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Spells:
Smite
Ghost
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
[I] Introduction

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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
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Now that the history lesson is out of the way, allow me to introduce myself. My name is 3Rain, or TriRain in-game, and I promised myself after my


So, how do I build

"I play Hecarim as a jungling champion." - Phreak
Every once in a while, Phreak jungles a champion that is actually best played as a jungler.

As for my build style, I build


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I do not like to do this, but my

Please do not
a) downvote because you have a Hecarim guide of your own
b) downvote because of a small grammatical mistake (they happen)
c) rogue downvote. It helps no one
d) downvote if you have not tested the build. Why?
Please do
a) Leave a comment. I will be happy to +Rep anyone who leaves a useful comment
b) Vote up the guide. I need all the support I can get
Seriously, guys, I never drop downvotes and am always happy to provide an upvote for someone who gives me one. If your


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Here are the last four games I have played as

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That is about it for the introduction. If you have any questions about anything, simply leave a comment and I am sure to respond.
Pros / Cons
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Pros
+Incredible ganking potential with ![]() +Solid jungle clear time with ![]() ![]() +Able to pump out damage to all enemies in a team fight +Very good crowd control ability in ![]() +He is a pony |
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Cons
-Extremely mana hungry early -Focused in team fights -Extremely item dependent -Easy to counter jungle early -Most cooldowns are lengthy |
Runes




Q U I N T S |
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![]() ![]() ![]() Optional Runes: ![]() Greater Quintessence of Desolation |
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Q U I N T S |

G L Y P H S |
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G L Y P H S |

S E A L S |
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S E A L S |

M A R K S |
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Greater Mark of Desolation: Armor penetration, while not as useful early game as damage runes, will begin to show up later in the game when your opponents are starting to get tanky. Optional Marks: ![]() |
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M A R K S |
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Offensive Mastery Tree:
Tier 1:
Summoner's Wrath
- With this, you get a small boost to your
Ghost spell. On top of getting bonus movement speed, you will also get more attack damage, thanks to
Warpath.
Brute Force
- This mastery does not seem incredibly useful, which would make sense because it is Tier 1, but the extra 3 attack damage increases basic attack damage and
Rampage damage early on, which leads to faster jungle kills.
Tier 2:
Alacrity
- There is not much to say about this mastery. The attack speed is nice, sure, but we really need it just to get to Tier 3.
Tier 3:
Weapon Expertise
- This is a great mastery for any AD character. Basically, if your opponent builds a
Frozen Heart, it will only provide 90 (as opposed to 99) armor against your attacks. Very key for taking down tanks.
Defensive Mastery Tree:
Tier 1:
Summoner's Resolve
- Every time you use
Smite, you get 10 bonus gold. You can use
Smite every 70 seconds, so that is an extra .14 gold per second. Not bad for a Tier 1 mastery.
Resistance
- A bit of extra magic resist never hurts during an early gank on the middle lane.
Hardiness
- 6 extra armor goes a long way during your time in the jungle. Definitely an underestimated mastery.
Tough Skin
- Cutting off 2 damage every time a neutral creep attacks you seems pretty unimportant, but you can really get some mileage out of this at the wraith and wolf camps.
Tier 2:
Durability
- You get 6 health per level with 4 points, which becomes 108 health at level 18. It is not a wonderful mastery, but useful nonetheless.
Tier 3:
Veteran's Scars
- 30 health goes quite a long way during the early game, especially when combined with the
Durability
mastery.
Bladed Armor
- Every time any creep (neutral or enemy) attacks you, it takes 6 damage. This helps your early clear speed more than anything, but unfortunately it scales terribly into the late game.
Tier 4:
Initiator
- This mastery synergizes well with
Hecarim. The bonus movement speed is not huge, but it helps you to move more quickly through the jungle and to keep your
Rampage stacks. Not to mention you get a small attack damage bonus.
Enlightenment
- For once, we get a mastery that scales well into the late game. At level 18, you get an 8.1% cooldown reduction, which makes your
Rampage even more spammy and allows for more uses of
Spirit of Dread and
Onslaught of Shadows. Great mastery.
Tier 6:
Juggernaut
- This mastery provides everything a bruiser needs: health and tenacity. You will most likely be seeing a lot of disables; now each of those lasts a bit shorter, and you have a larger health buffer.
Offensive Mastery Tree:
Tier 1:





