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Runes: Conqueror
Spells:
Challenging Smite
Ignite
Items
Ability Order SkillPath
Warpath (PASSIVE)
Hecarim Passive Ability
Threats & Synergies
Elise
Her E stops you and allows for oneshot, Outpressures you early game
and in general very hard to deal with
Zilean
Zilean can give you a lot of movespeed, put a bomb on you when you engage for extra dmg and revive you if you go too far in.
Hecarim is in general good in most teamcomps, but does really well with champs that help him Yuumi/Zilean/Sivir etc
Zilean
Zilean can give you a lot of movespeed, put a bomb on you when you engage for extra dmg and revive you if you go too far in. Hecarim is in general good in most teamcomps, but does really well with champs that help him Yuumi/Zilean/Sivir etc
First of all thank you for reading, if you have any feedback i will happily accept it since this is my first guide.
My name is Jacob, im 19 years old and from Denmark, my ign is "Maltz"
I play semi-professional League of Legends, i started playing League in season 4 and competetive in season 7 where i peaked Diamond 2 64lp and also hit was Hecarim one trick.
In season 8 and 9 i peaked 170-190lp Master tier.
In Season 7 i was according to lolskill.net the number 1 Hecarim on EUW and with several hundred games on the champ in high elo i hope i can help you learn a thing or two about the champion and hopefully master him yourself!
I sometimes stream at https://www.twitch.tv/maltz_lol and will answer all questions asked som please drop by and say Hi :D
+Super fun to play
+Snowballs very hard
+Good teamfighting
+Good in most teamcomps
+Good ganks
Cons
+Very bad if behind
+Weak late game
+Bad vs Heavy CC comps

INNATE: Hecarim gains 15% − 30% (based on level) of his bonus Movement speed icon movement speed as bonus attack damage.
- This is one of the things that defines Hecarim and people remember him for
Movespeed = Damage. It synergises really well with his E

and the runes




ACTIVE: Hecarim cleaves nearby enemies, dealing Attack damage physical damage, reduced to 66.6% against minions.
If Hecarim damages at least one enemy with Rampage, its base Cooldown reduction icon cooldown is reduced by 1 second and the damage is increased by 5% for 8 seconds, stacking up to twice.
- His key damage ability abilities low CD that becomes even lower when fully stacked
the thing that enables


This is the ability you max first no matter what since it is your main source of
damage

ACTIVE: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing Ability power magic damage per second to all enemies within its reach.
While Spirit of Dread is active, Hecarim is Heal power healed for 30% of the damage taken by enemies from any source within the area, capped from minions and monsters.
- This allows for Hecarim to stay healthy in his jungle clear and also heal insane
ammounts in teamfights.
Junglers should max this ability last since E

in jungle not to max second because of the utility and gank pressure it offers
In toplane you max this second for sustain in lane and its ability to heal extra
off champions

ACTIVE: Hecarim is temporarily Ghost ghosted and gains Movement speed icon bonus movement speed for 4 seconds, beginning at 25% and increasing to 75% over 3 seconds.
While Hecarim is charging, his next basic attack gains 50 − 250 (based on distance traveled) Range icon bonus range and causes him to Dash dash to his target, Airborne icon knocking them back 250 − 450 (based on distance traveled) units and dealing modified physical damage, up to double the amount based on distance traveled, ending its effects in the process.
- This is Hecarims main utility spell helping him get around the map and gank lanes
also synergises well with his passive

Max it second in jungle and third in toplane (as mentioned above)

ACTIVE: Hecarim summons spectral riders and Dash dashes in the target direction with them Unstoppable icon unstoppably, dealing magic damage to all enemies in their path.
Enemies within range of where Hecarim stops are also made to Flee icon flee from him for 0.75 − 1.5 (based on distance traveled) seconds, also gradually Slow icon slowing them by up to 99% over the duration. This slow cannot be reduced.
The wave of spectral riders travels through Onslaught of Shadows's full length, regardless of where Hecarim himself stops.
- Hecarims Ultimate ability very versatile in terms of engage and skirmishing but
because it is not a targeted ability it can also be used to get out of sticky
situations or stealing objectives like


Take points in this whenever you can (lvl 6, 11 and 16)

this page is what i normally run on Hecarim only with







You go







Secondary i go



Another option secondary is


I personally barely go



Besides that i go Att. speed, Adaptive Force and Armor. Attack speed is simply too good to say no to in the jungle which is why i go it over another Adaptive Force

Most succesfull pathing i have used on Hecarim is quite simple
Blue -> Wolves -> Raptors -> Red At this point i am almost full health, lvl 3 with double buffs and have ignite.
After this i look Mid or Bot and see if any of the lanes are gankable and gank if they are
You mirror this on Redside if executed well you can very easily snowball out of control early game
If they are not gankable i go clear Krugs -> Botside Scuttle and then look after gank again or see if i can either get top scuttle or get enemy gromp.
After this you recall always think about if you can gank and what enemy jungle i doing. after clearing one more time you should be lvl 6 and have way it way easier with ganking.
When pathing it is important to maintain a nice balance between farming and ganking, it is not a good idea to gank when you have all you camps up, the more effecient way would be to clear some and while they are spawning you can look after other things.
Though with that being said if there is an obvious easy gank opportunity you should take it and leave the camps.
Defensive warding helps a lot vs matchups you know will try and invade and kill you early game like Kha'Zix.
A well placed defensive ward can spot him going allowing you to go to his jungle instead or call in your laners and either kill or force him out.

Come rushing in with


If lets say enemy botlane have a



To avoid this i use my


It is always important taking into account what tools the enemy have to survive the gank and what you can do to play around that.
After you get a succesfull gank it is important to consider what to do next and go these things through your head:
1. Does my laner need help to push out and reset the wave or is it freezing? (Freezing is where you allow enemy minions to kill your own thereby deying that gold and exp from the enemy laner)
2. What can i get out of this? Drake? Herald? Turret Plates? always use the kill to get an objective, this is a very effecient way to get leads
3. Where is the enemy jungler? If i just ganked top i will immidiately ping my botlane to back off since i know that the enemy jungler is looking to retaliate for the lead we just got in the topside
Ganking winning lanes is often a good idea and can win you games if you use it to get objectives. Ganking with an objective in mind is also what you often should do like: Ganking botlane getting 1 kill and calling your botlane in to help you secure infernal drake


In general it is very difficult to initiate teamfights, if you are the only engage on the team try and come in from a flank position and then use


In my first clear i pull


Always be aware of your


Always try to use




In skirmishes it is very effective to use



You can use Hecarim E to Dash over small walls if there is a enemy on the other side. This interaction can be used to get out of



All Feedback is appreciated and if you have any suggestions for extra things i should add please say so! If you would take the time to vote on the guide it will also be highly appreciated.
You can also turn into my stream and ask questions if you have any
Thank you for Reading :D
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