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Spells:
Ignite
Ghost
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
This is my first guide, so please forgive the mess that will be coming.
Thank you in advance for reading, and remember to leave comments! I'm open to any and all constructive criticism and will answer any questions about my build.
Please, also remember that everything in this guide is not set in stone. Fluidity is the key to winning any game, and you may need to adapt to an enemy team to better fight them.
Pros:
+ Hits like a truck
+ Incredibly fast
+ No unit collision. EVER.
+ Great sustaining power in team fights with
Spirit of Dread
+ Good at surprising people with
Onslaught of Shadows
Cons:
- Melee range makes him easy to harass
- Likely to be focused
-
Spirit of Dread is much less effective in 1v1
-
Devastating Charge is a poor escape mechanism if you're surprised as it takes time to reach a good speed boost.
+ Hits like a truck
+ Incredibly fast
+ No unit collision. EVER.
+ Great sustaining power in team fights with

+ Good at surprising people with

Cons:
- Melee range makes him easy to harass
- Likely to be focused
-

-

Greater Mark of Desolation for Armor Pen to give that edge early on and to chip off some armor from later game foes.
Greater Seal of Armor Hecarim needs a bit more armor to survive early game against range.
Greater Glyph of Scaling Magic Resist Same as the armor runes, but I personally find that later game is when you really need the most magic resist. Between these and [Maw of Malmortius], you should be able to survive that initial burst.


I always start the game with
Boots and 3x
Health Potion. The boots add speed and some AD thanks to
Warpath, and the potions help with sustaining.
The first trip back to base will usually be for a
Sheen. The passive ability on it is brutal on Hecarim, who can easily activate it 5-6 times in the span of a couple seconds.
The second trip back will be for
Mercury's Treads and a
Vampiric Scepter.
After those,
Trinity Force is your goal. I get
Zeal before
Phage, but the order between them is up to you.
By this time, you've most likely hit mid-game. Sporadic fights will break out, and you'll need some way to keep yourself alive. The item here is either the
Hexdrinker or the
Sunfire Aegis, depending on what is hitting you the hardest. Both add to your defense without sacrificing offense.
After your first defensive item, your next major target is
Bloodthirster. This will kick your sustain into high gear, and when mixed with
Spirit of Dread, you'll be able to pick fights at will and feel very little effect as you drain nearly 50% of what you do in damage.
Endgame will see even higher damage from AP users, so the
Maw of Malmortius will help buff that magic shield you have, as well as a bit of general attack boosts. In addition, you'll get that nifty AD boost based on health missing.
You'll probably notice, if you're being a massive nuisance to the opponent's team, that armor will become more commonplace. If multiple people on their team are stacking armor,
Last Whisper will be a good 6th item. Otherwise,
Black Cleaver is the way to go.



The first trip back to base will usually be for a

The second trip back will be for


After those,



By this time, you've most likely hit mid-game. Sporadic fights will break out, and you'll need some way to keep yourself alive. The item here is either the


After your first defensive item, your next major target is


Endgame will see even higher damage from AP users, so the

You'll probably notice, if you're being a massive nuisance to the opponent's team, that armor will become more commonplace. If multiple people on their team are stacking armor,














I personally do not recommend any of the other spells, as they are mostly utility, or just plain not worth the slot that could be used for the above spells.
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