Tier 2:

Tier 3:


Defensive Mastery Tree:
Tier 1:






Tier 2:

Tier 3:



Tier 4:







Tier 6:

Recommended Summoner Spells
[Flash]: I have mixed feelings about ![]() ![]() ![]() ![]() ![]() |
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[Smite]: Every jungler should have ![]() ![]() |
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[Ghost]: This spell synergizes extremely well with ![]() ![]() ![]() |
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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.
Hecarim's passive,
Warpath, is a pretty good one but not something you can base a build around (unless you build
Boots of Swiftness, 4
Phantom Dancers, and an
Infinity Edge). For every bit of bonus movement speed you have, you get a percentage of that given to you in attack damage. The other part of the passive does not get quite as much attention, but is helpful nevertheless.
Hecarim ignores unit collision, so when ganking you can charge right through a group of creeps to slay your foe. All around good passive.
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Rampage: Hecarim cleaves nearby enemies dealing 50 / 85 / 120 / 155 / 190 (+0.6 per bonus attack damage) physical damage. This ability deals 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.
You're going to want to max out
Rampage first, because it is your primary source of damage and is needed to clear the jungle quickly.
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Spirit of Dread: Hecarim deals 20 / 31.25 / 42.5 / 53.75 / 65 (+20% of ability power) magic damage to nearby enemies every second for 4 seconds, up to a maximum of 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage. Hecarim gains health equal to 10 / 15 / 20 / 25 / 30 % of any damage those enemies suffer. Healing from damage dealt to minions is capped to 60 / 90 / 120 / 150 / 180 health.
You're going to want to max out
Spirit of Dread by level 13, because it provides sustenance in a team fight and faster jungle camp clears. This ability is still useful, even though this build does not take any ability power aside from what comes with
Trinity Force.
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Devastating Charge: Hecarim gains 75% movement speed for over the course of 3 seconds. His next attack knocks the target back and deals a minimum of 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage) and a maximum of 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage) additional physical damage based on the distance he has travelled since activating the ability.
You're going to want to max out
Devastating Charge at level 18, because it is primarily used for utility.
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Onslaught of Shadows: Hecarim summons spectral riders and charges forward, dealing 100 / 200 / 300 (+80% of ability power) magic damage in a line. Hecarim creates a shockwave when he finishes his charge, dealing 50 / 125 / 200 (+40% of ability power) additional magic damage to nearby enemies and causing them to flee in terror away from Hecarim for 1 second.
You're going to want to max out
Onslaught of Shadows at level 16, taking points also at 6 and 11.
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So, to put it all together:
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When Harassing:
Rampage >>
Spirit of Dread >>
Rampage
When Ganking:
Devastating Charge >>
Rampage >>
Spirit of Dread >>
Rampage >>
Onslaught of Shadows
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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.
You're going to want to max out

Tips and Tricks
- The mana cost on this ability is extremely low at all levels, so do not be afraid to spam it. You will easily press the Q key hundreds of times just in the first jungling segment.
- When moving from blue buff to the wolf camp, and from the wraith camp to the red camp, it is absolutely crucial that you last hit the final minion with
Rampage. This way, you will have enough time to run to the next camp, use
Rampage again, and keep the cooldown bonus.
- You lose no movement when activating
Rampage, so when chasing or when being chased, spam
Rampage for maximum damage.
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You're going to want to max out


Tips and Tricks
- Spam this ability everywhere. It is not expensive, gives a deceptively high amount of health back, and helps you rack up assists in a team fight.
- Take the time to learn the range of this ability, to make sure you optimize each cast. Sure it sounds obvious, but it really might make a difference.
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You're going to want to max out

