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Hecarim Build Guide by the chaos bringer 00

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League of Legends Build Guide Author the chaos bringer 00

Top lane Tankarim

the chaos bringer 00 Last updated on July 30, 2012
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Tanky DPS + Cheapman's


Pure DPS + Balanced

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 0


Defense: 22

Strength of Spirit

Utility: 8

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Ok not only news but generally info about the guide
I set the "Require coment to vote" option just to avoid unreasonable votes either Positive or Negative and of course trolling sorry for any annoyance

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Hello ladies and gentlemen, i am cb00 and this is the FIRST Hecarim GUIDE ON MOBAFIRE, which happens to be my Hecarim guide xD.
I prefer to play Hecarim as a Tanky DPS but he can also be played as a Pure DPS. In this guide I give you 4 builds. The other 2 are a Balanced (composition of tankiness and DPS) and a relatively cheap build (i 'll show you why) which I use when I have problem with farming.

I am planning to publish more work but please try to understand me I still go to school and as a consequence I don't have much time for my gaming life.

Until 30 of July 2012 this was only a solo top Hecarim guide but I also added a build appropriate for jungle and of course a jungling section.

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A general presentation

Since his first sighting on the northwestern shores of Valoran, the towering, armored specter known as Hecarim struck a chilling fear into the hearts of all who laid eyes upon him. No one had ever seen anything like his titanic, ethereal form before, and the mystery of his sudden arrival was deeply unnerving. When Hecarim began to march eastwards, leaving a trail of desolate, lifeless ground behind him, the villagers of the plains fled their homes for the safety of nearby Demacia. In the city's now-overcrowded taverns, rumors about this inhuman phantom spread in hushed whispers. Some claimed that he was the vengeful shade of an ancient warrior, intent on destroying all living beings; one man insisted that they had seen him leading an entire legion of spectral cavalrymen; others still believed him to be the creation of some hateful necromancer. One Demacian commander, seeking to dispel the terror that had gripped the city, assembled a few of his finest soldiers and rode out to turn back or destroy Hecarim.
The commander led his soldiers to stand in Hecarim's path and braced for his assault. As the apparition bore down on them, an overwhelming sensation of dread gripped the warriors. The men, frozen in fear, could only scream as the ghostly titan ran them down, tearing them apart and trampling them beneath his iron hooves. Hecarim turned to the crippled, cowering commander and uttered a chilling statement: "This is merely the beginning. No mortal army can withstand the might of the Shadow Isles." With that, Hecarim departed, resuming his grim march. Driven to insanity by his nightmarish experience, the commander stumbled back to Demacia, where his dire warnings were dismissed as the ravings of a madman. While Hecarim's origin and intent were still a mystery, his destination became clear when he reached the Institute of War and, in a voice both ominous and commanding, demanded entry into the League of Legends.

"You don't understand... the shadows will consume us all..."
Former Demacian Commander

Upon Selection
"Behold the might of the Shadow Isles."

"Trample their bones."
"Never relent."
"Crush them underfoot."
"Break their ranks."
"The living will fall."
"Embrace death."

"Send me to battle."
"The shadow approaches."
"Ride out."
"I am beyond death."
"War is eternal."
"The grave calls."
"I do not rest."
"Their souls beg for release."

Joke (Hecarim skips around his weapon)
"Suffering is magic."
"Another blue ribbon for Hecarim."

"Your life is a burden. I bring you freedom!"
"You won't live to see your world destroyed."

Upon using Spirit of Dread
"Face death!"

Upon using Onslaught of Shadows

Starting Statistics:
Health :440 (+95)
Attack damage :53 (+3)
Health regen. :8 (+0.75)
Attack speed :0.67 (+2.5%)
Mana :210 (+40)
Armor :16 (+4)
Mana regen. :6.5 (+0.6)
Magic res. :30 (+1.25)
Range :175
Mov. speed :320

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Champion spotlight

And if you don't want to spent time to read the presentation see the champion spotlight:

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Let's take a look at the Pros/Cons lists.


