Hecarim Build Guide by zorxx
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Welcome to my Hecarim jungle guide. In this guide I will explain my item,runes and masteries choises and how to jungle as Hecarim.
Some things to say:
-Everything in this guide is my opinion. If you don't agree with my choises let me know in the comments, before you downvote. Im always up on a discussion about Hecarim and maybe I can change things in my guide. Just check it again after some hours or a day.
-English is not my native language. If you see any mistakes let me know in the comments and I correct them.
Since his first sighting on the northwestern shores of Valoran, the towering, armored specter known as Hecarim struck a chilling fear into the hearts of all who laid eyes upon him. No one had ever seen anything like his titanic, ethereal form before, and the mystery of his sudden arrival was deeply unnerving. When Hecarim began to march eastwards, leaving a trail of desolate, lifeless ground behind him, the villagers of the plains fled their homes for the safety of nearby Demacia. In the city's now-overcrowded taverns, rumors about this inhuman phantom spread in hushed whispers. Some claimed that he was the vengeful shade of an ancient warrior, intent on destroying all living beings; one man insisted that they had seen him leading an entire legion of spectral cavalrymen; others still believed him to be the creation of some hateful necromancer. One Demacian commander, seeking to dispel the terror that had gripped the city, assembled a few of his finest soldiers and rode out to turn back or destroy Hecarim.
The commander led his soldiers to stand in Hecarim's path and braced for his assault. As the apparition bore down on them, an overwhelming sensation of dread gripped the warriors. The men, frozen in fear, could only scream as the ghostly titan ran them down, tearing them apart and trampling them beneath his iron hooves. Hecarim turned to the crippled, cowering commander and uttered a chilling statement: ''This is merely the beginning. No mortal army can withstand the might of the Shadow Isles.'' With that, Hecarim departed, resuming his grim march. Driven to insanity by his nightmarish experience, the commander stumbled back to Demacia, where his dire warnings were dismissed as the ravings of a madman. While Hecarim's origin and intent were still a mystery, his destination became clear when he reached the Institute of War and, in a voice both ominous and commanding, demanded entry into the League of Legends.
''You don't understand...the shadows will consume us all...''
-- Former Demacian Commander
Pros / Cons
+ Great Jungler
+ Good Ganks
+ Extremly Strong Initiator
+ Good Sustain in close-proximity fights
- Relies heavily on movement speed
- Relatively long cooldown on ultimate
- Mana dependent in early game
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
I use attackspeed runes because it makes jungling easier and I think they are great on Hecarim. Armor seals are for a better survibility. Makes jungling also easier. Magic resistence glyphs are for a higher survibility against AP spells (good for ganking mid). Movementspeed Quintessences are for faster jungling and they also give Hecarim more damage due to his passive.
I think I don't need much explanation here. 21 points in offense to get the AD abilities and 9 points in defense to get more health and armor.
If you don't need the health or just think a 20% increased buff duration is better take these masteries:
Your main damage tool is Rampage so you max it first. Your 2nd important ability is Spirit of Dread. In my opinion it's not that good but it heals you, what helps you while jungling. An early point in Devastating Charge is enough for great ganks. Onslaught of Shadows is a great ability for initiating a fight or to gank.
Take Ninja Tabi only if you have a big problem against AD carrys. Mercury's Treads is a good choise if you need more magic resistence or there is much CC. I would mostly recommend Boots of Mobility for a higher mobility, what is great on Hecarim.
Wriggle's Lantern is a must have item for every jungler. You get armor, damage, lifesteal, a 20% chance to deal 425 magic damage to a minion or monster and you get a free ward every 3 minutes. Trinity Force is great on Hecarim. You get all the things you need. Sheen is great because Rampage has almost no cooldown.
This is a great item because Hecarim needs lots of health because he is an initiator.
To get more damage you take this item now. You also get more armor. You will need it.
Attackspeed is not the best on Hecarim but this gives you a big amount of movement speed = more damage.
If you have a problem with AP casters just take this item.
If you need more magic resistence or life regeneration take this one. It will work great together with your Warmog's Armor
This is also a very usefull item. It gives you armor and you are getting revived if you die (5 minute cooldown).
Shurelya's Reverie This can be also good on Hecarim, because of its passive, which gives you movement speed on activation. And movement speed = damage.
This is a must have spell for jungling. Take it every time.
Take flash for escaping over walls or getting closer to your enemys.
Ghost is good on Hecarim because he gains additional damage for increased movement speed.
This is your route:
-Try to kill the last monster with Rampage to keep its cooldown low between jungle camps.
Hecarim is a great jungler with incredible good ganks. It's totally worth it buying him because he is really fun to play. I hope I was able to help you with my guide and build. Please leave some criticism.