Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Exhaust
Ghost
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Abbreviations
HP - Health Points
AD - Attack Damage
AP - Ability Power
AS - Attack Speed
AA - Auto Attack
CS - Creep Score (Minion kills)
XP - Experience points
AOE - Area of Effect
Pots - Potions
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
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
PROS
-Ridiculous amounts of attack damage!
-


-Spamable


-Great initiator with both


-

-Can chase down champs like a boss (which also makes him a viable jungler)
CONS
-Less HP than most solo tops (since most solo tops are tanks ie.



-Pretty squishy late game
-

Masteries
I believe that the Mastery set up I made is pretty simple and shouldn't require much explanation. The point of these runes is to increase your damage output. I think it's also acceptable To make up for your lack of tanky-ness by doing a 9-21-0 mastery tree; however I feel that the standard AD masteries will wield better results.
I use



I chose



Lastly, I chose


Runes
I decided to take the safe route and pick the stereotypical AD rune set up. I think there is actually hope for the otherwise useless


Other choices (all in quintessence form)
-

-


-

- greater quintessence of vigor (sustain)
-

Keep in mind when it comes to Runes/Masteries, I personally feel it is greatly based on personal preference, and everything I said should be taken with a grain of salt.
Start of game - At the very beginning seeing as though you're not very tanky, and
Spirit of Dread doesn't give enough regeneration to keep you in lane, I recommend
Boots and 3
Health Potions to give a small speed boost, and early sustainability.
- TRINITY FORCE!!!!!! I will admit I doubted the effectiveness of
Trinity Force on
Hecarim compared to a(n)
Infinity Edge,
Phantom Dancer, or
Wit's End, but I will explain why it's so effective.
Zeal is good because when you're looking for more damage attack speed, and critical chance is the way to go (other than flat damage). And the bonus movement speed is good too for chasing, and adds a little more AD.
Sheen is good because you get bonus damage for activating any abilities, and since you can spam your
Rampage it can add up to a lot of bonus damage.
Phage is good because it gives some health for more survivability, and more importantly a slow with more AD!
Now add it all up and you get the mother of all items for
Hecarim
-
Boots of Swiftness This one's pretty straight forward Movement speed ---> Damage movement speed + Damage = ownage chases and ganks
-
Wit's End This is great, it will give a little magic resist for survivability, and Attack speed. It will also add 42 magic damage per hit, which can be up to about 120(ish) per second and that's a lot for only one item.
-
Phantom Dancer What is there to say? tons of critical chance, tons of attack speed, and some bonus movement speed (and if you haven't noticed the trend, that means more attack damage too)
-
Infinity Edge This is the game ender. now your critical chance is through the roof and does 250% damage! Not to mention the extra AD you get!
-
Bloodthirster Can be very effective in survivability with all your damage output, and it also gives some nice damage.
-
Madred's Bloodrazor Replace your
Wit's End with
Madred's Bloodrazor For me this item is a personal preferance, it makes getting blessing of the elder lizard (red buff) a snap. It also adds to your attack speed and damage, but most importantly IT RAPES TANKS!!!



1st item






Zeal


Sheen

Sheen is good because you get bonus damage for activating any abilities, and since you can spam your

Phage


Now add it all up and you get the mother of all items for

TRINITY FORCE!!!

2nd Item


3rd Item


4th Item


5th Item


6th Item


7th Item























Yay! No unit collision (as a




Always use

Spam





1.) Initiating, you can use

Keep in mind you get pushed with your enemy making this dangerous around turrets It's not like



This is like your second Swiss-army-knife. Uses include:
1.) Initiation, fears and scatters their entire team making solo targets easy prey.
2.) Chasing, could close the final gap and do the final blow to your victim.
3.) Escaping, It's a free flash, you can use it to hop basically all terrain, or smash into your chasers and fear them to give you a leg up in distance.

As an AD carry


Usually



Teleport is my least favorite but if you're not good at maintaining good HP/Mana, or if you just can't wait to get your shiny new toy from the shop, this is the spell for you. Also, since you're a solo top, you can write it off ;)





This ability is more for AP carries, it's better to


Perfect for heal-baits, and gives a little more sustain but other than that useless.

