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Introduction

I've seen many Hecarim guides and I've tried many of them, but I couldn't be as cheeky as with mine. So I will post my little pony here.
Cooldown Reduction and
Rampage: Rampage can't be reduced under 1 second. So there is a soft cap of CDR on Hecarim: 25%.
4 seconds - (1 second (25%)) - 2 stacks
Rampage buff = 1 seoond
On level 18 I want to get close to it with my build.
The Red Buff: Melees receive higher boni from the red buff than ranged champions. As
Hecarim there shouldn't be a problem to get close to an enemy. If your carry desperatly needs it, be patient until your
Trinity Force is ready. But don't forget: Red Buff + Slows are stacking.
Devastating Charge's animation: If you start a gank on a
Veigar or
Morgana don't be afraid to try to dodge their stuns/snares - it doesn't matter. If the animation of
Devastating Charge started nothing can interfere the knockback, the damage or the position change of
Hecarim.

4 seconds - (1 second (25%)) - 2 stacks

On level 18 I want to get close to it with my build.
The Red Buff: Melees receive higher boni from the red buff than ranged champions. As







Runes




Flat damage, flat armor and magic resistance per level for the standard jungler.
The



Movement speed is almost everything on Hecarim. You can be almost everywhere everytime and it increases you AD.
Additionally Hecarim depends on his
Spirit of Dread in early jungle. Of course you can pick
Devastating Charge on level 2 and start an early gank but your early jungle could be harder due the lack of heal.
As a jungler start with
Hunter's Machete and 5x
Health Potion.
Start with the wolf camp at 1:40 followed by the golem camp. The new jungle is designed to solo everything without a leash or pull. But never refuse help either.
Walk to your wraith camp and clear it. Return to the wolf camp because it aleady respawned when you reach it. This new route is necessary because the golems hurt almost all junglers extremly when you are not level 3. After the second wolf camp kill the red buff and finally the golems.
You should be level 4 now. Return home and prepare your first gank.
Buy
Boots and additional
Health Potions to continue in the jungle and for the ganks. For the most of time 3 potions ae enough.
Whether or not your first gank was a success, jungle a little bit more until you get 685 or 1050 gold to buy
Boots of Swiftness and
Sapphire Crystal or
Mana Potion.
Approximately at 7:10 your blue golem will respawn and hand it over to your mid lane / mana laner. Now you should buy your
Sapphire Crystal here. Else your mana will constantly be down and ganks get quite hard.
Continue ganking and jungling until you have 860 gold to buy the rest of
Sheen. It is the main damage item on
Hecarim and his damage source number one.
Spirit Stone is a new jungle item which allows you to clear jungle camps even faster and can be build into 2 fairly strong items, depending on the situation you are currently in.
With the receiving of
Trinity Force your potential of ganking will increase by a giant amount again.
Tips for ganking:
Additionally Hecarim depends on his


As a jungler start with


Start with the wolf camp at 1:40 followed by the golem camp. The new jungle is designed to solo everything without a leash or pull. But never refuse help either.
Walk to your wraith camp and clear it. Return to the wolf camp because it aleady respawned when you reach it. This new route is necessary because the golems hurt almost all junglers extremly when you are not level 3. After the second wolf camp kill the red buff and finally the golems.
You should be level 4 now. Return home and prepare your first gank.
Buy


Whether or not your first gank was a success, jungle a little bit more until you get 685 or 1050 gold to buy



Approximately at 7:10 your blue golem will respawn and hand it over to your mid lane / mana laner. Now you should buy your

Continue ganking and jungling until you have 860 gold to buy the rest of



With the receiving of

Tips for ganking:
- While ganking and using
Spirit of Dread you can use
Smite on minions to regain some extra health.
- Try to come from behind. If it's not possible due the current situation, simply ride from the side.
We want to receive as much damage as possible out of our boots. Build furor on your boots to receive a bonus movement speed buff after entering the combat with
Devastating Charge.
Sunfire Aegis and
Hexdrinker/
Maw of Malmortius are the basic situtional items on
Hecarim. If the enemy team has a good fed AD Carry build
Sunfire Aegis and otherwise.
Important Note:
Sunfire Aegis increases your health regeneration by 52,5 per 5 seconds on max level
Spirit of Dread per adjacent champion.
Also possible is
Force of Nature due some extra movement speed, but I think it's not necessary in this build.
Upgrade your
Spirit Stone after you finished either
Sunfire Aegis,
Hexdrinker or both.
Spirit of the Ancient Golem for more tankiness and tenacity or
Spirit of the Elder Lizard for raw damage.






