- More damage due to passive
- Faster clear times (less time in between camps)
9/10 times you SHOULD be starting boots+3. The only time you should be starting cloth+5 is dependent on who is your enemy jungler. Get cloth+5 when you have jungler with high 1v1 capabilities like Lee Sin or Olaf.
- More times can be spent in the jungle
Mid Game Items:
This is a MUST on almost all junglers and Hecarim is no exception.
- Free ward -> Protects lanes, allows vision on enemy jungler, protects your jungler entrances from counter jungling
- Sustain --> Life steal lets you stay in the jungle longer and gank more.
- Minion Proc --> This extra damage proc not only makes your jungle clears faster but gives your dragon and baron control because of your ability to now take down these objectives much quicker.
- Armor --> Who doesn't love more armor?
Seeing as you will be building this into a Trinity Force this is a nice mid-game pick-up.
- Attack Damage --> What's not to love?
- Health --> Better survivability and sustain.
- Slow Proc --> Has a 25% chance to slow movement speed by 30% for 2.5 seconds. Makes it harder to get away from your ganks.
You'll build this into a Warmog's Armor later in the game.
- Health --> Gives you more survivability in teams fights. You are less squishy, thus you can get the enemy carries before dying.
You will use this to build into a Force of Nature. Get this only if the team is magic heavy or their AP Mid is starting to hurt a bit too much. If their AP carries are not dealing that much damage hold off on getting this in exchange for an earlier Trinity Force.
- Magic resistance --> Who doesn't love MR.
I usually get these boots or Mercury's Treads on Hecarim. I prefer these because not only does this make him more mobile and have better ganks, it gives him that extra 4 AD over all other boots. Now some of you may ask: "Why Boots of Swiftness over something like Boots of Mobility?"
Well, while boots of mobility does give him that extra speed while travelling, as soon as he gets into a fight he loses that and in turn the extra AD that goes with it. Boots of Swiftness in this case are more reliable and better in general.
- Tenacity --> Reduce the time of all disables and CC effects.
I take Mercury Treads instead of Boots of Swiftness when I am facing one of two things; a team with a lot of magic damage or a team with a lot of stuns or CC. I usually go 50/50 between Mercury Treads and Boots of Swiftness. You should always look at team composition before making your choices. If the enemy jungler is Nautilus you MUST GET THESE BOOTS.
Boots That You Should Not Get:
I just feel that these boots don't give enough to Hecarim to make them viable. You will already get enough Attack Speed (AS) from Trinity Force and Phantom Dancer and to me Mercury Treads and Boots of Swiftness are much better choices on Hecarim.
Hecarim already has great mobility and when you are damaged you lose the extra AD from the effect these boots offer. Boots of Swiftness > Boots of Mobility.
I mean you technically could, and the 15% CDR is nice, but I think that CDR should not be your primary stat. In this case it is a personal preference thing to not get these boots.
Again something that you COULD buy, but I would rather not. They are cheap, but your other items will give you plenty of Armor which is why I think getting these boots would be a waste of time.
The most useless boots on Hecarim. His only AP scaling abilities are his 'W' and 'R' and their ratios are not the best. NEVER get these!
Late Game Items:
- Provides both AP and AD, Attack Speed and Crit Chance
- Movement Speed and therefore more AD
- Health and Mana give more sustain and survivability
After I get my Wriggle's Lantern, Phange and Giant's Belt I upgrade the Phange into a Trinity Force ASAP. All of the stats on Trinity Force work towards improving Hecarim and the Sheen proc is amazing considering you can get it off every 1.5-2 seconds because of your 'Q' spamming. The MS, AS and crit chance all work to increase his damage output and since it adds both AP and AD this item improves all of his skills. TRINITY FORCE IS A MUST HAVE ITEM ON HECARIM!!
- Tankiness to survive team-fights
- Sustain with Health Regen.
