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HECARIM BUILD GUIDE: [S2] Hecarim, The Hell Pony by Not Liable

by Not Liable (last updated over a year ago)

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9
Greater Mark of Armor Penetration(+11.52 armor penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
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0 Utility
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Warpath
QRampage
WSpirit of Dread
EDevastating Charge
ROnslaught of Shadows
View Skill Order Details

Runes

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Warpath
QRampage
WSpirit of Dread
EDevastating Charge
ROnslaught of Shadows

Champion Matchups

Introduction

Hi, I'm Not Liable and I'm currently sitting in the Gold bracket. I made this guide because I want people to understand that Hecarim doesn't suck, and he isn't underpowered. I don't want him to get any major buffs because he will EASILY become FotM and be nerfed into oblivion as Riot tends to do.

Hecarim is an extremely viable Jungle pick, and I can even see him getting some tournament play if some of the top-tier players would give him a chance. He isn't as good at ganking as Lee Sin or Nocturne, and doesn't have the outrageous clear times like Shyvana or Dr. Mundo but he does a "ton of damage" and becomes extremely tanky.

Masteries

For Masteries I run the standard 0/21/9. These are the masteries that most Skarner and Udyr players run, and work extremely well for Hecarim. The defense tree helps make him a bit more tanky early game ,and you can pick up all the move speed talents to increase his damage a bit. He doesn't really need anything out of the offense tree so I don't see any point in really going into it.

[http://i48.tinypic.com/50065i.jpg]

Runes

Hecarims runes are pretty standard for the typical bruiser-type jungler. You can run a variety of different runes and still be effective, but I've put the runes I would suggest running below.

Marks (Red)
1. Armor Pen- These are probably the best Marks to run because they make you hit pretty hard, and scale the best into late game.
2. Attack Damage- These are the only other option I'd really consider and that's because they buff up your Q damage and help you clear the jungle.
3. Attack Speed- These don't go well with his kit, but do help him clear a little faster early on.

Seals (Yellow)
1. Armor- Standard on Junglers. It keeps you at high hp and the only Seal really worth getting.

Glyphs (Blue)
1. Magic Resist/Lvl- These are the best Glyphs to run because you usually don't need a lot of Magic Resist early in the game, and they scale the best into late game.
2. Flat Magic Resist- I'd only chose these of the scaling ones if you plan to invade and counter-jungle a lot.

Quintessences (Quints)
1. Move Speed- These are BY FAR the best Quints to run. They help him clear faster, help his ganks, and even add some damage because of his passive Warpath.
2. Attack Damage- You could run these and then 3 Attack Damage Marks to get a nice amount of Armor Pen and Attack Damage.
3. Armor Peneration- I wouldn't really suggest these because having 25 Armor Pen is kind of overkill, but they aren't horrible.

[http://i46.tinypic.com/2v2y64j.jpg]

Summoner Spells

or

Explanation:

You can run Ghost in place if Flash if you want, but Flash is better for positioning and ganking. You already have a ton of Move Speed from your Runes, Masteries, and Devastating Charge. This doesn't even include if you get any items that get movement speed, which you probably will. Ghost is just a bit of overkill because you're already so fast without it.

Skills

Passive: Warpath
Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25% of his bonus movement speed.

Explanation:

This passie isn't to bad, I think late game it adds about 45 Attack Damage so it's essentially a free B.F. Sword. It's not great, but could be way worse.



Q: Rampage
Hecarim cleaves nearby enemies, dealing physical 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.


Explanation:

This skill is extremely underestimated. The ratio on it isn't that good, but once you get some CDR and get your Rampage stacks you can spam this skill every 1-2 seconds. It's also all AoE damage so you can dive into the team and start hacking away at their carries.



W: Spirit of Dread
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 cast.

Explanation:

This ability is what makes you so hard to take down in team fights. You are already pretty tanky and have high mobility, but now you're also healing yourself and doing a bit more damage to them.



E: Devastating Charge
Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.

Explanation:

This skill is just really used to knock someone into your team, or knock someone into a wall when ganking. You slowly grant move speed between seconds 1-3 and then it caps out for 1 additional second. This ability makes your level 4 ganks pretty good.



R: Onslaught of Shadows
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.


Explanation:

Once you get this anytime you gank you are basically going to force a flash or they're going to die unless it's someone like Ahri who can just Spirit Rush away like nothing happened (and you just go back in 30 seconds.) You want to initiate with this ability and then follow it up with Devastating Charge by knocking them towards your team or into a wall since they will be feared for a second. I really wish this ability had a bit longer of a fear or had a small AD ratio, but it's still pretty good and makes your level 6 ganks deadly.



