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Choose Champion Build:
Hecarim says Hi
Basically,


But for my build, I make him a bit more tanky than Riot makes him.

So here I go.
And before I start, thanks to JhoiJhoi for some of the below stuff.
Hecarim's pros:
Heavy damage dealer
Higher movement/mobility
Can heal with
Spirit of Dread
Can knock enemies back
Awesome Jungler
Cons:
Item dependent
Needs skill to hit your opponent properly
His
Onslaught of Shadows need to aim the opponent directly in the circle to fear them.
Here's a smiley :)
Heavy damage dealer
Higher movement/mobility
Can heal with

Can knock enemies back
Awesome Jungler
Cons:
Item dependent
Needs skill to hit your opponent properly
His

Here's a smiley :)
So, runes.
The runes I advise for Laning
Hecarim:
Greater Mark of Scaling Attack Damage
Greater Quintessence of Movement Speed
Greater Seal of Armor
Greater Glyph of Scaling Attack Damage
These makes
Hecarim more of a tanky melee fighter. Remember that 25% of Bonus Movement speed is converted into attack damage with
Warpath.
Runes for Jungling
Hecarim
Greater Mark of Scaling Magic Resist
Greater Glyph of Scaling Magic Resist
greater seal of defense
Greater Quintessence of Movement Speed
It is about the same, but I take defense runes for stableness
AP runes
It is obvious to take AP runes for Seals, Marks and Glyphs. But of course Quintessences have to be Movement speed.
So that's basically my reason.
Okay, that's all for runes.
The runes I advise for Laning





These makes


Runes for Jungling



greater seal of defense

It is about the same, but I take defense runes for stableness
AP runes
It is obvious to take AP runes for Seals, Marks and Glyphs. But of course Quintessences have to be Movement speed.
So that's basically my reason.
Okay, that's all for runes.
Now for masteries:
The masteries.
Take masteries that increases Attack Damage, Attack speed, Armor, Magic Resist and Health.
So my build is 9/12/9, taking the extra buffs stated above.
Some people do builds like 21/0/9, 9/0/21 for Hecarim, but when I look at those builds, I'm like "What? How can You miss the other main section?"
LaningThe masteries above is a mastery build is to make Hecarim have a all rounder, taking increased damage, defense AND that extra movement speed.
Jungling MasteriesAbilty Power
The masteries.
Take masteries that increases Attack Damage, Attack speed, Armor, Magic Resist and Health.
So my build is 9/12/9, taking the extra buffs stated above.
Some people do builds like 21/0/9, 9/0/21 for Hecarim, but when I look at those builds, I'm like "What? How can You miss the other main section?"
LaningThe masteries above is a mastery build is to make Hecarim have a all rounder, taking increased damage, defense AND that extra movement speed.
Jungling MasteriesAbilty Power
Hecarim's skills mainly focus on Movement speed and attack damage to enhance his skills. His skills usually close the gap of the enemies and devastate them with a ton of damage.
Using his
Spirit of Dread and watch your health go up then down then up until your opponents are all dead. Therefore, my fellow people, if you follow the skill order properly and play safely, you will make Hecarim VEEEEERRYYY tanky and awesome for 5v5 team fights. You can see the health go
Life Steal may be used along with his skills, not to sure about that, but I assume it is and is is usefull. Movement Spd to Atk Damage to Life steall to healing.

Ability Explanation
Warpath: Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 17.5 / 20 / 22.5 / 25% of his bonus movement speed.
One of the main awesomeness of
Hecarim. This lets you ignore unit collision and convert part of your bonus movement speed into bonus attack damage.[/color]
Rampage: Hecarim cleaves nearby enemies, dealing physical damage 50 / 85 / 120 / 155 / 190 (+0.6 per bonus attack damage). (50% damage to minions and monsters)
If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times
This ability has an A-Mazing cooldown take cleaves enemies around him. But the thing is it does less damage to minions or monsters.
Spirit Of Dread: Cost: 50 / 60 / 70 / 80 / 90 Mana
Magic damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+0.2 PER ABILITY POWER)
Damage to heal ratio:10 / 15 / 20 / 25 / 30%
Minion healing cap: 60 / 90 / 120 / 150 / 180
Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per minion.
Awesome lane pushing ability. This ability can heal you well but noramlly
Hecarim is built AD, because with AP, the healing is ridiculously high. But don't use AP
Hecarim much...
Devastating Charge: Cooldown: 24 / 22 / 20 / 18 / 16 sec
Min damage: 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage)
Max damage: 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage)
Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
Gives you incredible movement speed and his next basic attack knocks back the target. Great ganking ability.
Onslaught Of Shadows: Cooldown: 140 / 120 / 100 seconds
Initial magic damage:100 / 200 / 300 / (+0.8 per ability power)
Shockwave damage:50 / 125 / 200 (+0.4 per ability power)
Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike. Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.
Very interesting Ultimate. Can fear your enemies and deals alot of damage. Thing is this ability uses Ability Power.
So this is the order of abilities:
Since my guide is for a laning
Hecarim, you should max your
Rampage and
Devastating Charge for pushing lanes easily.
Using his

