Hecarim Build Guide

Sleeper OP Guide to Hecarim (Tanky CDR)

Uploader Mageesh
Updated 4 years ago
17,334
82%
Runes
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    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

A little about me. I played DotA 1 upon release and fell in love with the moba genre. I moved to HoN where I played from beta until recently when I switched over to LoL. I'm not the greatest player, but I rarely have a bad game myself. I was stuck in ELO hell for awhile (still am upon writing this) but started to rocket out as soon as I began playing Hecarim in this particular way. [highlight]Disclaimer: I contradict a lot of what is in the other Hecarim Guides, especially when it comes to item build. I understand this style of Hecarim seems strange at first, but having attempted multiple builds, including following some of the guides here, I have found this is the most efficient way to gain ELO playing Hecarim. If the other guides seem a better fit, by all means follow them, Hecarim is a versitile champ. However, I know Hecarim inside and out, and have proven this method of play, so this guide is absolutely not "theory crafting".[/highlight] Hecarim is one of the more underrated champions in this game at the moment. Rarely do I join a ranked game where I don't immediately get flamed for picking hec jungle. Most of the time this is understandable as a lot of people attempt to build him based on his passive by going ad and movement speed with a little bit of a tankyness. This works well for people who can pull it off, but I personally felt it was lacking for most and suffered in team fights due to a lack of longevity. So in this guide I'm focusing on building Hecarim as a CDR tanky monster. Because of how his [imgsmall=skills/hecarim/q.png] works, CDR translates as straight damage for Hec and maxing your CDR will make Hecarim dish out tons of damage in team fights. Due to the over powered nature of Hecarim's [imgsmall=skills/hecarim/w.png] he also scales extremely well with armor and magic resist items making him incredibly difficult to take down in team fights. All in all, those who try this build will not be disappointed with the results. Pros: + Great mobility + Good ganks from the jungle + Decent clear + With max CDR scales well into late + Amazing staying power with items + [imgsmall=skills/hecarim/w.png] + Fits well into every team line up + Scales better mid and late when compared to other junglers Cons: - Requires skill to play effectively - Long cooldown on [imgsmall=skills/hecarim/e.png] means you need to use it wisely - Vulnerable when [imgsmall=skills/hecarim/w.png] is on cooldown - Requires team to utilize effectively, especially with [imgsmall=skills/hecarim/w.png] - Slightly weaker early game then most junglers I tend to hover around the 70% win ratio with Hecarim: [imgext=http://i.imgur.com/tkA03.png] Here is a small sample of the effectiveness of this style of Hecarim. I will try and keep these images updated: [imgext=http://i.imgur.com/6wBrg.jpg] [imgext=http://i.imgur.com/X9RjP.jpg] [imgext=http://i.imgur.com/aEjRL.png?1] [imgext=http://i.imgur.com/UKdgv.png]

**Released July 31st** [highlight]July 31st -[/highlight] small grammatical changes. Added Early Game Tower Diving Chapter. Added current testing section in the Final Comments Chapter to keep readers apprised on what to possibly look forward to in the next couple of weeks. Starting Laning Hecarim Top Chapter. [highlight]August 1st -[/highlight] [highlight]Hecarim Buffs: [/highlight] [highlight] Devastating Charge[/highlight] Now more responsive when colliding with opponents Initial Movement Speed bonus increased to 25% from 0% (still reaches max speed at the same time) The first part of this is primarily a bug fix, but a very important one. Devastating Charge had the tendency to glitch occasionally when colliding knock someone in a direction you didn't intend, leading to a botched gank, or sometimes even a lost team fight. Now that this is fixed your ganks should be more effective. From my few games today, the initial movement speed bonus makes quite a big difference. First, it allows you to chase and initiate ganks more effectively, as if someone flashes or uses an escape mechanism, you can quickly be right on top of them again, mashing "Q" while getting a head to knock them back. [highlight] Onslaught of Shadows[/highlight] Enemy flee speed is now higher based on how close the enemy is to Hecarim Another minor, but good buff for Hecarim. If you lane just behind your enemy with an Ult + "E" combination, give a little extra time for the fear to shoot them further into your team before you knock them. Before the fear was a little sluggish and so it was more effective to ult and immediately knock. [highlight]August 2nd, 2012[/highlight] Added in maps for gank routes, and made a lot of editing changes.

[imgext=http://i.imgur.com/sEByg.jpg] [title]Reds:[/title] Armor pen is far and away the best reds for Hecarim. If you don't have them or can't afford them at the moment AD reds can work, but if you plan on jungling long term you should really consider grabbing some Armor pens. [title]Yellows:[/title] Armor is required for jungling, don't even think about changing these. [title]Blues:[/title] Either flat magic resist or scaling magic resist work well here. I personally prefer flat simply because I do a lot of aggressive ganks early on and find that the flat seem to keep me going a little better. [title]Quints:[/title] Movespeed are recommended for better ganks, especially since this Hecarim doesn't start with boots. They also scale late game better then almost any other quint. I really can't bring myself to recommend any other quint.

