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Recommended Items
Spells:
Smite
Exhaust
Items
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Attack Speed(3)
Armor Pen(6) I run the ArP(6) and AS(3) in the jungle because Hecarim doesnt need the attack speed too much because of his Q and W and the Armor pen is going to help late game and his AS is going to be buffed through items
Armor(9)These are pretty much essential on most junglers because of the effective health you get to block from autoattacks and physical damage
Scaleing MR(9)These are taken because Magic damage isn't going to be all to damaging early and it supplies more than the Flat MR late game
Movement Speed(3) Hecarim is a champion who gets more powerful through speed, and the fact that his passive helps make him fast, tanky, and damaging is just great
Armor Pen(6) I run the ArP(6) and AS(3) in the jungle because Hecarim doesnt need the attack speed too much because of his Q and W and the Armor pen is going to help late game and his AS is going to be buffed through items
Armor(9)These are pretty much essential on most junglers because of the effective health you get to block from autoattacks and physical damage
Scaleing MR(9)These are taken because Magic damage isn't going to be all to damaging early and it supplies more than the Flat MR late game
Movement Speed(3) Hecarim is a champion who gets more powerful through speed, and the fact that his passive helps make him fast, tanky, and damaging is just great
I take 0/21/9 masteries.
These are aimed at getting what you can out of the defense tree and getting your runic affinity from utility. This setup makes Hecarim very tanky early and through mid to late game. This is helped by the mastery point, Legendary armor, that gives 5% increased armor and magic resist. These runes are essential to Hecarim if you wish to play him starting with cloth armor and five health potions in the jungle. You can try using 9/21 masteries but i don't see the first 9 points in offense benefiting Hecarim.
These are aimed at getting what you can out of the defense tree and getting your runic affinity from utility. This setup makes Hecarim very tanky early and through mid to late game. This is helped by the mastery point, Legendary armor, that gives 5% increased armor and magic resist. These runes are essential to Hecarim if you wish to play him starting with cloth armor and five health potions in the jungle. You can try using 9/21 masteries but i don't see the first 9 points in offense benefiting Hecarim.
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