Talk:Hecarim/@comment-68.42.26.63-20120911054829

Boots of Mobility, Trinity Force, Frozen Heart, Maw of Malmortius, Warmogs, and Youmuu's, in the jungle.

Boots of Mobility are a must. Combined with his E, anyone even a litle out of position on a gank is getting caught, regardless of wards. With these and Trinity, your AD bonus goes up to about 80 when you're charging in. Plus, it frees up your quintessences from having to use MS ones because of diminishing returns. With MS quints, 503 MS. Without, 487 MS. 5 MS a quint isn't worth it.

TF for obvious reasons.

Frozen heart is great for CD, survivabilty, and hampering enemy AD. I've only started trying out CDR, but it definitely seems nice, vastly speeding up Q and the cooldown on your ult, plus it allows you to E into a teamfight and have it up again fast enough to use it on the runners afterwards.

Maw, because AD is good, and if there's one thing this build is missing it's MR. Swap it out for something like a Banshee's if their AP is fed. Don't get Force of Nature, diminishing returns ruins the move speed on it.

Warmogs is good for general tankiness. Mallet is redundant with TF, and while Sunfire is alright sometimes, its generally armor overkill with the FH and mandatory armor seals. W isn't reliable enough to keep you alive in teamfights. This is.

Youmuu's has absolutely amazing synergy with Hec/this build. CDR stacks with Glacial Shroud/Frozen Heart, crit stacks with TF, ArPen and AD are always nice, and the active is a mini Ghost/Surge combination that allows you to get to the target and finish the job with increased dps/Phage-TF procs.

As with most builds, you're going to have a hard time getting the whole thing in. Luckily, the sub-items here are very obtainable and useful on their own. Boots -> Phage (for ganks) -> TF -> Giant's Belt/Brutalizer/Glacial Shroud/Hexdrinker (as you see fit) -> finish them all off. I recommend getting at least the MR portion of Hexdrinker first just to keep yourself alive.

Enjoy.