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 builds for Wild Rift
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Hecarim gains Attack Damage equivalent to 12%-24% of his additional Movement Speed (scales with level).
Tap: Hecarim charges his halberd for up to 0.75s, increasing the area in which he deals damage.
Cast: Hecarim swings his halberd, dealing up to 10/20/30/40 + 110% of Physical Damage based on charge time.
If Hecarim hits an enemy champion or large monster with a full charge, he lands a Critical Hit for 120% damage and gains 40% additional Movement Speed that decays over 3s. This also empowers his next Rampage within the next 8s, causing it to deal 135% damage.
Spirit of Dread
Gains 6/12/18/24 Armor and Magic Resistance and heals himself for 5/10/15/20 + 1% of his Health. Deals 15/20/25/30 + 20% Magic Damage over 4s to nearby enemies.
Dealing damage to enemies heals him for [20 + 2% bonus AD]% of the damage dealt as Health. Healing from minions and monsters is reduced by 50% and capped at 90/130/170/210 Health.
Gains 25% Movement Speed, which increases to 65% over 4s. Hecarim will dash towards the enemy if his next attack is within 5s, dealing 5/10/15/20 + 30% bonus AD Physical Damage and knocking back the target. He will also pursue the knocked back enemy. The remaining duration of this ability is paused during Onslaught of Shadows.
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 150/250/350 + 100% Magic Damage. At the end of the charge, he releases a shockwave that causes Fear for 0.75-1.5s (the duration increases based on the charge distance).