[title][img=skills/hecarim/p.png] Passive: Warpath[/title] [number]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.[/number] [title]Explanation:[/title] The biggest benefit of this passive is not the damage bonus (not that it isn't nice =D), it's the fact that you ignore all unit collision. This means that all your ganks are completely unhindered. Moreso it raised the effectiveness of the rest of your abilities. It allows you to run through enemy champions for optimal [imgsmall=skills/hecarim/e.png] knockbacks. It allows you to stay right on top of enemy champs while [imgsmall=skills/hecarim/w.png] and [imgsmall=skills/hecarim/q.png]ing. [highlight]An added benefit is that late game it allows you to use your massive horse body to cover your carries by simply standing right on top of them. This means that if done correctly, the enemies will be targeting you rather then your carries. This is also really helpful when ganking. If things are going badly for your lanes, you can stand on top of them as they back to prevent them from getting killed.[/highlight] [title][img=skills/hecarim/q.png] Q: Rampage[/title] [number]Hecarim cleaves nearby enemies, dealing physical damage. (66% 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.[/number] [title]Explanation:[/title] This is Hecarim's bread and butter. It allows for fast jungle clears and gives him incredible damage late game. Because the way his [imgsmall=skills/hecarim/q.png] works it is the most optimal skill in the entire game for focusing on CDR. The 40% (max CDR) is applied to the skill BEFORE your stacks of rampage lower it's cooldown. This means that when you hit the 40% CDR mark, and with 2 stacks of rampage the cooldown of your [imgsmall=skills/hecarim/q.png] is 0.4 seconds! [highlight]Read that again! 0 . 4!![/highlight] This is why CDR translates directly to damage for Hecarim. With 40% CDR and a rank 5 [imgsmall=skills/hecarim/q.png] this ability will be doing over 500 AOE DAMAGE A SECOND WITH NO DAMAGE ITEMS! [highlight]U MAD GAREN?!?!¿?![/highlight] Mid game, if you jump on their AD or AP carry they will melt in a matter of seconds with this. The power is simply overwhelming. When jungling max this first. Typically when laning I tend to max this second, more details in the laning portion of the guide, in 3s I max this first 75% of the time, but it depends on the situation. [title][img=skills/hecarim/w.png] W: Spirit of Dread[/title] [number]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.[/number] [title]Explanation:[/title] [highlight]"Attack! Attack! It's the source of my immortality!"[/highlight] - Me shouting over Skype in ranked 3's This is what makes stacking armor and magic resist so effective on Hecarim. In a team fight, pop this and as long as your team is attacking you will never die. It's that simple. With this skill I almost always top the healing chart for both teams. Typically in a game lasting more than 20 minutes your healing chart will be about 1/4 to 1/3 of your damage taken chart. With max CDR there is a little less than 4 seconds where you wont have this skill activated, so be aware that you will be a bit more vulnerable during this time. [title][img=skills/hecarim/e.png] E: Devastating Charge[/title] [number]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.[/number] [title]Explanation:[/title] This is Hecarim's chasing and ganking skill. When combined with [imgsmall=summoners/ghost.png] and [imgsmall=items/boots-of-mobility.png] you can hit over 650ms with this skill. Try to charge this up before ganking as it can give you a nice alpha strike. This combos well with [imgsmall=skills/hecarim/r.png]. Always try to activate it before [imgsmall=skills/hecarim/r.png]ing in, so you can basically get a double knockback leading to some godly ganks. Make sure when chasing to let this charge up fully. You can maintain your damage output by [imgsmall=skills/hecarim/q.png]ing while running ahead of them. [highlight]Always look to run in front and knock them back, or into a wall. If you simply run in and hit them, you may knock them away leading to a wasted gank. Positioning is KEY![/highlight] [title][img=skills/hecarim/r.png] R: Onslaught of Shadows[/title] [number]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.[/number] [title]Explanation:[/title] In my opinion, one of the best ults in the game. For starters, the range is huge. When combined with [imgsmall=items/boots-of-mobility.png] and your [imgsmall=skills/hecarim/e.png] (and [imgsmall=summoners/ghost.png] if needed) once again wards no longer matter. If someone is out of position, you can take them out. The range is also extremely helpful for baron or dragon steals. [highlight]If you have vision, [imgsmall=skills/hecarim/r.png] onto their smiter and you'll have an easy time with nearly any steal.[/highlight] Next, the damage is decent for early mid game (pretty unnoticeable late), so with your ult followed by a fully charged [imgsmall=skills/hecarim/e.png] and a quick [imgsmall=skills/hecarim/q.png] you can chunk someone down pretty far when starting a gank. Last, it provides a nice disable with some displacement. Always remember that the person feared will run away from where your ult lands. [highlight]So always try to ult right behind them, so that when combo'd with your "E" you can knock someone pretty far into your own team, while pushing the rest of their team away. [/highlight] With max CDR a level 3 [imgsmall=skills/hecarim/r.png] will have a 60 second cooldown. Don't throw it away needlessly, but don't be afraid to ult into one or two out of place champs as it will most likely come up before the next team fight.

