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ARAM

Hecarim ARAM Build 26.21

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Hecarim is made for the grouped Abyss fight, charging Devastating Charge across the bridge to knock the packed enemy back and slamming into the clump. Onslaught of Shadows fears the whole team at once, and Spirit of Dread heals him off the constant AoE of a permanent 5v5, replacing the recall he never gets. Build tanky and he never stops running them down.

#127 of 170 champions this patch · 78 games
Win rate46.2%−8.3Games78Pick rate2.4%Last 8 patches−4.1 since 26.14Damage profilei
AP
AD
AP 17%AD 79%True 4%
DifficultyiModerateRewards fundamentals
ClassicModernARAMCounter
ARAM BalanceDamage dealt+5%Damage taken-10%Healing done+20%Ability haste+101 ability change ↓

Hecarim Item Build

Because Warpath converts bonus move speed straight into attack damage, Hecarim's Abyss build treats movement and ability haste as offensive stats, not just engage tools. The single long bridge lets a Devastating Charge build to full speed, so the more he itemizes speed the harder Rampage cleaves, and enough health rounds it out to sit in the grouped fight and keep the speed-into-damage loop spinning.

Standard loadout · Hecarim The consensus path — reliable spikes, no dead time.
Starting items 1400g Boots×1Long Sword×2Tear of the Goddess×1 Core path · click an item for its recipe ››› Boots Mercury's Treads72% · 44.1%Plated Steelcaps28% · 61.5%
Situational items
vs AP threatsbuy this gameTheir damage is mostly magic — stack magic resist before their second item.SSpirit Visage2343.5%
vs stacked resistsbuy this gameWhen resists stack, penetration beats raw stats — swap a damage slot.BBlack Cleaver1163.6%MMuramana3151.6%

Best Hecarim Runes

Conqueror rewards the way Hecarim swings the Abyss fight, sprinting into the packed team and cleaving everything at once. His Rampage hits the whole clump and his ultimate fears the group apart, and the constant 5v5 means there is always a pile to charge into. Build the page around the speed and sustain that keep him crashing back in.

The pre-game page Conqueror · Precision + Sorcery · keystone + 5 runes + 3 shards
Precision Primary ConquerorGain stacks of adaptive force when attacking enemy champions. After reaching 12 stacks, heal for a portion of damage you deal to champions. Triumph86% · 43.3%Legend: Haste83% · 44.6%Last Stand42% · 54.5% Keystone plus three minors from Precision, two from Sorcery, then three shards — no runebook, no masteries.
Sorcery Secondary Celerity51% · 37.5%Nimbus Cloak49% · 39.5%
Stat shards OffenseAttack Speed+10% Attack SpeedFlexAdaptive Force+9 Adaptive ForceDefenseHealth Scaling+10–180 Health (by level)
Shards give +10%Attack Speed+9Adaptive Force+10–180 Health (by level)
Get Spear of Shojin online, then Death's Dance, and build Hecarim to ram through the entire enemy team. Devastating Charge turns the length of the bridge into a runway, so he hits the clumped choke at full speed and knocks bodies back, while Spirit of Dread heals him off all the damage flying around the pile. Stack the items that let him engage, cleave, and come out healthy with no recall.

Hecarim Skill Order

Devastating Charge runs a 16 to 12 second cooldown on the Abyss, cheap enough to sit at one rank until 14 while Rampage takes the points at 4, 5, 7 and 9. Spirit of Dread fills the middle from 8, keeping the cleave and the drain scaling together.

Skill order · Hecarim R at 6 / 11 / 16 — always
PriorityRR›QQ›WW›EE›Max Q first; W at level 2.
Lv 123456789101112131415161718
Q14579max 9
W28101213max 13
E314151718max 18
R61116max 16
Rampage cleaves a team packed onto the choke, so ride Q to max first, then W, then E. That cleave plus Spirit of Dread is how he heals through the whole fight, so more Rampage means more sustain in the scrum. Line up Devastating Charge with the walls to knock the clump around, and open with the fear ultimate.

Hecarim ARAM Abilities

Spirit of Dread is the sustain engine nobody talks about, handing Hecarim armor and magic resist while siphoning health from a slice of whatever damage nearby enemies take. Feed it the cleave from Rampage in a clustered fight and every enemy bleeding to that AoE tops him back up.

Abilities on the Abyss · Hecarimpatch 26.22 · Abyss-tuned numbers · click an ability · all ranks shown
WarpathPassivePRampageMax 1stQSpirit of DreadMax 2ndWDevastating ChargeMax lastEOnslaught of ShadowsUltRRank-up levels here match the skill order below.
RampagePhysical damageMax 1stStatLV 1rank 1LV 4rank 2LV 5rank 3LV 7rank 4LV 9MAXDamagevaries per rank+90% bonus ADlv 16360lv 49590lv 5126120lv 7158150lv 9189180Cost-2 per ranklv 128lv 426lv 524lv 722lv 920Constant at every rankCooldown4ssame at all ranks
Abyss changeloghow the Abyss re-balances Hecarim: entries touching the selected ability light upDamage dealt+5%champion tuningDamage taken−10%champion tuningHealing done+20%champion tuningAbility haste+10champion tuningDevastating ChargeCooldown changed to 16 to 12 seconds.

Hecarim Base Stats

Base stats · HecarimPatch 26.22
Base statslevel 1 · +per levelAD66+3.7AS0.67+2.5%MS345Range175HP625+106HP57+0.75Armor32+5.45MR32+2.05MP280+40MP57+0.8
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