After Trinity Force I upgrade my Giant's Belt into a Warmog's Armor. The health regeneration gives him more sustain in the jungle allowing him to gank and farm more and the health gives him that tankiness so that he can get on the enemy squishies without being killed himself. Extra health never hurt anyone. I HIGHLY RECOMMEND HAVING THIS ITEM IN EVERY GAME!
- Great sustain due to health regen.
- On Hecarim this becomes a defensive item that gives AD
I grab this item because Hecarim needs some MR and this item has it. Not only that but it gives him ridiculous amounts of health regen, as well as movement speed. Therefore, due to his passive this item boosts his AD as well. I pick this item up 95% of the time.
- Greatly increases Hecarims DPS
Now this is the kind-of controversial item here. I love this item on Hecarim because of the extra Movement Speed, Crit Chance and Attack Speed. This gives Hecarim a DRAMATIC increase in his DPS and lets him unload a huge amount of damage in a really short period of time. By the time I get this my AS is somewhere around 2.0 and my AD is about 200ish meaning I can deal 400 damage a second, not counting crit chance (which is close to 40%) and my 'Q' which I can spam every 2 seconds. Add in sheen proc on this and I can dish out about 2k damage (does not take into account resistances) in a span of 5 seconds in auto-attacks alone.
- Great Combination of Armor and Damage
After I get enough money I sell my Wriggle's Lantern and buy an Atma's Impaler. This item gives me more AR than the Lantern and it gives me more AD and Crit chance. The Wriggle's proc and free ward becomes less necessary at this point in the game because you can always out-damage it and wards will not really be your job. I get this item in order to become that quick-hard hitting assassin that can jump on the enemy carry and quickly take him out.
Other Viable Item Choices:
- Huge amounts of Defensive stats
I have seen some people run this on Hecarim. This gives you a nice mix of resistances and health combines with AD for a very low price. I personally wouldn't get this though because more often than not your support will probably pick up an item like this.
This is also a nice defensive item that you can pick up on Hecarim. The health, mana and MR give him survivability and the spell shield is very nice for blocking incoming spells and CC. I usually don't get this because of Force of Nature, but if you want to you can swap that out and pick up this item instead. You will be losing that extra AD and move speed though.
- CDR and Tankiness rolled into one sexy package
This is an item that I see myself getting sometimes as it gives a crazy amount of Armor and CDR. Also the AS debuff aura that it brings to team-fights is great and all around this is a good item pick-up on Hecarim. Remember though that everything is situational. You shouldn't pick this up against an AP heavy team as its stats would not be of much use.
- Turns Hecarim into an amazing chaser
This is another item that you can use instead of something like the Phantom Dancer. It gives Health, AD and the crazy slow chance. Take that slow and combine that with Hecarim's insane mobility and movement speed and he can stop almost anyone from getting away from him.
I think it is self-explanatory why a Guardian Angel is another good item on Hecarim. Everyone loves the ability to respawn and with the amount of AoE damage that Hecarim has, even if taken out early, this item lets him come back into the team-fight and deal that crazy amount of damage a second time.
- Tryndomere passive in an item
This is something I have been experimenting with and have found that it can in fact for on Hecarim. The shield can get you out of some sticky situations and the passive effect works well with your 'W'. Still look at your enemy's team composition and think whether or not this item will work.
I have seen this on some players. Personally I do not like this on Hecarim since you are hurting his potential by building this item. Your support will have it anyways and while it does allow you to get that early Philosopher Stone I think that this should not be on your list of must haves.
This gives you a nice mix of armor and health if you are looking to build Hecarim more tanky. The passive also helps out a lot in the jungle and makes your clears that much faster. The team-fight damage is also nice.
- Crazy amount of defensive stats
- Allows for early GP5 item
This is an item that you can replace for Warmog's. It still gives you health and health regen, but it also gives some armor and the crazy AS reducing passive and active. In team fights this item comes in handy more. You are also able to get that early GP5 item to help boost your gold income.