Life Steal may be used along with his skills, not to sure about that, but I assume it is and is is usefull. Movement Spd to Atk Damage to Life steall to healing.

Ability Explanation

One of the main awesomeness of


If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times
This ability has an A-Mazing cooldown take cleaves enemies around him. But the thing is it does less damage to minions or monsters.

Magic damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+0.2 PER ABILITY POWER)
Damage to heal ratio:10 / 15 / 20 / 25 / 30%
Minion healing cap: 60 / 90 / 120 / 150 / 180
Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per minion.
Awesome lane pushing ability. This ability can heal you well but noramlly



Min damage: 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage)
Max damage: 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage)
Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
Gives you incredible movement speed and his next basic attack knocks back the target. Great ganking ability.

Initial magic damage:100 / 200 / 300 / (+0.8 per ability power)
Shockwave damage:50 / 125 / 200 (+0.4 per ability power)
Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike. Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.
Very interesting Ultimate. Can fear your enemies and deals alot of damage. Thing is this ability uses Ability Power.
So this is the order of abilities:
Since my guide is for a laning



This is a list of champions and the level of risks when versus them in lane.
However, this doesn't cover all the champions but a few examples
Low Risk: No deadly stuns, slows to make your movement speed passive decrease.
Nasus
Corki
Ahri
Irelia(Stay far from her and play safe early because of her stun)
Sivir
Mid Risk: Still can versus, but need watch out for burst damage and slows and stuns.
Olaf
Ziggs
Shaco
Wukong
Janna
High Risk: PLAY SAFE against these champions cos if you get caught, its a sticky situation.
Veigar
Twitch
Volibear (toss is DANGEROUS with a capital D)
Jax
Trundle (nasty slow from the pillar)
Anivia
So you guys get the picture on which champions not to engage early or recklessly :)
However, this doesn't cover all the champions but a few examples
Low Risk: No deadly stuns, slows to make your movement speed passive decrease.





Mid Risk: Still can versus, but need watch out for burst damage and slows and stuns.





High Risk: PLAY SAFE against these champions cos if you get caught, its a sticky situation.






So you guys get the picture on which champions not to engage early or recklessly :)
Laning against Different champions
Since this is a mainly laning guide, I will now explain the thought processes when laning against the other champions.
Though
















A tip is to dodge in and out of the bush to surprise












































And just try to not get caught by her

























AD





AP


Though you might not encounter















































TO BE CONTINUED
Now for Items:
Get
Boots and a couple of health potions and build it into
Boots of Swiftness.
Then, build towards
Wriggle's Lantern.
However, if the opponent is a AP heavy team, swap it for
Force of Nature. If you're scared of losing health, aim
Bloodthirster.
/
Third Item:
Trinity Force.
Reason? The extra damage after using a skill, makes Hecarim a very heavy damage dealer.
Next 2 items have to be
Warmog's Armor and
Atma's Impaler. These 2 items always go together. Health then Boost of Attack damage. No need for explanation.
->
->
Last item is actually up to you. But I go for
Phantom Dancer for extra attack speed, Crit chance and Movement speed.
Jungling and Laning items are around the same so no need for explanation.
Ability Power Hecarim Items
AP hecarim, not really heard of. But AP
Hecarim damage source is from the
Lich Bane,
Spirit of Dread and his ultimate,
Onslaught of Shadows.
Start of with
Boots and 3
Health Potion like a Laning
Hecarim.
To be continued
These items are not up to date. Follow the item build at the top of this guide.
-24/4/13
Get



Then, build towards


However, if the opponent is a AP heavy team, swap it for




Third Item:

