// Recommended builds

The best trait and item combination at every level, 2 stars, by effective health.

Level 6Gargoyle StoneplateWarmog's ArmorSpirit Visage18,532effective health
CalculatorFind the comp
Level 7Gargoyle StoneplateWarmog's ArmorSpirit Visage18,532effective health
CalculatorFind the comp
Level 8Warmog's ArmorGargoyle StoneplateDragon's Claw20,073effective health
CalculatorFind the comp
Level 9Warmog's ArmorGargoyle StoneplateDragon's Claw20,073effective health
CalculatorFind the comp
Level 10Warmog's ArmorGargoyle StoneplateDragon's Claw20,073effective health
CalculatorFind the comp

Every level and star level below

// Top items

What each item adds on its own, in effective health, with no other item.

Sterak's Gage+2,868
Gargoyle Stoneplate+2,863
Crownguard+2,672
Warmog's Armor+2,582
Bloodthirster+2,578
Spirit Visage+2,498
Protector's Vow+2,419
Adaptive Helm+1,529
Dragon's Claw+1,516
Evenshroud+1,355
Sunfire Cape+1,210
Steadfast Heart+1,155

Builds by level

Every combination of Hecarim's own traits that a comp of the chosen level can reach, ranked by the effective health of its best defensive build under the chosen incoming damage stream (half physical, half magic). Numbers open the Tank Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.

Level
Stars
Damage per second
Debuffs on the tank
/ 20
#TraitsBest buildEffective health · no itemsEffective health · with buildDeathOpen
Vanguard 6Warmog's ArmorGargoyle StoneplateDragon's Claw6,64620,073survives the roundCalculatorFind the comp
Vanguard 6Elderwood 3Warmog's ArmorGargoyle StoneplateDragon's Claw6,64620,073survives the roundCalculatorFind the comp
Vanguard 4Gargoyle StoneplateWarmog's ArmorSpirit Visage5,91518,532survives the roundCalculatorFind the comp
Vanguard 4Elderwood 3Gargoyle StoneplateWarmog's ArmorSpirit Visage5,91518,532survives the roundCalculatorFind the comp
Elderwood 5Vanguard 4Gargoyle StoneplateWarmog's ArmorSpirit Visage5,91518,532survives the roundCalculatorFind the comp
Vanguard 2Gargoyle StoneplateWarmog's ArmorSpirit Visage5,12316,916survives the roundCalculatorFind the comp
Elderwood 3Vanguard 2Gargoyle StoneplateWarmog's ArmorSpirit Visage5,12316,916survives the roundCalculatorFind the comp
Elderwood 5Vanguard 2Gargoyle StoneplateWarmog's ArmorSpirit Visage5,12316,916survives the roundCalculatorFind the comp
Elderwood 7Vanguard 2Gargoyle StoneplateWarmog's ArmorSpirit Visage5,12316,916survives the roundCalculatorFind the comp
No traitsGargoyle StoneplateSpirit VisageDragon's Claw2,97013,451dies at 23 sCalculatorFind the comp
Elderwood 3Gargoyle StoneplateSpirit VisageDragon's Claw2,97013,451dies at 23 sCalculatorFind the comp
Elderwood 5Gargoyle StoneplateSpirit VisageDragon's Claw2,97013,451dies at 23 sCalculatorFind the comp
Elderwood 7Gargoyle StoneplateSpirit VisageDragon's Claw2,97013,451dies at 23 sCalculatorFind the comp

// Cast timeline

3.00 smana lock per cast
3.00 scast windoweffect 0.50 s

From the mana bar filling until mana can come in again. No mana comes in during this time.

0 / 110mana at start / to cast
+5mana per attack
0.65attacks per second
0.32 sattack delay: from the start of an attack until it hits
0.30 safter the hit until it can cast or attack again
0.0 s0.65 attacks/s0/110
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • effect

First cast at 32.92 s with 0.65 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 110/110: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 3.00 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.50 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 3.00 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 3.32 s at base attack speed (the attack delay is 21% of the attack animation).
  5. Attack loop: the attack lands at 21% of the attack animation (mana granted) and unlocks at 40%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  6. Mana gain: 5 per attack; combat starts at 0/110.
  7. Overflow is banked: mana past 110 from attacks or regen is kept through the cast (108/110 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Itemized Roles

Main TankSolidWarmog's ArmorGargoyle StoneplateSpirit Visage

3-cost AP Tank (game role tag). Tanks take the frontline item set. Mana lock 3.00 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.