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Grammatical error aside, you don't think that 40% bonus movement speed and 75% slow resistance from Stormraider's Surge would be useful on Hecarim?
Thanks for an amazing guide.
I personally wouldn't risk putting a second point in Q at lvl 3 since the clear speed isn't too much faster than taking E, but not having E limits your options by so much when reacting to events across the map, and the speed with which you run across the jungle by using E properly actually increases your clear time by more than you might expect, since you waste less time moving between camps. But that's just my opinion and taking Q third is not that uncommon and done by a lot of people.
But a second point in W at level 4 is just bizarre. It's not going to make you clear camps faster than E would and definitely loses out in overall clear speed since you'll be moving across camps slower, the sustain increase isn't worth much as you don't have trouble clearing at that stage anymore, you'll have 0 lane pressure until level 5, and your bread-and-butter skill will get maxed out a level too late. And missing out on that extra 36 damage every 3.4-1.7 seconds is actually a pretty big hit to your DPS and overall power at level 9, since it's going to waste for the sake of a 0.85 second lower CD on W and +45 magic damage every ~18 seconds.
That possible mistake aside, 2 of your builds max W second which isn't optimal, since each level only lowers the cooldown by 1 second whereas each level of E lowers the cooldown by 2 seconds, which increases your overall mobility by a lot and that opens up a lot of options for you both offensively and defensively.
@BroodSpinner, I might have to try that out actually, 40% move speed would be immense speed and damage for Hecarim!
@WhatsLeft4Dead2, Glad you like it man!
First of all, blue smite seems quite pointless. You have a speed boost and with correct routing and planning you can easily get your ganks off without the need of slow. I absolutely prefer red smite on him, allowing his burst damage to be quite high and allowing him to duel if need be. Since you can now duel efficiently you can now also invade and try to kill their jungler.
Second, deathfire touch sounds very bad as well. Right now, as of 6.2, even with the nerfs to it, I much prefer thunderlord's. This gives you high burst which is quite useful in ganks, since you want to be able to kill opponents quickly when you gank them. Secondly, I do believe it actually scales better into the latter parts of the game as well. Deathfire Touch has reduced effectiveness with aoe abilities, which is nearly all of Hec's spells.
Again, I don't agree with the armor pen. Flat AD gives you a much stronger early game, which is what Hec needs. In the later parts of the game you're not supposed to deal damage, but instead be an off tank with teamfight changing CC.
You also start with the wrong jungle item, the talisman is recommended for a reason! You get much, much more regeneration from talisman in the start since it procs off your spells, and it doesn't have the normal lifesteal being reduced by aoe effects.
My build typically looks like this:
start > talisman 3 pots
rush the red smite item, then get boots of swiftness
finish red smite into warrior's
get triforce
then build resistance items as needed
With red smite and thunderlord's your burst is insanely high for what builds into an off tank later, allowing you to crush people early game.