Hecarim's item build should maximize tankyness while getting that 40% CDR. [title] Start:[/title] [imgsmall=items/regrowth-pendant.png][imgsmall=items/health-potion.png] - Some would recommend starting [imgsmall=items/boots-of-speed.png] first for better ganks and faster clear, but frankly I don't think it's necessary with Hecarim. Starting [imgsmall=items/regrowth-pendant.png] along with your first point into your [imgsmall=skills/hecarim/w.png] can keep you in the jungle almost indefinitely, and with your [imgsmall=skills/hecarim/e.png], [imgsmall=summoners/ghost.png] and movement quints you don't necessarily need boots to gank effectively early on. [title]Early:[/title] [imgsmall=items/philosophers-stone.png][imgsmall=items/heart-of-gold.png][imgsmall=items/boots-of-mobility.png] - You will be ganking heavily throughout the early into the mid game, which is made easier by a fast jungle clear. These early items will allow you to maintain your income while giving you all you need to perform godly ganks. [highlight] "You n00B! Dun you know boots of mobility speed goes bye when attacked!?!?! RWRGRGRWGRWG!"[/highlight] - Random Rager [imgsmall=items/boots-of-mobility.png] allow Hecarim to gank effectively even when there are wards. Once again, popping [imgsmall=summoners/ghost.png] with your [imgsmall=skills/hecarim/e.png] and [imgsmall=items/boots-of-mobility.png] means you fly out of the jungle at over 650ms. They also provide you with a great alpha strike for that first hit, and after in combat, the speed isn't as necessary. Just make sure to gank wisely. [highlight]I want to re-emphasize how important positioning is for ganking with Hecarim. [imgsmall=items/boots-of-mobility.png] allow you to get into proper positioning fast for a successful gank. While other boots offer better stats, and you will replace [imgsmall=items/boots-of-mobility.png] later on, early game you need that quick burst of speed to catch out of position champs before they can react.[/highlight] [title]Core (in this order):[/title] Your core items will cause a major shift in the game for you. If you get this on time (mid game) you can really change the flow of the match. Hitting this level of tankyness and maxing out at 40% CDR makes a night and day difference on Hecarim. [imgsmall=items/spirit-visage.png] - This item gives everything a good Hecarim needs. Health, CDR, Magic Resist, and most importantly, increasing the healing on his [imgsmall=skills/hecarim/w.png]. With this item and [imgsmall=skills/hecarim/r.png] don't be afraid to do fast tower dives (as long as your team is aware). The healing also allows you to surpass the healing from creep limit on your [imgsmall=skills/hecarim/w.png]. Rush this first after early items. [imgsmall=items/frozen-heart.png] - Another item perfect for Hecarim. Massive armor and CDR, along with the bonus mana and aura allows you to duel almost anyone you catch alone. With this and [imgsmall=items/spirit-visage.png] you have safely passed into the "immortal" state for mid game (provided its not 0-17). Once you pick up [imgsmall=items/frozen-heart.png] the cooldown on your [imgsmall=skills/hecarim/q.png] with 2 stacks of rampage is 0.8 seconds, so you will be pumping out a ton of dps, while continuing to heal far more damage then they can dish out. [imgsmall=items/the-brutalizer.png] - Whether or not you finish [imgsmall=items/youmuus-ghostblade.png] this item is perfect to round out your core. Armor pen is more effective then +dmg when increasing your dps from your [imgsmall=skills/hecarim/q.png], and it allows you to hit that 40% CDR mark. Once you pick this up with the rest of your core, you will truly be a monster. [title] Final Items to Consider (in no particular order):[/title] [imgsmall=items/youmuus-ghostblade.png] - Builds from [imgsmall=items/the-brutalizer.png] and everything in it is useful for Hecarim (except the attack speed). The bonus movement combos with all your other abilities to give you insane mobility, chasing power and damage. All in all a solid choice, pick this up if you want to go a little more offensive, or your team is lacking damage. Pick either this or [imgsmall=items/shurelyas-reverie.png]. [imgsmall=items/shurelyas-reverie.png] - A great item if you are going for more of the defensive path. More health and health regen, along with a great time active can give your side the edge it needs in team fights. Pick either this or [imgsmall=items/youmuus-ghostblade.png], and if you do pick this up, sell your [imgsmall=items/the-brutalizer.png] for your next item. [imgsmall=items/maw-of-malmortius.png] - A personal favorite of mine and my damage item of choice on Hecarim. Gives him that extra staying power with the magic resist and the shield. Hecarim can make great use of the passive as he is one of the best heroes in the game at staying alive with nearly no health. Also, in a AP heavy lineup, the damage shield gives you time to regenerate your health underneath it, making the shield itself much more effective. In a longer game I grab this 90% of the time and usually rush it right after my core. The only time I wouldn't pick this up is if they have very little AP damage (something like a [imgsmall=champ/talon.png] mid). [imgsmall=items/trinity-force.png] - Meh...if I get this I'll pick it up last. It's just that really expensive item to round out your item build. Gives a little bit of everything, and Hecarim makes good use of all aspects of this item, but once again if you pick this up, get it last. [imgsmall=items/mercurys-treads.png] - Once you finish your full build late game, you can sell your [imgsmall=items/boots-of-mobility.png] and pick these up. They offer better stats for Hecarim end game. [title]Alternative Items to Consider:[/title] [imgsmall=items/thornmail.png] - I will often pick this up in 3's if they have an AD heavy team. This is a fantastic item on Hecarim, probably more then any other champion in the game. The damage dealt by the passive is absorbed as healing with your [imgsmall=skills/hecarim/w.png]. [imgsmall=items/zekes-herald.png] - With an AD heavy line up and against another AD heavy line up (Often in 3's) this can be a replacement for [imgsmall=items/spirit-visage.png]. It offers great team fight utility and survivability for your team. Remember, your team is the source if your immortality. Keeping them alive means you won't die. It also gives some health, and importantly CDR. [imgsmall=items/randuins-omen.png] - Randuins used be on my list every game, and I'll still often pick it up if I go for [imgsmall=items/shurelyas-reverie.png]. If you are behind in farm, or you need some extra disable for team fights, this works perfectly with Hecarim's kit. Pick this up instead of [imgsmall=items/trinity-force.png]. [imgsmall=items/sunfire-cape.png] - This is an interesting item which I am testing more. Offers tankyness and some extra aoe damage, which only strenghten Hecarim's kit. I'd only really recommend this item in 3's, but after a little more testing I'll update this. [imgsmall=items/guardian-angel.png] - With [imgsmall=skills/hecarim/w.png] you can regen up and get back into a fight extremely well. This item also adds a lot more armor and magic resist so it's a great pick up if you can manage to fit it in. [title]Items to Avoid:[/title] [imgsmall=items/wriggles-lantern.png] - Please for the love of God do not get this item. It's cost is basically the same as [imgsmall=items/philosophers-stone.png][imgsmall=items/heart-of-gold.png], which set you up far better for mid to late game, and actually help you gank more effectively. With wriggles you won't have the mana to both sustain your jungle AND gank. These two items are better in every way as you need to set yourself up for Mid/Late game a little more then other junglers. [img=items/phantom-dancer.png] - MROE SPEED FOR PASSIVE DAMAGE AND CRIT! No, don't get this ever. It's simply a wasted slot. It offers slightly better move speed then other items, but none of the survivability and Hecarim can't make good use of the other stats. You don't need attack speed, you don't need crit. [imgsmall=items/wits-end.png] - For some reason I've seen this a lot on Hecarim and it baffles me. If you want MR get [imgsmall=items/spirit-visage.png] and [imgsmall=items/hexdrinker.png], they are both cheaper and are better for Hecarim's play style. Once again your damage comes not from Auto Attacking, but on 40% CDR on his [imgsmall=skills/hecarim/q.png]. [imgsmall=items/the-black-cleaver.png][imgsmall=items/the-bloodthirster.png][imgsmall=items/infinity-edge.png] any AD item avoid like the plague. Your [img=skills/hecarim/q.png] and [imgsmall=skills/hecarim/e.png] might scale with AD, but these are simply not worth it. A squishy Hecarim is a worthless Hecarim.