Tips and Tricks
- When used correctly, ganks with
Devastating Charge become deadly. Middle lane is especially good to gank, since you can come out from either side of the enemy jungle and push the enemy toward your ally.
- You want to strike the enemy with as close to the end of the duration as possible. This means more damage and better knockback. If you hit an enemy right at the end of 3 seconds, the damage will scale off of 100% of your attack damage.
- Escaping is very easy with this ability. Pop it, combined with
Ghost, and you have nearly 1,000 movement speed for 3 seconds. Awesome stuff.
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You're going to want to max out

Tips and Tricks
- Early in the game, you can finish off ambush kills with this ability. If the enemy is running for the turret, you can use
Onslaught of Shadows, pop
Rampage and
Spirit of Dread, then use
Ghost or
Devastating Charge to escape. Tower dives made easy.
- The only enemies that become fearful are the ones in the circle at the end of the cast. Hecarim is one of the few champions that I do not recommend smart casting on, as
Onslaught of Shadows can be difficult to aim.
- Drop this in a teamfight and watch your opponents lose a valuable second of casting. Just make sure to maximize the number of enemies hit.
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So, to put it all together:




When Harassing:



When Ganking:





Although I am still far away from being able to do regular updates, I decided to go ahead and begin work on this section.
Hecarim, as I already mentioned, is not a champion that can run a pre-made build effectively. Therefore, this item section will be written much differently than some you may have seen in the past. Basically, I will hold a question and answer section here that will help you decide which items to take.
Offensive Items:
Defensive Items:
Are you jungling?
Yes: You have come to the right place. Start with
Cloth Armor and 5
Health Potions. Take
Boots on your first return trip from the jungle, then finish with
Wriggle's Lantern.
No: Go find a guide that builds
Hecarim as a top laner.
Are you roaming a lot early, and are not getting a lot of creep score?
Yes: Build a
Heart of Gold. Later on, instead of building a
Frozen Heart, you will want to upgrade this into a
Randuin's Omen.
No: Continue as normal.
Is the enemy AP carry getting fed fast?
Yes: Upgrade your
Boots into
Mercury's Treads, then build a
Hexdrinker for a nice balance of damage and resist. Afterward, go ahead and start building up a
Trinity Force.
No: You might want to build the
Boots into
Mercury's Treads anyway for the tenacity, but change that to
Ninja Tabi if the opposing team is AD heavy. Follow that with a
Sheen and
Phage before building up to
Trinity Force.
It is late in the game, and team fights have started. Are you getting burst down quickly?
Yes: If you do not have
Hexdrinker already, build it now and get a
Maw of Malmortius. If the AP carry is really out of control consider a
Force of Nature as well. If AD carries are a problem as well, get a
Frozen Heart.
Guardian Angel is a good choice as well.
No: Build
Bloodthirster,
Maw of Malmortius, and whatever other items that you feel you need. If you are not dying that means you did well and got fed, so now you can complete your stomping of the other team.
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This build is the one listed at the top of the page. This build is not made to counter any one type of damage or character, it is simply an all-around build that you might run in a game where no one is getting fed, or you just need a wide array of defenses.
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Is the other team running an AD solo top, jungler, and bot laner? Consider a build like this one. However, if they have an AP mid that is doing reasonably well you might want to consider a
Force of Nature,
Quicksilver Sash (for crowd control heavy teams), or
Maw of Malmortius.space
This build is designed to take on teams chocked full of AP. If an AD character emerges as a damage dealer, build a
Guardian Angel or
Frozen Heart.