Skill Order

You should pick up a point Spirit of Dread at level one to start your jungle with. You should then start maxing Rampage, taking one point into Devasting Charge at level 4. Obviously take your ultimate Onslaught of Shadows whenever possible.

Level 1-4:
W -> Q -> Q -> E

Then Max:
R > Q > W > E

Starting Items

Starting Items:



Pros:
  • Earlier Philosopher's Stone.
  • Can sustain longer to continue clearing.

Cons:
  • Can't counter jungle.
  • Slower clear speed.
  • Ganks aren't that good.



Pros:
  • Can gank without backing.
  • Is a decent counter-jungler.
  • Clears a bit faster (more speed/damage.)

Cons:
  • Usually can't afford GP10 first back.
  • Has no sustain once pots run out.

Early/Mid Game Items

Core Items

philosophers-stone
This item should be what you buy on your first back, the health regen will make it so you don't need health potions to jungle. It also helps you keep a pretty good Mana pool so you can pass the Blue Buff to your middle laner.


heart-of-gold
This item will make you a bit more tanky early game and can be built into a Randuin's Omen later. No reason to skip this item, ever.


mercurys-treads
As a bruiser you're going to be getting hit a lot, and might be eating some CC for your carries. These will help it so you are stun-locked to death.


frozen-heart
The absolute core item for Hecarim. Gives him CDR, Armor, and Mana. Hecarim needs the CDR to start Q spamming and the Mana makes it so he doesn't need blue buff at all. Obviously the Armor helps make you beefier, since you are a bruiser and all.


trinity-force
Just about every stat on this item helps out Hecarim. Attack Damage, Move Speed, Health, Mana, and the Sheen proc. This item makes you hit so much harder it's insane. There is almost no reason to skip this item, and it's essentially core on him.


Late Game Items

Final Items

maw-of-malmortius
Build this for some damage and Magic Resist. A lot of the time I'll build a Hexdrinker and then just upgrade it into this way better in the game when I feel like I need it.


last-whisper
If they're stacking armor and you're starting to snowball from all the ganking you've been doing then you should build this. Also build it anytime they have a Soraka, Taric, or Aegis of the Legion because of the Armor they grant to allies.


randuins-omen
This item is extremely underestimated. You will be diving onto their carries cleaving everything, the Frozen Heart debuff will be applied to them and once you use this Active there is almost no way the AD Carry can kill you, or get away without having someone peel you off or flashing over a wall.


force-of-nature
I rarely ever build this, because honestly it's expensive and the two Regrowth Pendants make this thing take forever to actually build. You end up sitting with just he Negatron Cloak for 10 minutes.


shurelyas-reverie
You can build your Philosopher's Stone into this if you want, most of the time my support will have this item and I don't tend to build it. It's not a bad item though, it helps your team initiate or escape, so it has a lot of uses and gives CDR.


guardian-angel
If you're being focused in a team fight, this should be the item you should build. Normally they will be focusing your AD Carry and your AP Carry so this is rarely needed, but it's never a bad item. Gives Armor and Magic Resist, and let's you be a bit reckless once every five minutes.


aegis-of-the-legion
This item is good to build if no one else on your team built it. It gives good defensive states to you, and buffs your allies for team fights.

Jungling

I will be expanding this section, and possibly adding jungler match-ups once I get the time.

The basic route you want to take, if you don't plan on counter-jungling, or invading them early on is:

Wolves
Leashed Blue (Smite)
Wraiths
Wolves (Wait 0-5 seconds)
Red (Smite)
Wraiths

I've been ignoring golems lately because they take forever to kill, and hit a lot harder than the other creep camps. I'll clear them if I have nothing else to do, or if I have Smite up and my buffs aren't there and we don't plan on Dragoning/Baroning anytime soon.

Change Log

Change Log

// 7/11/12- Guide Released, still need to add a few sections.

Comments

October 22, 2012 - 01:20 PM #1

This guide is still up-to-date. I still want to add a more detailed jungler section, but if anyone has any recommendations other than they - feel free to let me know!

July 21, 2012 - 07:58 AM #2

Had you try a full ad build on hecarim?With trinity ? I think it's good.

July 13, 2012 - 05:22 PM #3

I really like it.



I'd expand more on how your W heals you for 25% of all damage the enemy takes and how it makes you invulnerable in a teamfight.

July 12, 2012 - 08:39 PM #4

I plan to keep it up to date, thanks for the comment! I just submitted it for approval and plan to add a "Jungler Match-Up" type section and add more detailed pictures for jungling and ganking. Might also add a top lane build if I test it out and it's even worth going top.

July 12, 2012 - 08:16 PM #5

WOW great guide. Ive saw a few good hecarims in ranked. There ISNT any good guide for him out there. Thanks for publishing this man. KEEP IT UP TO DATE please! Thats why I voted for it!