Wait to take a point into anything until you know you aren't being invaded. I rarely choose to invade as Hecarim as it can be extremely hard to recover if it is botched. If you do choose to invade DO NOT TAKE YOUR [imgsmall=skills/hecarim/e.png]! If you fail, it will set you too far behind. Your [imgsmall=skills/hecarim/q.png] offers much better damage for an early invade and will still allow you to jungle effectively should you fail. [highlight][highlight]Hecarim's early game is a little lacking, so be cautious when you are not ganking.[/highlight][/highlight] [title]Normal Blue Route:[/title] Here's a Map with your normal Jungle and Gank routes (Drawn for Bot, simply reverse for top, [highlight]Yellow X is a waiting spot, and yes it looks ugly:[/highlight]) [imgext=http://i.imgur.com/zhUKf.jpg] If there are no invades, grab [imgsmall=skills/hecarim/w.png] and start at wolves. With some team help, you can finish off blue and hit wraiths with very little damage done. [highlight]have your team attack different wolves, if they do when your [imgsmall=skills/hecarim/w.png] is on you'll finish wolves and be onto blue with almost full life.[highlight] That's why taking [imgsmall=skills/hecarim/w.png] is better then starting with [imgsmall=skills/hecarim/q.png]. Getting a solid leash on blue, will allow you to finish with only about 1-2 bubbles of health missing. It becomes pretty easy to sustain yourself from here on out. After wraiths, hit wolves and head to red. After [imgsmall=summoners/smite.png] on red, hit wraiths again and you should hit level 4 and pick up your point in [imgsmall=skills/hecarim/e.png]. At level 4 and look to gank. From level 4 onward, you should constantly be looking for opportunities to gank the enemy team. You can be a heavy ganking jungler, so make use of it. Try to prevent from going back to base until you can pick up your [imgsmall=items/philosophers-stone.png][imgsmall=items/boots-of-speed.png]. Once you hit level 6, every time [imgsmall=skills/hecarim/r.png]is up, it should result in a kill. There are very few champions who can withstand your ganks with team support, so feel free to be agressive, [highlight]as long as your team is behind you.[/highlight] Once you can pick up your [imgsmall=items/heart-of-gold.png][imgsmall=items/spirit-visage.png] you can look to dive towers. Early game tower diving will be discussed more fully in the tower diving section. Aggression is the name of the game from here on out. Don't give the enemy team a chance to breath. You have incredible mobility and staying power. Avoid going back to base until you can pick up your next item. [highlight]If you get low you can pop into the jungle and heal up on jungle creeps instead of returning to base. With your items, you'll be surprised at how fast your health returns.[/highlight] [title]Aggressive Blue Start: [/title] If one of your lanes has been hard countered and you know you they will need help early, you can start more aggressively. Have your team give you a hard leash on blue so you can save your smite for an immediate red. Hit 3 and level your [imgsmall=skills/hecarim/e.png], then proceed to gank. Be careful though, if you botch your gank this can set you back quite a bit. [title]Super Aggressive Red Start:[/title] I don't recommend this at all, but if your team is pushing your to do a level 2 gank, pick up [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png] and put a point in your [imgsmall=skills/hecarim/q.png]. Start wraiths, then red and proceed to gank top. You have to make sure this is successful as if you fail, you will be so far behind it may be difficult to recover.