Offensive Items:






Defensive Items:






Question & Answer:
Are you jungling?
Yes: You have come to the right place. Start with




No: Go find a guide that builds

Are you roaming a lot early, and are not getting a lot of creep score?
Yes: Build a



No: Continue as normal.
Is the enemy AP carry getting fed fast?
Yes: Upgrade your




No: You might want to build the






It is late in the game, and team fights have started. Are you getting burst down quickly?
Yes: If you do not have





No: Build


Individual Item Overview (Offense):
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You must build ![]() ![]() ![]() ![]() |
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Hecarim Synergies With Trinity Force
- Attack Damage: Basic attacks,
Rampage, and
Devastating Charge
- Ability Power:
Spirit of Dread,
Onslaught of Shadows
- Attack Speed: Basic attacks,
Wriggle's Lantern
- Movement Speed:
Warpath
- Passive 1 (Phage): Ganks, basic attacks
- Passive 2 (Sheen): Everything in
Hecarim's arsenal
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A luxury item, for sure. In most games, you will not need any items past ![]() ![]() |
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This item synergizes very well with ![]() ![]() |
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I do not typically build this item on ![]() ![]() ![]() |
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Individual Item Overview (Defense):
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As ![]() ![]() ![]() ![]() |
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As already stated, ![]() ![]() ![]() |
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This is an interesting item, because it is pretty situational and changes your build later in the game. I take ![]() ![]() ![]() |
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This item is similar to ![]() ![]() ![]() ![]() |
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This item is an alternative to ![]() ![]() ![]() ![]() |
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This item is wonderful against AP heavy teams. On top of giving a huge boost to your resist pool, you get a super regeneration effect, as well as a movement speed boost to compliment ![]() ![]() |
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I am not a fan of Warmog's + Atma's on ![]() ![]() ![]() ![]() ![]() ![]() |
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Hecarim Builds:
A Standard Hecarim Build
spaceItem Sequence






Health Potion
50

Boots
300

Wriggle's Lantern
1800

Mercury's Treads
1250

Heart of Gold
825

Hexdrinker
1300

Trinity Force
3333

Maw of Malmortius
3100

Randuin's Omen
2700

Force of Nature
2800
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Versus an AD Heavy Team
spaceItem Sequence






Health Potion
50

Boots
300

Wriggle's Lantern
1800

Ninja Tabi
1100

Trinity Force
3333

Frozen Heart
2500

Guardian Angel
3200

Bloodthirster
3400



Versus an AP Heavy Team
spaceItem Sequence






Health Potion
50

Boots
300

Wriggle's Lantern
1800

Mercury's Treads
1250

Hexdrinker
1300

Trinity Force
3333

Maw of Malmortius
3100

Quicksilver Sash
1300

Force of Nature
2800




Example:
- 1) [Monster Name] - [Spawns:At] - [Respawns Every] - [Priority] - Step description.
Route:
- 1) [Ancient Golem] - [1:55] - [Every 5 Minutes] - [Medium] - Call your middle laner to the blue buff camp, and ask for a leash. Once it spawns, use basic attacks and
Rampage to knock it down to 400 health. Use
Smite to finish it off. Make sure that
Rampage deals the final blow on the last two minions.
- 2) [Wolves] - [1:40] - [Every 1 Minute] - [Low] - Move as quickly as you can to the wolf camp, and use
Rampage as quickly as possible to keep your reduced cooldown. Activate
Spirit of Dread and a
Health Potion if you have not already.
- 3) [Wraiths] - [1:40] - [Every 50 Seconds] - [Low] - Use
Rampage and
Spirit of Dread. The large wraith should die first, and as always make sure
Rampage deals the final blow on the camp.
- 4) [Lizard Elder] - [1:55] - [Every 5 Minutes] - [Medium] - Make sure that you
Rampage as soon as possible to keep your cooldown reduction, before using
Spirit of Dread and a
Health Potion. Use
Smite once it has dropped to low health.
- 5) [Golems] - [1:40] - [Every 1 Minute] - [Low] - Use
Rampage and
Spirit of Dread to clean out the camp before returning to the base. Buy
Boots and several
Health Potions.
- 6) Gank a pushed lane. You have
Devastating Charge, so ping a pushed opponent and gank them. Provided your teammates help out, you should get a kill. At this point, there is no written route. Clear monster camps as you come across them, and continue to gank and build up your items. After a successful gank on the bottom lane, signal your bottom lane allies to help with the Dragon (you will need
Wriggle's Lantern first).
That is it for the jungle route. If you have any questions, simply leave a comment.
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