Introduction
Hello, and welcome to my Hecarim build! Hecarim is a jungler who has very powerful ganks and has high mobility, allowing him to dominate in team fights as well as small skirmishes. This build focuses on abusing his strong early game while setting up for a beefy mid game and a powerful late game.
Guide began: 4/19/12
Guide published: 4/23/12
Guide last updated: 4/24/12
Runes
Recommended
Greater Mark of Desolation We take Greater Mark of Desolation because the added armor penetration increases the damage of
Rampage, our main damage ability, and gives us more damage from
Sheen/
Trinity Force procs.
We take
Greater Seal of Armor so the extra armor will give us extra durability against AD champs.
We take
Greater Glyph of Scaling Magic Resist to give us a nice boost to our magic resist for late game against caster champions.
Finally, we take
Greater Quintessence of Movement Speed to give us even more movement speed and to gain extra damage from our passive,
Warpath. Hecarim excells from his movement in the field and helps him close gaps from enemies so he can land his
Rampages. These quints also scale very well with
Devastating Charge as the quints are a percent increase rather than a flat increase.
Other Options
I would say that
Greater Mark of Armors are a sub-optimal choice, but depending on a person's play style, they may want to sacrifice some armor to replace seals with mana regeneration seals, as
Hericam can become mana hungry if you use his abilities too frequently.
Mana regen per level are also not on my list, but they are a better option than the flat regen seals in my opinion, but this difference can be changed dependent on play style. I only have these runes in this section because
Hecarim is fairly mana dependent and to use him to his full potential you will need plenty of mana. If you find yourself struggling with mana you can substitute a few of these runes into your build.
Flat cooldown glyphs are somewhat viable, as they will allow you to use your
Rampage ability more frequently while jungleing and in combat for a faster jungle speed and higher DPS. The drawback with these is that
Rampage's cooldown can not be shorter than 1 second and you will also be lacking in magic resist in later levels.
Greater Quintessence of Desolation While these runes do offer a very tempting amount of armor pen, the movement speed adds more control of the enemies while also granting some damage via
Warpath.
Masteries; Why 12, 9, 9?
Why Offense?
We utilize the offense tree mainly for the 10% armor pen from
Weapon Expertise
, the extra speed from
Ghost with
Summoner's Wrath
, and the bonus 1.5% damage from
Havoc
. The additional bonus AD and AS are simply icing on the cake for us.
Why Defense?
In the defense tree, we take
Bladed Armor
for a slightly faster jungle as well as a safer jungle from
Tough Skin
. These points may be moved to other masteries, but these are a favorite of mine when jungleing. We also take a point in
Summoner's Resolve
for the additional gold from
Smite. I personally like this mastery as it grants a small boost to gold income. The point from this may also be moved to a different option if you prefer to not use this mastery. Putting 3 points in
Hardiness
is my personal bread and butter for jungleing; the additional 6 armor help you to survive in the jungle and still provides defense late game.
Why Utility?
The utility tree gives us additional movement speed from
Swiftness
and increased neutral buff duration, a jungleing standard, from
Runic Affinity
. I put the first 4 points into
Good Hands
and
Improved Recall
, as
Good Hands
reduces your time dead, which can make a big difference (How many games do you honestly not die?). I take
Improved Recall
as the slightly shortened channel time can save your life in certain sticky situations, but both of these masteries can be switched based on personal preference.
Other Viable Options
Other Possible options, in order of viability, would include
9, 12, 9;
0, 21, 9;
0,9,21;
20,10,0; and
20,1,9.
Boots
These boots are your most common choice and best friend, and take first in my raking. They provide you with 35 tenacity, a stat that is a MUST on
Hecarim. The added magic resistance helps you resist burst damage from the enemy mid lane champion, and the movement speed is required on every champion.
These boots are a viable choice against attack damage heavy teams with little crowd control and take second place. A major benefit of these boots is that they can be bought after a full run through your jungle, giving a big boost to your ganks. These are the only other boots that I use on
Hecarim.
These boots are not worth their cost on
Hecarim, but I will rank them third in usefulness as the attack speed does still improve his damage output; the tenacity loss is not worth the gain in my opinion.
These boots receive third place as they provide only movement speed and no additional stats; nevertheless, movement speed is a very good stat on
Hecarim.
These boots are very lacking in their usefulness on
Hecarim, and are awarded fourth place appropriately.
Rampage's cooldown is a minimum of one second, so cooldown reduction is not nearly as useful on
Hecarim as it is on other champions. Also, sacrificing the tenacity is not worth the gains in this scenario.
These boots are very pointless on
Hecarim, but they are not 100% useless; they receive fifth place. The spell penetration does help
Hecarim's
Spirit of Dread ability and the initial damage from
Onslaught of Shadows, but that's all the benefit these boots provide other than the movement speed.
These boots are probably the worst choice you could take on
Hecarim, and for that; they will receive no ranking. While the boots do provide 5 movement speed, the bonus is reduced to 2 as soon as you enter combat; this means that the bonus is only good for one attack assuming that you are the one attacking. Other than that small, temporary, chance of a damage boost, these boots are a worse version of any above set of boots.
Skill Sequence
At level one, we put a point into
Rampage, as this is our main damage ability. At level two, we take
Spirit of Dread to gain a little more damage and utilize the self healing while in our jungle and when we will gank later. At level three, we put another point into
Rampage so we can clear the rest of our jungle quicker; at this point, if one of your lanes is in need of a gank, you can swap this point out for a point into
Devastating Charge and gank.

Rampage is our main damage ability, and we will be maxing it by level 9.

Spirit of Dread is our self heal and sustain; we will max this second.

Devastating Charge is our chasing and initiating ability for ganks, we will take a point in this early, but will not max it until level 18.

Onslaught of Shadows is our ultimate; just like every other champion, we will put a point into this every time we can.
Jungle Route
The jungle route I recommend following is the standard blue buff route.
- Start at the blue golems. Get a leash from mid and/or top.
- Continue onto wolves.
- Move onto wraiths.
- Next, kill the double golems.
- Move onto Red Buff. You may change the order of the double golem and Red Buff.
- Wraiths will have respawned by now; kill them.
- Finish off the fresh wolf camp and go back!
One thing you must never forget:
GANK FOR YOUR LANES. If you don't, then you are not helping your team at all. If you need to gank at level 3 rather than in
Rampage, put a point into
Devastating Charge for initiating the gank and to close the distance easily.
To Do
Add pictures
Add solotop build
Add dominion build