With his mobility and average jungling speed, you can counter jungle somewhat effectively, but you need to try to avoid early duels with most champions. Without team support you'll have trouble bringing an enemy jungler down fast enough before their team can come and assist. Typically only look to counter jungle after a gank, or when you know exactly where their jungler is. Here is a list of jungle match ups. The ones listed here are ones I have at least some experience with, as I counter more, I'll continue to plug them in. [img=champ/amumu.png] Amumu is pretty slow in the jungle, but pretty durable. You aren't in much danger of him counter jungling you, and you clear a little faster then him. He'll often start at blue, and look to go wraiths, then wolves before hitting red. If you can get a hard enough leash to save smite, you can sneak in and snag his red before he can get to it. Just be careful that you aren't spotted. If you get caught you're gone. However, if you are just starting out, feel free to just clear your own jungle and look to gank. You can get an advantage over an amumu early, and can effectively turn a lot of his pre and post 6 ganks around. When you see him coming to gank a lane, head straight to help. Try to stay out of range of his ult, and immediately follow his ult with yours. [highlight]Make sure to ult their damage dealers, not amumu![/highlight] By doing so you eliminate his ult's advantage, and have probably pushed their squishies into your team for a great turn around. [highlight]You scale better into late game, so don't be too discourage if you seem behind early/mid game.[/highlight] [img=champ/alistar.png] Alistar has a similar clear time and better ganks then you do. He will often gank right after blue, and there is little you can do to stop him. Picking up your [imgsmall=skills/hecarim/e.png] that early can set you far behind in the jungle, so you'll either have to show up, and just attempt to scare him off [highlight](GHOST HORSE RGWRGRWGRWG!)[/highlight] or just tell your team to play passively until you get hit level 3. He will probably not counter jungle you, and it's dangerous to attempt to counter jungle him unless you know he's ganking or dead. Once mid and late game rolls around, you will be more effective then him from your damage out put. If no one else is able to, look to peel alistar off your carries before ulting into an enemy team. Late game, Alistar can do nothing alone, so just do your best to peel and pounce on their carries to swing things in your favor. [img=champ/darius.png] I haven't had much experience against Darius, and the one's I have gone against have been pretty terrible. Counter gank him every time you can. If you see him heading to a lane, make sure you're there if at all possible. He can pull and slow, so if he does try to knock him off your carry. Your [imgsmall=skills/hecarim/r.png] is more effective then his ult during a skirmish, so use that to your advantage. Ult into their squishies and then use your [imgsmall=skills/hecarim/e.png] to try and knock him away. I would avoid attempting to counter jungle him, as you can't duel him early, and you have a very difficult time escaping from him. [img=champ/drmundo.png] Do not fight him! You cannot take a Mundo early, and have a very difficult time dealing with him late. He clears faster then you and will attempt to counter jungle you. Focus on clearing your jungle and counter ganking him. Your goal is to shut Mundo's ganks down, while trying to secure your own. This is one of the hardest match ups you will face as Hecarim. [img=champ/fiddlesticks.png] I haven't seem a fiddle jungle in awhile, but it does come up. You clear faster and might be able to win early duels if you catch him in his jungle. Look to counter jungle if you feel you can. You can completely screw his ganks over as everything about you can counter fiddle. Your [imgsmall=skills/hecarim/e.png] and [imgsmall=skills/hecarim/r.png] disables his drain. If he ults into your team, counter ult him and knock him away. A good Hecarim can render fiddlesticks useless at almost all stages of the game, just make sure to maintain vision whenever possible. [highlight]If he his ganking a lane and you are there, remember you can stand on top of your carry. He will have a hard time selecting them with skill shots, especially if smart casted.[/highlight] [img=champ/gangplank.png] GP is really weak in the jungle early and mid. You can try and stalk him by proper jungle timings. You can look to take him early by jumping him at his red, but be careful, it can go pretty badly if he gets assistance. You clear faster, you gank better, and you match up late game. GP is a really weak pick against Hecarim jungle, so do your best to make him regret it. Counter gank, counter jungle, counter his entire existence. [img=champ/hecarim.png] [highlight]WHAT?!?! YOU NO PLAY RANKED?!?!?![/highlight] This happens occasionally when playing with friends or trying new items. Most Hecarim's will not follow this style of play, and honestly they won't be able to match up mid or late game. They may have a slightly better early game, but you'll out class them as time goes on. [highlight]I can say without a doubt, with my build compared to Hecarims I have faced, I have never lost to them.[/highlight] Perhaps they were bad (as many Hecarim players have a tendancy to be), but this build has a 100% win rating Hec vs Hec. [img=champ/jarvaniv.png] Rare, but an effective choice. I haven't had to face too many Jarvan jungles yet, but I used to jungle him often before I picked up Hecarim, and have jungled against Hecarim as Jarvan. [highlight]Don't duel him early, you'll lose.[/highlight] I wouldn't risk attempting to counter jungle him either. He clears about as fast, if not faster then you, and his ganks are just as effective. Look to surprise counter gank him, as Jarvan ganks can really put him out of position if he is not expecting any resistance. If he ults your carries, [imgsmall=skills/hecarim/r.png] him back followed by [imgsmall=skills/hecarim/e.png], you can by enough time for your carry to escape if their flash is down. Alternatively, similar to [imgsmall=champ/amumu.png], you can [imgsmall=skills/hecarim/r.png] Jarvan's carries if he ults yours rendering his nearly useless. If for some reason Jarvan ults you (why?!) ult away, or into their carries, he really can't do anything to stop you. [img=champ/jax.png] Jax is a monster throughout the game. He clears slightly slower then you early on, and his ganks can put him out of position, so look to capitalize on them. [highlight]DO NOT DUEL HIM UNLESS YOU ARE FAR AHEAD![/highlight] Although your [imgsmall=skills/hecarim/q.png] goes through his dodge, you'll be in trouble 1v1. If he does catch you, wait until after he stuns to run out with your [imgsmall=skills/hecarim/e.png]. If you see him charging up his stun, start charging up you [imgsmall=skills/hecarim/e.png] and attempt to knock him right after he jumps on your carries. If done correctly, you can cause him to waste his stun. [img=champ/leesin.png] Lee Sin is a pain for any jungler. You can't duel him early, although you can mid-late game once you have your core and if you aren't behind. He will counter jungle you, so make sure you have [imgsmall=items/sight-ward.png]s in your jungle and on major gank routes. At level 1, have your top or bot lane guard your red, as he will most likely invade to try and snag it. If you feel you have the better level one team, grab [imgsmall=skills/hecarim/q.png] and try to defend it. If you dont, ask for a hard leash so you can save [imgsmall=summoners/smite.png], an try and snag his red. Ask your top lane to come help if you can, as lee, if he's not ganking, will try to grab it. Lee Sin has to make a large impact early game to make a difference late. Try to counter gank if you can, but don't throw your life away. If you can get ahead of lee by taking his jungle when he ganks, do so. If you can maintain a lead early, you will out class him late game, especially in team fight scenarios. [img=champ/malphite.png] You and Malphite serve similar roles for your team. Tanky junglers with good ganking and great team fight potential. Your jungle clear is faster, but his is safer. It's risky to duel him early, because if you realize you can't beat him, you will most likely not get away. He is tankier then you are early, but his attack speed reduction doesn't affect you as much as other junglers. Just remember that his "Q" follow up will do more damage based on your missing health, sort of a mini execute. He needs to start at blue, and will probably not gank until 3-4. He also will probably not counter jungle you aggressively, so you can focus on ganking and counter ganking the lanes he heads to. His pre-6 ganks are similar to yours in that they are only really effective against a single target, and rely heavily on team assistance. His post-6 ganks are also similar to yours in that he has a long range aoe disable, and can tower dive well. Mid to late game, you match up pretty evenly, although you will last longer in a team fight. This match up comes primarily down to who has the better skill. [img=champ/nautilus.png] Naut is a pain. One of the most frustrating champs in the world to deal with. Unbelievable ganks, and stupid amounts of cc. He's one of the few junglers that can and will gank lvl 2 right after blue, or more recently, right after red. You'll have trouble with him early, and counter ganking is risky because you can get caught easily with your [imgsmall=skills/hecarim/e.png] down. Try to counter jungle him when he goes in for early ganks (pre-4). Level [img=champ/nocturne.png] [img=champ/nunu.png] [img=champ/olaf.png] [img=champ/rammus.png] [img=champ/riven.png] [img=champ/sejuani.png] [img=champ/shaco.png] [img=champ/shen.png] [img=champ/shyvana.png] [img=champ/skarner.png] [img=champ/udyr.png] [highlight]More to be added[/highlight]