Reason? The extra damage after using a skill, makes Hecarim a very heavy damage dealer.
Next 2 items have to be





Last item is actually up to you. But I go for

Jungling and Laning items are around the same so no need for explanation.
Ability Power Hecarim Items
AP hecarim, not really heard of. But AP




Start of with



To be continued
These items are not up to date. Follow the item build at the top of this guide.
-24/4/13
ALL YOU NEED TO KNOW IS:
Ghost IS A MUST.
The extra movement speed from
Ghost also gives a bonus attack damage.
After
Ghost you can decide.
Spells Suitable besides
Ghost
So,
Flash, is very very useful to escape or to chase. However,
Flash is not that needed because
Hecarim has good stable movement speed by using
Devastating Charge and
Ghost
Reasons to take
Flash:
If you are not that experienced in playing LoL, and is not sure whether you can survive, take
Flash.
Reasons NOT to take
Flash:
As I said already, you already will have
Ghost and
Devastating Charge for escape.

Ignite is a single target true damaging spell but
Ignite is usually used on enemies who are low on health (usually below 400) and reduces healing effect by 50%.
Reasons to take
Ignite
Well, after cleaving and attacking enemies, they may run or
Flash out. So that's when
Ignite is useful.
Reasons NOT to take
Ignite
Actually, it is up to you to think
Ignite is useful to your fights or not. If you are used to taking
Ignite for your games, do take it.

Heal is good for team fights and for survivability, so you can heal your teammates to save them from an untimely fate. Honestly, for laning with heacrim, taking
Heal is also up to you.
Reasons to take
Heal
-To save teammates and yourself
-To lure enemies
Reasons NOT to take
Heal
-Might be a waste
-If your team has a healer like
Soraka,
Sona or
Taric, then
Heal isn't important

Exhaust
I will cut this short.
Exhaust is for closing to gap between you and your enemy.
Reason to take it
Can aim your
Rampage easily
Reason not to take it
Your other spells may be more important for game play.

Clarity
Clairvoyance
Surge
Cleanse
Smite
Promote
Teleport
Clarity: No mana issues
Clairvoyance: Not a support champion
Surge: Don't need extra AP
Cleanse: Don't really need to worry about getting suppressed and stuff
Smite: Take only if jungling
Promote: Up to you if you want to waste a spell slot
Teleport: Easy to return to fight or ganking but it's still up to you
Free Smiley again :)

The extra movement speed from

After

Spells Suitable besides


So,





Reasons to take

If you are not that experienced in playing LoL, and is not sure whether you can survive, take

Reasons NOT to take

As I said already, you already will have






Reasons to take

Well, after cleaving and attacking enemies, they may run or


Reasons NOT to take

Actually, it is up to you to think






Reasons to take

-To save teammates and yourself
-To lure enemies
Reasons NOT to take

-Might be a waste
-If your team has a healer like







I will cut this short.

Reason to take it
Can aim your

Reason not to take it
Your other spells may be more important for game play.






















Free Smiley again :)
Basically early game, for laners, just harass with
Rampage and push random enemies away from your team either in Top or Bottom lane using
Devastating Charge.
For Jungling, go look for another guide. Just click back page.
Always remember, the Skill Sequence is
Got that? This gets you to harass and even kill squishies.
Another thing to remember is that
Devastating Charge increasing your movement speed, which passively increases your Attack damage.


For Jungling, go look for another guide. Just click back page.
Always remember, the Skill Sequence is





Got that? This gets you to harass and even kill squishies.
Another thing to remember is that

Help your team out if there is team fights, or even 2v2. By this time you most likely already get your
Boots of Swiftness,
Wriggle's Lantern,
Trinity Force and building towards
Warmog's Armor.
So you will have sustainability and good burst damage. So, you can go kill baron with your team and win your game or just play along until the late game, which I'm going to talk about in the next part.
To add on, Mid game is a important part of the game and if you mess this part of the game up, its most likely your late game will be like riding a nyan cat into hell.
For
Hecarim, keep ganking again and again. Since your
Devastating Charge makes you move fast. Unless your teams want to engage teamfights, join them and protect your team's squishies.




