Hecarim Build Guide

[S3] Clippity Cloppity

Uploader TheOddOne
Updated 4 years ago
4,246,826
97%
Runes
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 6
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

With the incoming nerfs likely to hit Xin and Jarvan, what better time to pick someone else to play which people will whine about as they get run over by the clippity cloppity train. That's right, once Vi gets banned, everyone's favorite horseman is the next coolest toy to roll people with! Regardless, this guide should tell you how I prefer to play Hecarim (it's mostly dmg early-mid then bruiser late) and hopefully helps you as well.

I hate running AD on champions that have horrific AD ratios. We build [imgsmall=items/spirit-of-the-elder-lizard.png] because of the passive it gives and it fits nicely after spirit stone not for the 50 AD (which is nice but plenty of items give AD). People tend to have some weird concept that AD is useful on bruisers with low AD ratios rather than armor penetration. Hecarim has two spells which scale of AD which are his Q (0.6 ratio) and his E which is a 0.5 to 1.0 ratio. These two skills don't warrant building raw AD on it so running armor penetration will give you a better damage boost for most opponents (until they get so much armor your runes make little impact). Marks are explained above, Seals are standard jungle runes as they reduce the damage taken at every jungle camp which is very handy. Glyphs are like that as I tend to play Hecarim a little aggressive early game and having slightly more buff stats early game is pretty cool even if it is at a cost of 4 MR at level 18. Quints are movespeed ones for extra damage on his passive and to allow Hecarim to run around the map fast and get behind his opponents to use his [imgsmall=skills/hecarim/e.png] better as he needs to run faster than his opponent to knock em back.

[title][img=skills/hecarim/p.png] Passive: Warpath[/title] [title]Explanation:[/title] This skill is actually horrible most of the time UNLESS you are using [imgsmall=summoners/ghost.png], [imgsmall=skills/hecarim/e.png] or some movement speed buff from an item. Because the amount of damage given by this skill when you aren't movement speed buffed tends to be in the awful range in terms of gold value given by it. However when you are using ghost or hecarim's charge, the damage on this skill skyrockets, often doubling or tripling the original value due to your bonus speed going up to insane values. Another thing to note is you have no movement collision with this skill so run over those filthy minions in lane to smash those filthy creatures called Yordles. Also note that another reason this passive sorta sucks is that if you get hit by a slow the damage you gain from this skill is ZERO. Even if you are ghosted or something to that extent, if your movespeed is ever lower than your base movespeed, your damage from this passive is zero. [title][img=skills/hecarim/q.png] Q: Rampage[/title] [title]Explanation:[/title] The damage on this skill shouldn't be underestimated. Considering how many times this can be cast when it's procced twice, the damage per second goes up by a fair bit. Be careful to not lose the bonus cooldown reduction when you have two swings of it early or you lose a fair bit of damage potential. Another thing to note is that this activates [imgsmall=items/spirit-of-the-elder-lizard.png] which means the world will burn around Hecarim everytime he casts rampage. Another small thing is to try to do your auto attack between each cast of this (sometimes it won't be possible to do it so spam away) in order to maximize damage as this resets his attack animation. [title][img=skills/hecarim/w.png] W: Spirit of Dread[/title] [title]Explanation:[/title] This spell is maxed second as it basically what makes Hecarim a bruiser tank later in the game. Maokai has his ultimate and passive, Xin has his healing on autoattacks and ultimate and Hecarim gets this to even up the score. Obviously Hecarim will drop like a brick if this isn't active but when this is active, he can survive a ton of damage if allied units are helping damage in the area of effect. Note the damage cap on minions, so unless you're doing significant damage to champions, don't expect this to heal you much. A cool trick with this spell is that when you're dying in a close duel or something, you can use smite to instantly reach the minion heal cap and hopefully save your life. [title][img=skills/hecarim/e.png] E: Devastating Charge[/title] [title]Explanation:[/title] This spell is mostly a one point wonder, the stats gained from maxing it aren't that great and it's cooldown is so high that even with the additional 2 seconds shaved each level, it's hard to get it up more than once in a fight. Note that the damage on this spell is actually almost always higher than stated if you factor in the Hecarim passive (though if you have slow cast on you, likely you won't get any bonus damage). That said, remember it has a wind up time before it reaches full damage, I like to cast this and run out after a very short time in order for Hecarim to be hitting the max movement speed on it so the enemies can't react. Unless you need the full duration of the spell, often you'll be knocking them back before Hecarim gets tired. [title][img=skills/hecarim/r.png] R: Onslaught of Shadows[/title] [title]Explanation:[/title] This spell quickly shows how a fight will go, either you'll jump in and look like a hero or you jump in and they simply run away as they flashed or ran far enough so they'd be knocked in the direction they wanted to run. Cast this in front of where you expect the opponent to be in that 1 second distance in order to make use of the fear. Another additional thing that can be done is that this spell is used with Hecarim's Charge so you can knock them back twice (once from ult, and a second time from charge), if this is done then that target is usually fairly screwed as flash will barely get em to where they originally where. A Hecarim that ganks without this tends to be fairly weak past early game as this can close the distance before a flash or an escape spell gets cast. Note that the damage on this spell at level 6 is fairly weak, but ramps up significantly at level 11. A tip to note about this spell is that it makes Hecarim IMMUNE to CC when he is in flight so therefore if the enemy is firing a CC at you, you can simply run it over by casting your ultimate before it lands on you.