Hecarim is one of the most effective early game tower divers, however, it doesn't mean you simply charge your blue flamey horse torso into the enemy tower, slamming [imgsmall=skills/hecarim/q.png] and popping [imgsmall=skills/hecarim/w.png] and expecting to live. Early game tower dives are built around hit and runs with quick burst and some disable. You can start to consider diving once you finish your early game items ([imgsmall=items/boots-of-mobility.png][imgsmall=items/heart-of-gold.png][imgsmall=items/philosophers-stone.png]) Here are some tips to help make those dives more successful [highlight](Black lines are suggested routes with Yellow "X" as waiting place, again I know it looks ugly):[/highlight] [imgext=http://i.imgur.com/mff2h.jpg] First, when tower diving, try to avoid typical ward placements by cutting through the jungle and around side paths to an area of bushes behind the tower you intend to dive. When making these plays, timing is crucial, so being spotted by wards can really hinder these ganks. Second, make sure your team is well aware of what it is you are going to do [highlight]before you are doing it![/highlight] Ping, and choose your target. Tell them when you are going to be going so that they can follow you in as you tank the tower. Third, pre 6 or when your ult is on cooldown, take a path from the [highlight]opposite side[/highlight] of the tower that your team is on. This allows you to easily knock your target back into your team. When your ult is up, it's still best to follow the same path, but instead of doing your [imgsmall=skills/hecarim/r.png] + [imgsmall=skills/hecarim/e.png] combo, stagger them for efficiency. [imgsmall=skills/hecarim/e.png] them into your team, and once they try to run, flash, or use any disable, you can easily [imgsmall=skills/hecarim/r.png] to clean up, or to knock them right back in. Fourth, [highlight]DO NOT TOWER DIVE FULL HP TARGETS EARLY GAME![/highlight] There are rare exceptions if you have additional help from other lanes, or if your teammate(s) in the lane are extremely fed. Look to dive if the target is around half health, or nearly out of mana. Be very careful diving against champs like [imgsmall=champ/alistar.png], [imgsmall=champ/blitzcrank.png], [imgsmall=champ/leona.png], or others with great disables, unless you know they are on cooldown, they are nearly out of mana, or your lane is decently fed and can take out your primary target quickly. Last, don't sit at the tower long. A good method is to count your [imgsmall=skills/hecarim/q.png]'s. After 2 [imgsmall=skills/hecarim/q.png]'s look to get out of tower range. If you feel like you can stay for one more feel free to do so, but remember, if the lane picks up a kill on you, then for all practical purposes your dive was worthless. [highlight]Remember to give your teammate the kill whenever possible.[/highlight] That way if you do end up dying, your team still comes out ahead with a kill and an assist, versus just a kill. [highlight]If you get the kill and then die to the enemy champs, you have most likely set your teammate even further behind.[/highlight] A side tip: If anyone is recalling with approximately 25% health or less, it is free food for Hecarim, especially when [imgsmall=skills/hecarim/r.png] is up. Nom that right up and get out.