So you will have sustainability and good burst damage. So, you can go kill baron with your team and win your game or just play along until the late game, which I'm going to talk about in the next part.
To add on, Mid game is a important part of the game and if you mess this part of the game up, its most likely your late game will be like riding a nyan cat into hell.
For


KILLING!
By this time, Hecarim will have a full build, will deal like a ton of damage to enemies and be a semi-tank to your team. Most probably you will be the best harasser, Team fight Engager or if you're noob, a fleeing feeder.
Just use your basic skill sequence and you can win any team fight if the skills are used at a correct timing.
So good luck.
By this time, Hecarim will have a full build, will deal like a ton of damage to enemies and be a semi-tank to your team. Most probably you will be the best harasser, Team fight Engager or if you're noob, a fleeing feeder.
Just use your basic skill sequence and you can win any team fight if the skills are used at a correct timing.
So good luck.
Okay, I hope you guys liked this build and stuff. I know i have things to work on but come on, its my first time.
Before i stop, i would like to say I'm from Singapore and I would like to Thank a couple of people in no specific order:
derf
MiiShadow
gade
Shadowblader
AluminiumJob
ickti
XmasFTW
and lastly, xUltimate, my little noob brother :).
Thank to those people for playing LoL with me and being a good friend (at most times) to me.
So Sayonara people and happy LoLing
Before i stop, i would like to say I'm from Singapore and I would like to Thank a couple of people in no specific order:
derf
MiiShadow
gade
Shadowblader
AluminiumJob
ickti
XmasFTW
and lastly, xUltimate, my little noob brother :).
Thank to those people for playing LoL with me and being a good friend (at most times) to me.
So Sayonara people and happy LoLing
As some of you told me, my first draft build isn't that useful. So I'm going to totally
edit it next week, 26/4/12. By the end of next week, you can check out the new revamped Laning with Hecarim, the Ghost Centaur Dude.
And special thanks to that guide to make guide to teach me stuff. So I'm using those tips when I edit this guide. I apologise if the 1st version was not good. So just wait for next week.
Bye all!
-20/4/12
And now i'm in the middle of updating it :)
-22/4/12
Also, if you see any uncompleted parts, means i'm still working on that part.
Updated the Jungle and Ability Power Hecarim
Note: I need more time to complete cos of my exams coming, so be patient.
-23/4/12
And please vote if you like my guide. Don't Just Facebook Like it.
Updated the part of the items, masteries. Added the Jungle and AP guide at the top. Included the "Laning against different champions".
-23/4/12
Hey guys, I'm having exams this week but I still will try my best to update this guide.
So I appreciate that you guys can vote my guide :)
Sincerely Rascal.
-24/4/12
Updated the Summoner spells, edited the "Laning against different champions"
and i gotta study for exam so the process of the guide might be slower.
-24/4/12
Hey guys I've done alot for the past few days and i would aprreciate some votes -.- Anyway, done with most stuff. haven't done Early game, Mid game and late game. Reminder: my exams are tomorrow so there will be delay of completion. So bye.
Sincerely Rascal.
-25/4/12
Updated Abilities section an the early mid and late game
thank you for voting and commenting
-26/4/12
edit it next week, 26/4/12. By the end of next week, you can check out the new revamped Laning with Hecarim, the Ghost Centaur Dude.
And special thanks to that guide to make guide to teach me stuff. So I'm using those tips when I edit this guide. I apologise if the 1st version was not good. So just wait for next week.
Bye all!
-20/4/12
And now i'm in the middle of updating it :)
-22/4/12
Also, if you see any uncompleted parts, means i'm still working on that part.
Updated the Jungle and Ability Power Hecarim
Note: I need more time to complete cos of my exams coming, so be patient.
-23/4/12
And please vote if you like my guide. Don't Just Facebook Like it.
Updated the part of the items, masteries. Added the Jungle and AP guide at the top. Included the "Laning against different champions".
-23/4/12
Hey guys, I'm having exams this week but I still will try my best to update this guide.
So I appreciate that you guys can vote my guide :)
Sincerely Rascal.
-24/4/12
Updated the Summoner spells, edited the "Laning against different champions"
and i gotta study for exam so the process of the guide might be slower.
-24/4/12
Hey guys I've done alot for the past few days and i would aprreciate some votes -.- Anyway, done with most stuff. haven't done Early game, Mid game and late game. Reminder: my exams are tomorrow so there will be delay of completion. So bye.
Sincerely Rascal.
-25/4/12
Updated Abilities section an the early mid and late game
thank you for voting and commenting
-26/4/12
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