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Choose Champion Build:
-
AoE Carry Hecarim
-
Balanced Hecarim
-
Tank Hecarim
Why Hecarim?





*NOTE: Since I usually build a more damage focused Hecarim, this guide will primarily detail this way of playing, although alternate build guides are available as well.

Pros:-Destroys minions/monsters -Great Ganker -Great Team Fighter -Good Escapes -High Sustain Damage -Great Initiator -Good Synergy with other AoE ultimates: ![]() and ![]() |
Cons:-Poor Burst Damage -Fairly Item Dependent -Can be kited easily -Dependent on Buffs during early game -Lacks Consistent Hard CC (only has knockback with ![]() and then a fear with ![]() |
Standard Defensive
Runes




These are my standard runes for an AD bruiser. greater mark of armor penetration gives great late game damage,



Both the marks and quintessences can be switched if you prefer. Here are some more example builds:
Early Game Boost
Runes




It is true that attack damage runes do MUCH more damage initially. By combining


Utility
Runes





Attack Damage Vs. Armor Penetration

http://www.reignofgaming.net/blogs/a-different-view/vvinrar/22582-the-effect-of-season-3-penetration-rune-changes-on




Other Possible Choices

Although







You could also take

u dumbar
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Blue Route
Do I need to go over this? I find



Blue Buff > Wolves > Wraiths > Red Buff > Gank or Golems

Red Route
You can start at red as well, if you are SUPER protective of it, as it is the only buff

Red Buff > Wraiths > Wolves > Blue Buff > Gank

Creeps



After the first two rounds of buffs, start giving


BUY WARDS!!!
Get into a habit of buying a sight ward (or two) every time you go back to the summoner platform as well as a couple of


Here's a quick map guide of where the jungler should place these:

The Green spots are where I usually place wards because if the mid lane is warding, these should give full vision into your jungle AND help your top/bottom lane to watch for ganks.
The Blue spots are bushes where I place wards if mid lane is not warding and I want to more protective of my jungle camps. I ward on the other side if I want to be super aggressive and have vision on enemy jungle camps in order to take them.
Make sure that the wards are placed in optimal spots so as to maximize what they can see.




Remember:
MAP VISION IS OP!
No, Hecarim is OP. plz nerf Riot.
It is true, it is true: all of the items listed are primarily offensive items. While this may seems peculiar, I've found that in most games that I end up taking the most damage on my team while my damage to champions is be just a few ticks below the AD carry (unless they are doing REALLY well). How is this possible? Well,
Hecarim's
Spirit of Dread heals for 20% of ALL damage enemies take from ANY source. In teamfights, when you're in the middle of everything, this ability is saving your bacon. Basically, the more damage you do, the more health you get back and the better your survivability becomes. And since these items have such great synergy, I really feel that none of the core items (
Spirit of the Elder Lizard,
Ravenous Hydra,
Iceborn Gauntlet) should be usually switched out in order to do the MOST DAMAGE AS POSSIBLE. Let's get started shall we?
I generally recommend going back with around 800 gold so that you can purchase
Boots ,
Spirit Stone , and a sight ward all at once. However, if you are killed during a gank or whatever and are unable to buy both, I would usually recommend getting
Boots first, BEFORE
Spirit Stone. Remember,
Hecarim gets a boost in AD based on his BONUS MOVEMENT SPEED (
Warpath however this bonus is VERY small at first, around 2.5 AD). More importantly,
Hecarim is also completely dependent on his movement speed in order to gank pre-level 6.
You should have strong AoE damage at this point, now let's make that even better.
Iceborn Gauntlet gives bit of AP, a good amount of Armor, more CDR, some more mana, and an AWESOME passive. I am a personal fan of sheen and the spellblade myself because I love to just spam my
Rampage in fights. Essentially with this spellblade passive, you do 125% of your AD IN AN AREA THAT ALSO SLOWS!
Spirit of the Elder Lizard also applies to this AoE damage (and ice item that also burns!?) Also,
Devastating Charge counts as a basic attack so it ACTIVATES and also APPLIES THE PASSIVE on
Iceborn Gauntlet.
THIS IS AN OPTIONAL ITEM!!!:
Ravenous Hydra is only for a heavy offensive build, so only get it if you are confident you will still survive teamfights!
After
Spirit of the Elder Lizard, you should be clearing camps incredibly quickly. Now
Ravenous Hydra will make those clear times EVEN FASTER.
Ravenous Hydra is essentially
Tiamat with lifesteal, extra AD, and a neat passive that allows lifesteal to apply to the damage cause by this item. Like
Tiamat the real draw is it's active ability. DON'T FORGET TO USE THE ACTIVE CONSTANTLY!!! It has a ten second cooldown for heaven sake's! When clearing camps, use
Rampage and this active to clear all of the smaller monsters pretty much instantly. This also is great when in the middle of bunch of goons from the other team. BAM! You just hit them all with for up to 100% of your AD. Did I mention the
Spirit of the Elder Lizard's passive also is applied to damage from this item? I like to get this item because of the amazing counter pushing potential but I don't think this item gives you a lot of survivability in team fights so if you find yourself being bursted down, SKIP this item and build more tanky.





