very useful item for junglers. ! ! |
Jungle Guide
by SivHDBOOTS
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Boots of Swiftness: Makes you mave faster and with your passive ability you gain more attack damage. Plus it has a useful passive. |
Ninja Tabi: If you need a little early armor. ! |
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Shurelya's Battlesong:
Combined with this makes you RUN LIKE A BOSS.
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2nd ITEM
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Trinity Force:
You must have this for an offensive Hecarim.
*Note: Check Item notes.
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3rd ITEM
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Zephyr:
Movement Speed + Damage = Damage + Damage
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4th ITEM
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Ravenous Hydra:
More AoE Life Steal (over your Spirit of Dread)
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5th ITEM
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Guardian Angel: Gives you a little sustain & 1 more life :P ! |
Mercurial Scimitar: If you dont need too much defense it gives you more AD and a very useful passive. |
Power Of Sheen
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The real power in fact is Sheen's passive which is called Spellblade. After using an ability, your next basic attack deals bonus physical damage equal to your base Attack Damage (2 second cooldown). This combinated with your Rampage (which has 2-4 sec CD) gives u and awesome combination.
What is more...
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Iceborn Gauntlet' Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 125% of your base attack damage to surrounding enemies and creates a field for 2 seconds that slows enemies inside by 30% (2 second cooldown). This is thes best for Hecarim, this is the tanky of these 3. |
Trinity Force's Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage. 2 second cooldown. This is if you go for damage. It give u a mix of damages + bonus movement speed ! ! |
Lich Bane's Spellblade: After using an ability, your next basic attack deals bonus magic damage equal to 50 + 75% of your Ability Power (2 Second Cooldown). This is not for Hecarim. It's for mages. ! ! ! |
*Note: These passives does not stack.
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Increases your healing, regeneration and drain effects on yourself by 20%.
Spirit of Dread
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 20% of the damage dealt by any source to enemies within the area. Healing from damage dealt to minions is capped per cast.
- Spirit of Dread will heal Hecarim by a percentage of the damage targets within the area of effect take from any source, including allied champions, items, and summoner spells.
- Spirit of Dread has no cast time and does not interrupt Hecarim's movement.
- Spirit of Dread's heal cap is based on total healing from all minions. This means that Hecarim can only be healed by up to 60/90/120/150/180 regardless of how many minions are affected by the spell.
The ability's heal does not cap versus enemy champions or neutral monsters.
Boots of Swiftness: UNIQUE Passive: Slow Resist: Movement slowing effects are reduced by 25%.
Zephyr: UNIQUE Passive: Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
Mercurial Scimitar: UNIQUE Active: Remove all debuffs from your champion and grants 50% movement speed for 1 second (90 second cooldown).
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Wriggle's Lantern: 10% Life Steal
Hextech Gunblade: 10% Life Steal + 20% Spell Vamp
Ravenous Hydra: 12% Life Steal + AoE Life Steal
Spirit of Dread: 20 % AEO Life Steal from any damage in an area.
= over 72% Life Steal
+ boost it with a Bloodthirster: 12+6% Life Steal = over 90 % Life Steal
Wriggle's Lantern: Early game jungel help. You can sell it later.
Spirit of the Elder Lizard: Awesome passive, but more expensive.
JUNGEL TIPS
- Use your Smite while your Spirit of Dread is active and you will get a massive Health back.
- Keep your stacks up on your Rampage to kill the monsters faster.
(Make sure to get the killing spree with it.)
- With Spirit of Dread you get back some health from mosters.
- If u dont get a leash on wolves & blue start with Rampage instead of Spirit of Dread.
Warding with Wriggle's Lantern
This is where you should ward with your Wriggle's Lantern.
- Yellow: Vital to protect the jungler on your team
- Blue: For protection depending on which lane you're on
- Red: To guard Dragon and Baron
- Orange: In order to Counter-Jungle
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.
+Hidden Passive:
Hecarim has no unit collision of his own, and does not block other units' pathing.
Hecarim's large model allows him to completely obscure the click area of a minion, potentially allowing him to deny last-hits. It is possible to cover smaller teammates as well. e.g. Tristana
Q: Rampage
Hecarim cleaves nearby enemies dealing 60 / 95 / 130 / 165 / 200 (+ 60% bonus AD) physical damage. This ability deals 66% 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
W: Spirit of Dread
Hecarim deals 20 / 31.25 / 42.5 / 53.75 / 65 (+20% of ability power) magic damage to nearby enemies every second for 4 seconds, up to a maximum of 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage. Hecarim gains health equal to 20 % of any damage those enemies suffer. Healing from damage dealt to minions is capped to 60 / 90 / 120 / 150 / 180 health.
Cost 50/60/70/80/90 mana
Cooldown 22 / 21 / 20 / 19 / 18 seconds
E: Devastating Charge
Hecarim gains 75% movement speed over the course of 3 seconds. His next attack knocks the target back and deals a minimum of 40 / 75 / 110 / 145 / 180 (+ 50% bonus AD) and a maximum of 80 / 150 / 220 / 290 / 360 (+ 100% bonus AD) additional physical damage based on the distance he has travelled since activating the ability.
Cost 60 mana
Cooldown 24/22/20/18/16 seconds
R: Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 100 / 200 / 300 (+80% of ability power) magic damage in a line. Hecarim creates a shockwave when he finishes his charge, dealing 50 / 125 / 200 (+40% of ability power) additional magic damage to nearby enemies and causing them to flee in terror away from Hecarim for 1 second.
Cost 100 mana
Cooldown 140/120/100 seconds
- ... Hecarim is the Running Horse.
- ... it gives you 10 sec movement speed buff while flash is just a 0.1 sec port.
- ... it gives you an awesome AD buff through your passive.
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Use flash if you want to feel safe.
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If you are Jungling always use this for faster clearing time.
Tips:- Use your Smite while your Spirit of Dread is active and you will get a massive Health back.
- Use it whenever you can for +10 bonus gold (
Summoner's Resolve
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- Be sure to use Rampage at least once before ending Devastating Charge , since the bonus movement speed gives you more damage.
- When jungling as Hecarim, be sure to use Smite while Spirit of Dread is active, to gain a small burst of healing.
- Slow effects significantly reduce Hecarim's damage output if you build him with high movement speed, Cleanse and tenacity help to combat this.
- Devastating Charge applies on-hit effects and also damages turrets, try to combine it with Sheen to maximize its damage.
- Onslaught of Shadows can be used for avoiding many on-hit disable
- Be sure to activate Devastating Charge just before using Onslaught of Shadows whenever possible:
- Devastating Charge gains bonus damage from the distance traveled during Onslaught of Shadows.
- Hecarim can use Devastating Charge's knockback immediately after the forced flee from Onslaught of Shadows to knock an enemy even closer to or farther away from his team.
I hope I helped you! Please give me a +Rate if you liket it!
Thanx for jhoijhoi's "Making a Guide" guide :)
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