Matchup
You are stronger early — look to snowball before your opponent scales.
Build vs Hecarim
Build adapted to this matchup
Starting items
Core build
Standard
Summoner spells
Anti AD
Anti AP
Anti Tank
Other options
Power Spikes
Strength by game phase
Hecarim's abilities
Passive, spells and ultimate
Hecarim gains Attack Damage equal to a percentage of his bonus Move Speed.
Cooldowns
Cooldowns by spell rank
| Level | Q | W | E | R |
|---|---|---|---|---|
| 3 | 4s | 14s | 20s | – |
| 6 | 4s | 14s | 20s | 2m20 |
| 9 | 4s | 14s | 20s | 2m20 |
| 11 | 4s | 14s | 20s | 2m |
| 16 | 4s | 14s | 18s | 1m40 |
| 18 | 4s | 14s | 16s | 1m40 |
Playing against Hecarim
How to counter and exploit weaknesses
Hecarim is very dependent on movement speed — slows are devastating against him.
His E (charge) can be stopped by hard CC — a stun or knockup during his charge stops him dead.
He's relatively squishy if he doesn't build tanky — burst him before he drains with his W.
Ward deep in his jungle: Hecarim wants to charge from fog of war, vision nullifies his ganks.
Source: op.gg + LTL Engine · Patch 16.9.1 · May 9, 2026