Starting Items
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First Back
I generally recommend going back with around 800 gold so that you can purchase







Boots
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Jungling Core
This is your Bread and Butter, your Pièce de résistance. ![]() ![]() ![]() Give time to let that sink in. This means that every basic attack, ![]() ![]() ![]() ![]() |
Rest of Core
You should have strong AoE damage at this point, now let's make that even better.





THIS IS AN OPTIONAL ITEM!!!:

After







Finishing Your Build
Offensive Choices
I find that ![]() ![]() ![]() ![]() ![]() You can get ![]() |
Defensive Choices
Are you finding that you need something else, something this build doesn't provide? Well, fortunately there are other items that are great for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() IMPORTANT NOTE!: |
With the release of patch 3.10a,
Trinity Force has seen a major buff, drastically increasing its viability for
Hecarim. Still, there lies a question for which spellblade item you should buy. Let's take a look, shall we?
Since both items have 30 AP, this stat is a tie and therefore irrelevant to the discussion.
Iceborn Gauntlet comes with more than double the mana that
Trinity Force comes with (500 mana vs. 200 mana.) For survivability, I feel that the 70 armor from
Iceborn Gauntlet is also much better than the 250 health from
Trinity Force in the majority of team compositions and will do much more to keep you alive in teamfights. The 10% crit chance and 30% attack speed from
Trinity Force is nearly inconsequential since
Hecarim does most of his damage from abilities rather than basic attacks. While
Trinity Force does give 30 AD and 8% movement speed, important stats for
Hecarim. However these are small bonuses rather than game-changing stat increases.
Now it comes down to the unique passives. Both have a spellblade passive that does extra damage (based on base attack damage) after landing a basic attack following a spell.
Iceborn Gauntlet's passive is both a slow and a AoE damage spell, instead of having two separate passives like
Trinity Force. Instead of a slow (like the previous version of
Trinity Force, the new
Trinity Force gives temporary bonus movement speed, a critical stat for
Hecarim, every time he strikes a target with a basic attack or kills a target (20 and 60 movement speed, respectively.) The extra damage on
Trinity Force is much higher (200% of base AD vs 125%),
Iceborn Gauntlet does damage in an AREA. This means that EVERYTHING in this area is slowed AND hit with the extra 125% damage after
Hecarim lands a basic attack following a spell.
It comes down to what type of item each is.
Trinity Force gives you a little bit of everything and will allow you to deal more single target damage while
Iceborn Gauntlet is much more specialized AoE bruiser item.
Iceborn Gauntlet also comes in at a cheaper price (3250 gold vs. 3628 gold.) When building
Hecarim, I want aim to maximize his current AoE toolkit, not limit his focus by building specific AoE and single target items. Still,
Trinity Force looks like a great match for
Hecarim and I will be continually monitoring whether this item is ideal for
Hecarim in in-game usage scenarios.