Fast and safe jungle clear
Strong counter jungler
High mobility
Strong ganks
Many forms of AoE damage
Ridiculous team fight potential
Not blue buff dependent


Knockback is hard to master
Improper use of Ultimate can cost you dearly
Q does reduced damage to minions and jungle creeps
Easily kited
Lacks escape mechanism (E has long cooldown)

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This is the mastery set-up i use in all of my builds except the Tanky DPS where i use:

The first set-up the main (and propably only) objective is to drasticly improve my damage output.
The second set-up gives me more tankiness and I am sure to get all points in masteries that give me movement speed which is turned into a little amount of attack damage thanks to Hecarim's passive, Warpath.

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Appropriate runes


Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Lethality

In the runes I use Armor Penetration marks to... penetrate armor, flat armor seals to make me a little tanky, Magic Resistance/lvl glyphs for the same reason and armor penetration quintessences for the same reason as the marks

A possible substitute for the quintessences could be

Greater Quintessence of Movement Speed

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Viable Summoner Spells



Flash is a great substitute to Ghost. It can be used to catch an enemy, to escape, to get in position for [[Onslaught of Shadows]. It's best use is when used over a wall
2. Exhaust can replace Ignite. Useful for keeping peole close to you and condemn anyone who tries to escape from bad situations
3. Teleport would be used in the place of Ignite. Excellent for assisting your team in unfair or even fair team-fights and a must-have spell if you are going to Solo-top
4. Cleanse replaces Ignite. It is very helpful because Hecarim is susceptible to CC.

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Explain the ability sequence and the abilities

Q- Rampage it is my main damaging skill. Basically it CDR's itself. It is very good for farming minions and can give me much health combind with the effect of the next ability which is...

W- Spirit of Dread which is awesome for getting "last hits" on minions plus the fact that provides lane sustain with the healing i get. It is a great AoE move since it can damage multiple enemies in teamfights and heal me.

I max out last E- Devastating Charge because it is just a a utility ability as mentioned in the champion spotlight and i use it as a gap-closing ability. However i don't max it out last in the Glass Cannon build because i want to do as much DMG as possible

Last but not least is Hecarim's ulti, Onslaught of Shadows with whch i can get closer to an enemy, escape, and cause our beloved CC (fear) to multiple enemies. Of course i get a point on R- Onslaught of Shadows whenever possible.

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Explain the items (Under Construction)

The tanky DPS items are:

Item Sequence

Health Potion

Nomad's Medallion

Boots of Speed

Mercury's Treads



Trinity Force

Vampiric Scepter

The Bloodthirster

Regrowth Pendant

Warmog's Armor

Chain Vest

Atma's Impaler


Maw of Malmortius

Quick explanation:
  • Philosopher's Stone: Gives awesome starting lane sustain with the precious HP5 and MP5
  • : Gives magic resistance and and the awesome tenacity which is very helpful because Hecarim is relatively susceptible to CC
  • : Gives a little bit of everything. Please note that i take Sheen first to have some more mana and generally make the damage dished out by my auto-attacks better.
  • : Even after it's nerf it still remains a lovely item. We take this to boost my AD and take back more life combined with my Spirit of Dread.
  • : Huge health amount and HP5 even after the nerf it went through. This means ... TANKINESS!!!
  • : More defense against AD characters and more AD thanks to it's UNIQUE PASSIVE.
  • Maw of the Malmortius: Even more tankiness and AD plus more AD if you are missing HP.

    I will be adding explanation of the other builds too

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Q:Thank you chaos bringer 00, I learned how to build Hecarim. But how in the hell i play with him? What i should do and when?

A:Really good question. So let's see: As almost everyone knows a game (under normal circumstances) is divided in 3 big phases:EARLY GAME, MID GAME and ... LATE GAME.

