
Hecarim Build
the Shadow of War
Hecarim is a spectral fusion of man and beast, cursed to ride down the souls of the living for all eternity. When the Blessed Isles fell into shadow, this proud knight was obliterated by the destructive energies of the Ruination, along with all his cavalry and their mounts. Now, whenever the Black Mist reaches out across Runeterra, he leads their devastating charge, reveling in the slaughter and crushing the foe beneath his armored hooves.
Hecarim Jungle Build
The most played Hecarim Jungle build on patch 26.21 runs Stormraider's Surge with Nimbus Cloak, Celerity and Waterwalking, plus Legend: Haste and Triumph from the secondary tree. Take Smite and Ghost. Start with Gustwalker Hatchling, then build Ionian Boots of Lucidity, Spear of Shojin and Death's Dance, followed by Endless Hunger, Maw of Malmortius and Sterak's Gage. Max Q (Rampage) first, then W (Spirit of Dread), then E (Devastating Charge). It has a 48.0% win rate and a 4.2% pick rate.
Runes
Primary
Stormraider's Surge
Dealing 25% of a champion's maximum health grants a burst of MS and Slow Resist.
Stormraider's Surge
Dealing 25% of a champion's maximum health within 3s grants 48% Move Speed and 50% Slow Resistance for 4s. Move Speed is 75% effective for ranged champions. Cooldown: 20s - 10s
Nimbus Cloak
After casting a Summoner Spell, gain a short Move Speed increase that allows you to pass through units.
Nimbus Cloak
After casting a Summoner Spell, gain a Move Speed increase that lasts for 2s and allows you to pass through units. Increase: 15% - 45% Move Speed based on the Summoner Spell's cooldown. (Higher cooldown Summoner Spells grant more Move Speed).
Celerity
All Move Speed bonuses are 7% more effective on you and gain 1% Move Speed.
Celerity
All movement bonuses are 7% more effective on you and gain 1% Move Speed.
Waterwalking
Gain MS and AP or AD, adaptive in the river.
Waterwalking
Gain 10 Move Speed and 13 - 30 Adaptive Force (based on level) when in the river. May you be as swift as the rushing river and agile as a startled Rift Scuttler.
Secondary
Legend: Haste
Takedowns on enemies grant permanent Basic Ability Haste.
Legend: Haste
Gain 1.5 basic ability haste for every Legend stack (max 10 stacks). Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Triumph
Takedowns restore 5% of your missing health and grant an additional 20 gold.
Triumph
Takedowns restore 5% of your missing health, 2.5% of your max health, and grant an additional 20 gold. 'The most dangerous game brings the greatest glory.' —Noxian Reckoner
Summoner Spells
Smite
Cooldown 15s
Smite
Cooldown 15s
Deals true damage to a monster or minion.
Ghost
Cooldown 240s
Ghost
Cooldown 240s
Gain Move Speed and ignore unit collision for the duration.
Skill Priority
QRampage
Cooldown 4s · 28/26/24/22/20 Mana
Hecarim cleaves nearby enemies dealing physical damage. If Hecarim damages at least one enemy, he increases the damage and lowers the cooldown of subsequent Rampages.
WSpirit of Dread
Cooldown 14s · 50/55/60/65/70 Mana
Hecarim gains Armor and Magic Resist. Hecarim deals magic damage to nearby enemies, and gains Health equal to a percentage of any damage those enemies suffer.
EDevastating Charge
Cooldown 20/19/18/17/16s · 60 Mana
Hecarim gains increasing Move Speed and can move through units for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
Item Build
Full build 16,700gStarting Items
Gustwalker Hatchling
450g
Gustwalker Hatchling
Jungle Companions Summon a Gustwalker that assists you against monsters. The companion grows as you hunt monsters, empowering your Smite. When fully grown, it completes your Jungle Quest and grants Move Speed upon entering brush, increased when killing large monsters.
Core Build
1Ionian Boots of Lucidity
900g10 AH · 45 MS
Ionian Insight
Ionian Boots of Lucidity
900g- 10 Ability Haste
- 45 Move Speed
Ionian Insight Gain 10 Summoner Spell Haste.
2Spear of Shojin
3,100g45 AD · 450 HP
Dragonforce · Focused Will
Spear of Shojin
3,100g- 45 Attack Damage
- 450 Health
Dragonforce Gain 25 Basic Ability Haste. Focused Will Dealing damage with Abilities increases your Champion's Ability and Passive damage by 3% for 6 seconds. (stacks 4 times).
3Death's Dance
3,300g60 AD · 50 Armor · 15 AH
Ignore Pain · Defy · Ignore Pain's
Death's Dance
3,300g- 60 Attack Damage
- 50 Armor
- 15 Ability Haste
Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
4Endless Hunger
3,100g65 AD · 5% Omnivamp · 20% Tenacity
Famine · Feast
Endless Hunger
3,100g- 65 Attack Damage
- 5% Omnivamp
- 20% Tenacity
Famine Gain Ability Haste based on your Bonus AD. Feast When a champion that you damaged recently dies, gain Omnivamp for a moderate duration.
5Maw of Malmortius
3,100g60 AD · 15 AH · 40 MR
Lifeline
Maw of Malmortius
3,100g- 60 Attack Damage
- 15 Ability Haste
- 40 Magic Resist
Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and 10% Omnivamp until end of combat.
6Sterak's Gage
3,200g400 HP · 20% Tenacity
The Claws that Catch · Lifeline
Sterak's Gage
3,200g- 400 Health
- 20% Tenacity
The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
Abilities & Skill Path

Warpath
Hecarim gains Attack Damage equal to a percentage of his bonus Move Speed.
QRampage
Cooldown 4s · 28/26/24/22/20 Mana
Hecarim cleaves nearby enemies dealing physical damage. If Hecarim damages at least one enemy, he increases the damage and lowers the cooldown of subsequent Rampages.
WSpirit of Dread
Cooldown 14s · 50/55/60/65/70 Mana
Hecarim gains Armor and Magic Resist. Hecarim deals magic damage to nearby enemies, and gains Health equal to a percentage of any damage those enemies suffer.
EDevastating Charge
Cooldown 20/19/18/17/16s · 60 Mana
Hecarim gains increasing Move Speed and can move through units for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
ROnslaught of Shadows
Cooldown 140/120/100s · 100 Mana
Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, causing nearby enemies to flee in terror.