Mid Game starts around the time the first towers start falling, and you start to complete your core items ([imgsmall=items/spirit-visage.png][imgsmall=items/frozen-heart.png][imgsmall=items/the-brutalizer.png]). [highlight]This is your time to strongly swing things in your favor.[/highlight] Try to maintain that aggression from your early game, and hit anyone who pops out of position. With your mobility you can be be anywhere on the map that you need to be very quickly. Whenever your ult is up, look for a chance to kill. [highlight]Try to help maintain vision around the map by picking up some [imgsmall=items/sight-ward.png]'s, so you can be where you need to be at the right time.[/highlight] Feel free to dive liberally [highlight](but not stupidly)[/highlight] at this time as there are very few people who can withstand your vastly increased damage out put and disables with team support, and since you are building tanky, you can usually run away from any bad situation. [highlight]The enemy team will not be expecting you to be as strong as you are, use that to your advantage. 40% CDR is the difference between 100 DPS and 500 DPS on your [imgsmall=skills/hecarim/q.png], and so you will be doing massive damage seemingly out of nowhere![/highlight] Look to engage team fights often, as the enemy team will often be over confident, and focus you, only to realize they lost the fight before it began. Every time they gank, look to turn it. Hecarim is one of the best counter initiators in the game. [highlight]Look to dive on either their AD or AP carry and just take them apart.[/highlight] Between [imgsmall=skills/hecarim/r.png] and your [imgsmall=skills/hecarim/e.png] try to knock their carries into your team, which will result in a won team fight almost every time.

Late game is all about Baron Control and team fights, and pushing at the right time. You excel at these three things. If you are the primary initiator on your team, make sure to be the one to call the shots. [highlight]Communication is key at this point as any screw up will result in GG's being thrown out. [/highlight] Make sure to ping or point out exactly who you will be isolating to make sure your team has the proper focus. After an [imgsmall=skills/hecarim/r.png] + [imgsmall=skills/hecarim/e.png] combination, stay on their carries, spamming your [imgsmall=skills/hecarim/q.png] and hitting [imgsmall=skills/hecarim/w.png] whenever it's up. You scale better then most tanky initiators so don't be afraid to slam your way through people. If you aren't the primary initiator (very rare but it happens), make sure you stick to your AD carry, covering his movements with your massive horse body. [imgsmall=skills/hecarim/r.png] and [imgsmall=skills/hecarim/e.png] allow for amazing peeling, and you do enough damage on anyone who jumps your carries to send them packing. Always keep one eye on Baron and don't be afraid to go for steals. As said before you are one of the best, if not the best Baron stealer in the game. If you do go for a Baron steal [highlight]Make sure your [imgsmall=summoners/ghost.png], [imgsmall=skills/hecarim/e.png], and [imgsmall=items/youmuus-ghostblade.png] or [imgsmall=items/shurelyas-reverie.png] are off cool down.[/highlight] That way if you snag the steal, and your team is back, you have a chance to get out before you drop. Activate [imgsmall=skills/hecarim/w.png] and start spamming [imgsmall=skills/hecarim/q.png] when you dive, and even as they chase you. You can heal an unexpected amount of health as you run, often enough to keep you alive. As you push into their base, or as they push into yours, look to jump on any out of position squishy heroes.