Now let's take a look at what Hecarim does in each of these phases:

Although Hecarim is not at all a squishy champion in early game phase, it is the worst period for him. Laning (with everything that this includes) is very tough. So i am going to give you a very simple advice that you should always follow: FARM AS MUCH AS YOU CAN!!!It is the only way that Hecarim can keep up with the rest of the players and get his precious items.

This is the phase where the fun begins. Players usually start to leave their lanes and gank other ones. So that's what you should do too. Once the early game starts to "die" (at levels 5-8 you should go gank another lane. Of course getting some farm while you travel across the jungle is always beneficial. Additionally, during this period, don't be afraid to go toe to toe with an enemy because early game emperors (like Talon) start to lose heir power, while carries are not powerful enough to hold you back from unleashing chaos. HOWEVER!!! There are some champions who literally excel in mid game. The most remarkable examples are Renekton and Urgot. Be afraid of them.

Ok everyone is preety much powerful this phase including Hecarim. Now you deal crazy damage and you are tanky meaning you can go reckless anytime until enemy carries, well fed and devastating show up. If you are next to a your team's carry and enemies show up, let the carry have them. You must of course contribute to the annihilation of your enemies but let the carry get the kills as it is important for leading your team in team-fights.

(Thanks very much to the user 7striker7 who motivated me to speed-up the updates in my guide and made me create this chapter).

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These fights break out mostly late-game and usually define the winner of the game. Show let me show you how you should behave in such fights.

1. Run into the center of the battle with Onslaught of Shadows. That way you can unleash your terrible disruption CC (fear).
2. Open your Spirit of Dread to get healed by the damage that you and teammates will do.
3. Target any possible squishies (such as anemy support champions) who keep raising the stats of the other enemies and take 'em down
4. Target the enemy CARRY. Kill it as fast as possible because it is the most dangerous enemy at this phase
5. Contribute to annihilating the other enemies.

Important notes!!!
You are not a ******** superman. You must use the help offered by your teammates and help them too. Try to protect your carry; better you than him. Use your abilities after taking all consideration all the factors which may change the result (Distance from enemies, HP and Mana of enemies, NUMBER OF ENEMIES,)

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Confronting a player 1vs1

A: Ok, lets say that you have a solo lane and you want to get rid of your opponent who has 50%~70% health but still zones very tightly. What do you do?
Step 1
You do your ulti, Onslaught of Shadows.
While you travel across the gap with your ulti, hit your Devastating Charge
What you must try to do?
Not only hit the enemy with the horsemen but also try to land yourself on the opponent to deal the second damaging part of Onslaught of Shadows.
When you are done with Onslaught of Shadows knock back your opponent with Devastating Charge
Also hit Spirit of Dread and after that beat down your opponent with constant hits from Rampage and autoattacks

That way while you beat the hell out of your opponent you are going to gain life from Spirit of Dread

Before you attempt this combo make sure that you have the right positioning, that you have warded with Wriggle's Lantern to see any incoming enemies and if you are in low levels try to predict how much minion aggro you are going to take.

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Be sure that i will add more explanation and make my guide more respecable. What i want in exchange is to remember that this wall of words is the first Hecarim guide around here, in the neighborhood of MOBAFIRE.

The guide was posted at 11:00 AM (GMT:+2) on the 19th of april 2012.

Thanks a lot for the line dividers* which the awesome user jhoijhoi has created and lets everyone to use them :)

*(line divider)

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Change Log

1)19 April 2012: Guide released (FIRST GUIDE ON MOBAFIRE)
2)20 April 2012: Added Frozen Heart and Frozen Mallet instead of Warmog's Armor and Atma's Impaler
3)27 April2012: Drastic changes all over the guide --> Some builds deleted others created, Changed my mind about summoner spells: Ghost+ Ignite> Flash+ Exhaust, changed runes: Greater Quintessence of Desolation> Greater Quintessence of Movement Speed