Important Note:


Also possible is

Upgrade your





If you simply have no clue what to build last on
Hecarim try
Youmuu's Ghostblade.
Wriggle's Lantern: It is an famous item on junglers, but it isn't deeply needed on
Hecarim who already has a strong self heal due to
Spirit of Dread.
You can also build a
Thornmail out of the
Cloth Armor if the enemy AD Carry is hardly fed.
Of course, each other offensive item is possible:
Last Whisper against tanks,
Bloodthirster etc.





You can also build a


Of course, each other offensive item is possible:


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I've also seen many Hecarims with ![]() ![]() |
![]() |
If you got too much feed through your epic ganks this item is very useful and can be build out of ![]() |
![]() |
It is a good alternative to ![]() ![]() |
I think there aren't any specific notes for
Rampage just spam this skill everytime you can hit something or while damaging a tower to activate
Trinity Force.
The same goes for
Spirit of Dread.
Devastating Charge is the main initiate and gank skill of
Hecarim. Because its damage increases with the distance traveled during the time, it can deal incredible damage when you have
Trinity Force. The charge is an amplified basic attack and can also be used against towers.
The charge also synergizes with
Onslaught of Shadows and other forms of speed boost like
Ghost,
Youmuu's Ghostblade or Zilean's
Time Warp.
I level this skill as the second spell, because its damage is just too good as an initiator. Additionally the cooldown decreases by 8 seconds.
Onslaught of Shadows: This is a very good tool for every kind of fun. It is also a skill shot, because you can only fear the targets in the circle of the skill shot. So you have to predict where the enemies will head to.
You can also escape with it over a wall or escape a
Blitzcrank's
Rocket Grab (it will strech until your charge runs out^^).
Interrupting:
Hecarim can interrupt channeled ultimates like
Absolute Zero or
Death Lotus with both
Devastating Charge and
Onslaught of Shadows. Even Galio's
Idol of Durand becomes interrupted if you run into the taunt with the charge activated.


The same goes for




The charge also synergizes with




I level this skill as the second spell, because its damage is just too good as an initiator. Additionally the cooldown decreases by 8 seconds.

You can also escape with it over a wall or escape a


Interrupting:






Due to his ultimate
Hecarim is an awesome initiator and enterer, just like
Malphite, but for an initiate this build is too squishy. With this build you can rather focus the other squishy targets very well.
Start with
Devastating Charge and, if the carry is nearby you attack him. If he's out of the current range or on the other side of the battlefield use Shadows of Onslaught to reach him and burst him down.
After the carry died attack the next one with the lowest armor and so on.


Start with

After the carry died attack the next one with the lowest armor and so on.
For a speedy
Hecarim speed is everything. Who would have guessed?
So I made a compilation of movement speed increasing champions.
Top Lane:
Mid Lane:
Bot Lane:

So I made a compilation of movement speed increasing champions.
Top Lane:
Gangplank's
Raise Morale: 4%-10% as an AOE buff
Kayle's
Divine Blessing: 18%-30% as a single target buff
Jayce'
Thundering Blow / Acceleration Gate: 30%-50% after passing through the gate
Mid Lane:
Galio's
Righteous Gust: 20%-52% while on the track
Karma's
Spirit Bond: 10%-20% as a single target buff, or when running through the bond
Orianna's
Command: Dissonance: 20%-40% after walking through the field
Bot Lane:
Janna's
Tailwind: 3% global while she's alive
Lulu's
Whimsy: 35% as a single target buff
Nunu & Willump's
Blood Boil: 11%-15% as a single target buff
Sivir's
On The Hunt: 20% a an AOE buff
Sona's
Song of Celerity: 4-20 flat passive + 6%-14% after activation
Zilean's
Time Warp: 55% as a single target buff
Jayce'
Thundering Blow / Acceleration Gate: 30%-50% after passing through the gate
05.12.2012
04.08.2012
27.07.2012
13.07.2012:
- Updated to Season 3
- Removed jungle route chapter and put it ino early jungle
04.08.2012
- Added Jungle Route
27.07.2012
- Added
Guardian Angel
- Changed Additional Items to the lock of the other guides
13.07.2012:
- Added dicussion about
Summoner's Wrath to the masteries.
- Split the item thread into multiple threads.
- Added best friends section
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