The attack speed is nice but the ability power is useless and the benefits are too small.

Great to escape from CC with all your speed, and


You're not a support, it's not your job to have this spell

In rare occasions this can work, but for the most part it's useless. Please avoid this spell.

This is only useful if their hitting your base, but if that's happening, you have to solo 5 champions, and all you will accomplish is another death

This is only useful for jungling, and you're soloing top.

Acceptable for noobs that can't control their mana usage but mostly useless.
As a Laner
1.) To defend your turrets.
2.) To stay alive.
3.) To kill the enemy.
4.) To make the other person(s) underfed.
5.) To get CS.
As a Ganker
1.) Not to die.
2.) Use
Devastating Charge to knock them back towards your towers (or at least not towards theirs).
3.) Secure the kill make sure someone picks up the kill.
4.) Make sure you're tower is ok.
5.) Push the lane/take the tower.
6.) ???
7.) Profit
In a Team-Fight
1.) Initiate with
Onslaught of Shadows.
2.) Kill the weaklings.
3.) Stay alive.
4.) Chase low HP champions.
1.) To defend your turrets.
2.) To stay alive.
3.) To kill the enemy.
4.) To make the other person(s) underfed.
5.) To get CS.
As a Ganker
1.) Not to die.
2.) Use

3.) Secure the kill make sure someone picks up the kill.
4.) Make sure you're tower is ok.
5.) Push the lane/take the tower.
6.) ???
7.) Profit
In a Team-Fight
1.) Initiate with

2.) Kill the weaklings.
3.) Stay alive.
4.) Chase low HP champions.
Your main job this early in the game is to get levels and gold through CS, and Champion kills. The person you're laning against is looking to either smack your face in, or ignore your existence and feed off creeps.
If you're facing and enemy that harasses hard, be cautious. You need constant ganks from your Jungler, and a "leg up" on your opponent (a higher level or more items), to keep your dominance over the lane.
If he is going for CS then try to out-CS him; however if he starts beating you in CS, then start harassing them, then he will either harass back, or accept submission and hide allowing you to feed harder than
Cho'Gath
Feasting during thanksgiving.
Why do this? Because late game you will have a higher level and more/better items than your opponents allowing you to rack up kills harder than pre-nerf
Shaco.
Try to recall as little as possible, the more you're in lane the more gold and XP you get, and try only to
recall when the other person in your lane is gone, or pushed to his turret, you could also use this time to gank mid or bot (if you have
Teleport)
Harassers
If you're facing and enemy that harasses hard, be cautious. You need constant ganks from your Jungler, and a "leg up" on your opponent (a higher level or more items), to keep your dominance over the lane.
Farmers
If he is going for CS then try to out-CS him; however if he starts beating you in CS, then start harassing them, then he will either harass back, or accept submission and hide allowing you to feed harder than


Why do this? Because late game you will have a higher level and more/better items than your opponents allowing you to rack up kills harder than pre-nerf

Try to recall as little as possible, the more you're in lane the more gold and XP you get, and try only to


Ok now it's time to share your gigantic fatness with the other team. Your responsibility here is to make sure your lane is taken care of then run mid/bot/jungle, to grab kills and help with team-fights. During this time, just remember it's great to be fed, but give your AD and AP carries some kills too, for it doesn't matter how fed you are, one
Hecarim can't kill 5 champions o solo mio. And don't forget to farm.

Do your job to initiate, and help in team-fights, if you have
Madred's Bloodrazor make sure you're getting the tank after making quick work of the lesser HP champions. Don't solo turrets, if you want to take a turret down without minions get your tank in there. Don't forget to be getting Red (if the AD carry is ok with it) Dragon and Baron Nashor (with your team of course!).

Remember everyone's fed at this point. Doesn't matter how many kills you have, or your team have, nor does it matter how many kills the enemy has. One good push, one backdoor, or a single ace will cost the game. Be careful and win with good teamwork and great strategy.
This build is incomplete! I rushed this build to get it out ASAP, but there's more to come! Pictures videos and more! Tell me how to make this build even better in the comments, please give feedback! Although I love thumbs up please rate what you think it deserves and if you do chose to down vote please tell me why.
You must be logged in to comment. Please login or register.