I personally love Twisted Tree Line and play it often. Hecarim has everything you need to be a successful 3's champion, mobility, tankyness and damage. My Twisted Treeline Hecarim has actually been so successful, that I'm beginning to wonder if he's a better 3's champion then a 5's. [title] Masteries:[/title] [imgext=http://i.imgur.com/0At0n.jpg] Here is what I typically use for Hecarim in 3's. It gives you nice early game dominance, and the extra speed for quick ganks. Mobility is extremely important in 3's, so you have to maximize what you can. The health and damage resistance is for early lane bullying, and the 1 point into offense is to beef up your [imgsmall=summoners/ghost.png] and [imgsmall=summoners/ignite.png], those small changes can give you a solid early/mid game. [title]Item Build:[/title] [highlight]Start:[/highlight] [imgsmall=items/boots-of-speed.png][imgsmall=items/health-potion3.png], with the early [imgsmall=items/boots-of-speed.png] and your Runes/Masteries you will have 398 starting MS. This can really help to give you early lane dominance, and chasing ability. Anyone without a usable disable can be chased down and killed with [imgsmall=skills/hecarim/q.png] and auto attacks. Later pick up [imgsmall=items/mercurys-treads.png] or [imgsmall=items/ninja-tabi.png] instead of [imgsmall=items/boots-of-mobility.png]. Other then that, I typically follow the same item builds, adjusting to the alternative items suggested as needed. Some items that are more useful in 3's for Hecarim are: [imgsmall=items/guardian-angel.png][imgsmall=items/thornmail.png][imgsmall=items/zekes-herald.png][imgsmall=items/sunfire-cape.png]. This is of course not to the detriment of your core (except possibly switching [imgsmall=items/spirit-visage.png] for [imgsmall=items/zekes-herald.png], but only if you are against NO AP or you have a big AUTO ATTACKING team). These items are discussed in the Alternative Item section above. [title]Skill Build:[/title] Start with [imgsmall=skills/hecarim/q.png], you put out a surprising amount of damage in early game skirmishes, so don't be afraid of picking a fight. [highlight]DO NOT START WITH [imgsmall=skills/hecarim/e.png]![/highlight] It sounds very attractive, but it's rarely ever worth it. You may get flamed for it, but your [imgsmall=skills/hecarim/q.png] is simply more effective in a level 1 fight, and during the early lane phase. Starting with your [imgsmall=skills/hecarim/e.png] will cause problems for you once the laning phase starts. It has a long cooldown, and your team rarely has anything to follow it up with, so you will have a lot less lane presence then you would from your [imgsmall=skills/hecarim/q.png] harass. The goal early on is to push hard and gank aggressively. Hecarim does this well. Spam your [imgsmall=skills/hecarim/q.png] to push the lane and look to gank. You can pick up [imgsmall=skills/hecarim/e.png] at level 2 if your team is looking to be extremely aggressive, but I prefer to grab 1 or 2 points (depending on how strong the lane I'm up against is) of [imgsmall=skills/hecarim/w.png] to allow you to sustain a little better. Just because you're a bully, doesn't mean you can neglect your sustain, as it is still one of Hecarim's strongest 3's attributes. [title]Game Description:[/title] Early game revolves around pushing and ganking. Make sure to communicate with your team on both. You want to have a lane partner who can match your aggression and pushing potential, who can also gank effectively. Make sure to grab a [imgsmall=items/vision-ward.png] for Red and Dragon [highlight]On your first back![/highlight] Trust me on this, it will save your life. Here are some examples that my friend and I have successfully run: [imgsmall=champ/darius.png][imgsmall=champ/gangplank.png][imgsmall=champ/jax.png][imgsmall=champ/lulu.png][imgsmall=champ/rumble.png][imgsmall=champ/volibear.png]. Mid/Late game revolves around Dragon and Jungle control, while pushing when possible. With as small as this map is, there shouldn't be any fight that you can't get involved in. Make sure to constantly keep [imgsmall=items/vision-ward.png]'s at Red and Dragon. Doing this will give you a major advantage throughout the game. Be careful about snagging the inhibs too early as it is far easier to turtle and then come back on 3's then on 5's. Only take out the inhibs if you need some fast dragon control, or you are pushing to win. All in all, I think this style of Hecarim will give you a great 3's experience.

I'm happy to discuss any of the suggestions I've made in this guide, but I guarantee that if you try this style of Hecarim, you will see how effective it is, so give it a shot before you criticize. I will try to get this updated as I can. Here's a regular update of what I will be testing and adding to this guide: [highlight]1. Hecarim Top Lane[/highlight] - Decided to scrap the top lane portion of the guide. I realized I simply don't have the time to spend attempting to do it properly, so I'll focus more on jungle and TT Hecarim. 2. Doing some additional testing on 3v3 Hecarim[/highlight] - Just played a couple of matches today (July 31st going 15/2/6 and 8/1/9). Hecarim may be an up and comer for ranked 3s, after a little more testing I'll bulk up the Twisted Tree Line section of this guide. [highlight]Done for the most part![/highlight] [highlight]3. Testing on[/highlight] [imgsmall=items/sunfire-cape.png][imgsmall=items/thornmail.png][imgsmall=items/force-of-nature.png] - These items show a lot of promise in particular situations, so hopefully I'll be able to place some more detail on these in the item section within a couple of weeks. [highlight]4. Replacing Text with Images -[/highlight] Once I get this guide fully written, I'll go through and replace things like "Q" with [imgsmall=skills/hecarim/q.png] to make it a little easier. [highlight]Done![/highlight] Thanks for reading, and I hope you enjoy the CDR Tank Monster Hecarim.

Comments coming soon!
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