Since both items have 30 AP, this stat is a tie and therefore irrelevant to the discussion.








Now it comes down to the unique passives. Both have a spellblade passive that does extra damage (based on base attack damage) after landing a basic attack following a spell.








It comes down to what type of item each is.







I've been doing fairly well since making up this build, slowly climbing my way up the ELO ladder. The funny thing is that I'm not a superstar player: I simply always help my fellow teammates win their lanes, I ward the map, and I just have this build that seems to be the optimal way to play
Hecarim.
Updated as of 9/18/2013

Here are some of the match histories I've had building him this way:

This is the match I had just before releasing this guide:


I got carried to gold by using pretty much exclusively
Hecarim. Here is that now:

Guess who's in my league? Faker's smurf account!

If you still aren't convinced (and why would you be, this build is insane) I have a link to my lolking and elophant if you want validate how poorly I play
lolking: http://www.lolking.net/summoner/na/23669402
elophant: http://www.elophant.com/league-of-legends/summoner/na/23669402

Updated as of 9/18/2013

Here are some of the match histories I've had building him this way:

This is the match I had just before releasing this guide:


I got carried to gold by using pretty much exclusively


Guess who's in my league? Faker's smurf account!

If you still aren't convinced (and why would you be, this build is insane) I have a link to my lolking and elophant if you want validate how poorly I play
lolking: http://www.lolking.net/summoner/na/23669402
elophant: http://www.elophant.com/league-of-legends/summoner/na/23669402
Using the best of the season 3 items, you've hopefully turned
Hecarim into a AoE beast. You should be able to outmaneuver, outfarm, and outplay the opposing jungler and help your team to victory. If you got this far into the build, I want to thank you for reading it! This is my first build and I felt compelled to share it. Be sure to leave a hateful comment pointing out all of the errors in this guide! I know I will.

Picture credits to leaguewallpapers, lolwallpaper, and MaTTcom


Picture credits to leaguewallpapers, lolwallpaper, and MaTTcom
1.0 : Released Build Guide (08/17/2013)
1.1 : Added Balanced Hecarim build (08/18/2013)
1.2 : Added Tank Hecarim build. Changed Offensive/Utility Mastery tree to Defensive/Utility. (08/21/2013)
1.3: Made Changes to items and the Trinity Force vs. Iceborn Gauntlet section because of patch 3.10a. Added Trinity Force to situational items. Changed Quintessences of Health to Quintessences of Movement Speed. Changed AoE carry items, runes, and masteries to be more defensive. (08/22/2013)
1.31: Fixed minor grammar issues.
1.32: Fixed errors (wrong boots) with AoE carry and Tank build.
1.33: Changed Title (indicated that this a jungling guide.) Update Results page to show current stats. (09/08/2013)
1.34: Fixed Title (too long, whoops!) (09/15/2013)
1.35: Hey I'm gold now! Just wanted to say that. Also, updates to results page. (09/18/2013)
1.36: Added Locket to all builds as a situational item. (9/20/2013)
1.1 : Added Balanced Hecarim build (08/18/2013)
1.2 : Added Tank Hecarim build. Changed Offensive/Utility Mastery tree to Defensive/Utility. (08/21/2013)
1.3: Made Changes to items and the Trinity Force vs. Iceborn Gauntlet section because of patch 3.10a. Added Trinity Force to situational items. Changed Quintessences of Health to Quintessences of Movement Speed. Changed AoE carry items, runes, and masteries to be more defensive. (08/22/2013)
1.31: Fixed minor grammar issues.
1.32: Fixed errors (wrong boots) with AoE carry and Tank build.
1.33: Changed Title (indicated that this a jungling guide.) Update Results page to show current stats. (09/08/2013)
1.34: Fixed Title (too long, whoops!) (09/15/2013)
1.35: Hey I'm gold now! Just wanted to say that. Also, updates to results page. (09/18/2013)
1.36: Added Locket to all builds as a situational item. (9/20/2013)
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