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Hecarim Build Guide by nico1643

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author nico1643

Heracim Jungle (+dominion)

nico1643 Last updated on April 19, 2012
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Jungle ▌Dominion

Ability Sequence

1
5
9
10
12
Ability Key Q
2
3
8
13
14
Ability Key W
4
7
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 12

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

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


Guide Top

Stats

Damage 53 (+3 / per level)
Health 440 (+95 / per level)
Mana 210 (+40 / per level)
Move Speed 320
Armor 16 (+4 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 1.6 (+0.15 / per level)
Mana Regen 1.3 (+0.12 / per level)


Guide Top

Abilities

Rampage - Hecarim cleaves nearby enemies dealing physical damage.
Hecarim cleaves nearby enemies for 50/85/120/155/190 (+ ) physical damage. (50% damage to minions and monsters)

If Hecarim damages at least one enemy with this attack he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.

Cost 25 Mana
Range 20


Spirit of Dread - Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains health equal to a percentage of any damage those enemies suffer.
Hecarim deals 80/125/170/215/260 (+0.8) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.

Hecarim cannot heal more than 60/90/120/150/180 health from minions.

Cost 50/60/70/80/90 Mana
Range 575



Devastating Charge - Hecarim gains increasing movement speed for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+ ) to 80/150/220/290/360 (+ ) physical damage based on how far Hecarim has traveled during Devastating Charge.

Cost 60 Mana
Range 300




Onslaught of Shadows
- Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge dealing additional magic damage to nearby enemies causing them to flee in terror.
Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.8) magic damage to anyone they strike.

Hecarim releases a shockwave when he finishes his charge dealing an additional 50/125/200 (+0.4) magic damage and causing neaby enemies to flee from Hecarim for 1 seconds.

Hecarim himself will only move to the targeted location. The riders will always move the full distance.

Cost 100 Mana
Range 50000


Warpath - Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.


Guide Top

Summoner Spells

Smite is essential on ANY jungler. It gives you the opportunity to clear the jungle faster, and, most important, helps you to smite steal baron/dragon/any buff. It's just amazing on any jungler.

Ghost will catch your opponents and placing devastating Charge


Guide Top

Use of spells

Rampage is very much in the jungle for his cooldowns are reduced by touching at least one target, each target reduces time to 1 second (cumulative 2 times)

Spirit of dread
has a flying life which can survive in the jungle, very convenient to stay as long as possible

Devastating charge is very useful for gank because it increases your movement speed and pushes the target and take your enemies from behind to propel them into your allies

Onslaught of Shadows infige heavy damage over a wide area before you use it in teamfight for maximum damage. At the end of his office, Hecarim creates a shockwave that deals additional magic damage to nearby enemies and scares them. So you can catch up the fugitives.