The leveling of skills past level 3: R>Q>W>E Spirit of Dread level 1 is nice to heal the damage you take from the camps until you max Q. Q does next to no damage at earlier levels and thus should be maxed first to make Hecarim a Threat in fights. E is a one point wonder as additional points don't increase the effect but rather just the damage.

Start: [imgsmall=items/hunters-machete.png][imgsmall=items/health-potion5.png] Obvious reasons, the clear is just faster and safer this way due to the higher damage to jungle minions and healing is good in case the enemy invades. Next (try to have enough at first buy back): [imgsmall=items/spirit-stone.png][imgsmall=items/boots-of-speed.png] Standard followup, increased damage to minions via spirit stone as Hecarim eventually builds into spirit of the elder lizard and isn't much of an autoattacker to use Madreds. Boots here is nice to roam with as at this stage of the game most of your time will be walking between lanes/camps to gank rather than at the camps themselves. Depending on if enemy has hella burst or not (otherwise rush damage): An early (get before tier 2 boots if you dont get here): [imgsmall=items/giants-belt.png] If the enemy has casters and such that do significant damage before your spirit of dread can even get a full 4 ticks, it may be wise to invest in an early giants belt for a huge defense boost (between 30%-40% depending on how far you are in the game) before your first big damage item. If you are in long sustained fights already, it may be more wise to skip this and head straight for the damage item. Finish into: [imgsmall=items/spirit-of-the-elder-lizard.png] A Hecarim without this item does decent damage, a Hecarim the moment he gets this item early in the game is absolutely destructive, Hecarim's damage will skyrocket and very few if any champions will survive Hecarim's damage for long as very few items are similar to this at this point of the game. You can get this earlier if you want but I like it here: [imgsmall=items/ninja-tabi.png] or [imgsmall=items/mercurys-treads.png] or [imgsmall=items/boots-of-swiftness.png] (if you snowballing) If enemy has significant AD damage, Tabis are nice. If enemy has significant disables or magic damage, Mercs are nice. If you are so fed that the enemy is just dying at your hooves then you could always go swiftness just to try to demoralize the enemy further and increase your lead, but if it fails you may have to rethink your boot choice later in the game. Stop your horse from being turned into Glue: [imgsmall=items/locket-of-the-iron-solari.png] A very strong item on most champions, this gives armor/cdr/hp/regen all of which Hecarim needs. I often have a spare giants belt in my inventory before this item as giant belts give significant durability for just 1k while this is more of a team item. Depending on what is absolutely needed: [imgsmall=items/warmogs-armor.png] or [imgsmall=items/giants-belt.png](yes a 2nd one)[imgsmall=items/wardens-mail.png] If the enemy has strong ADs coming out at this point in the game, I'd suggest going the cheapo route of double giants belt (the one bought earlier) and a warden's mail before upgrading into a randuins. If you feel that the enemy has significant AP damage coming out, build a warmogs first. Either if you vs significant AD damage: [imgsmall=items/randuins-omen.png] (if you bought wardens earlier) or [imgsmall=items/frozen-fist.png] If you didn't get randuins before, this will be the time to do it, if the enemy isn't really AD based, you can just go for the offensive punch that frozen fist gives. Then: [imgsmall=items/warmogs-armor.png](if you didn't get it prior) or [imgsmall=items/spirit-visage.png] To finish off, either get that warmogs finally or get the spirit visage which increases the heal of spirit of dread which will make Hecarim last even longer. This will also cap out his cooldown reduction due to the buffs but we're really after the nice defensive boost.

Standard blue route: Wolves->Blue->Red if super leash otherwise wraiths->red/wraiths->gank or wolves->gank or wraiths Standard Red route: wraiths->red->blue (since you'll be low mana otherwise)-> gank I personally don't use the red route unless we intend to do a gank on that side of the map as it's slower in terms of leveling speed due to the end location. Early game: Gank with double buff if an opportunity arises (note ward timers) and once your red buff runs out before you get to level 6, try to farm as effectively as possible, only ganking if it's incredibly easy (say enemy has no flash) or it's a counter gank to save your teammates. Mid game: This is the point where Hecarim will do incredible amounts of damage and you should be attempting to kill squishies over and over until you're unable to do so before they turn and kill you. If the enemy ever splits up, don't ever hesistate to use your ult for a free kill as often the target will die or flash before their team will get there. Be careful of when the enemy gets a power spike (say they get a n infinity edge or something) as you may find yourself dying fast if you overextend in fights. Late Game: Keep track of where your team is when you engage, unless you have a safer engage, Hecarim will be the one stuck leading the charge, but if you fail to ult the correct targets towards your team, you may have to run back quickly to avoid being killed before spirit of Dread kicks in. But for the most part, just run in the fray (close to your damage dealing allies) to tank for them as whenever spirit of dread is active, you'll be healing for absurd amounts.

Sorry for being unable to get a video up or a longer jungle section, I had limited time due to practice and LCS matches every week so I wasn't able to get as good of a quality guide as I wanted. Hopefully this guide gives you some idea of where to start with our horseman and it gets you started on the road of clippity cloppity.

Comments coming soon!
Copyright © 2009-2015 SoloMid. All rights reserved Back to top