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Hecarim Build Guide by NERF THIS MAN

Tank Race to Diamond, A Hecarim Jungle Guide; [Patch 5.16]

Tank Race to Diamond, A Hecarim Jungle Guide; [Patch 5.16]

Updated on August 24, 2015
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League of Legends Build Guide Author NERF THIS MAN Build Guide By NERF THIS MAN 6 5 26,539 Views 3 Comments
6 5 26,539 Views 3 Comments League of Legends Build Guide Author NERF THIS MAN Hecarim Build Guide By NERF THIS MAN Updated on August 24, 2015
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

Hey everyone, I'm BUFF THIS MAN and this is my jungle Hecarim guide. So why listen to this guide? Well, currently I'm a gold hecarim main. I've played him in loads of ranked, with a win-rate of roughly 65% our of the 100-ish games, and a Hecarim mastery of 70k. Hecarim is a very interesting and fun champion to play, and I made this guide in order to help people experience the fun and success of Hecarim, and to help people climb the ranked ladder. Enjoy!
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Pros / Cons

Pros

+ Decent Sustain
+ Good Ganks
+ Great Mobility and Initiate
+ Great Teamfight and Peel
+ Lots of AoE
+ Good disruption
+ Easy to Learn
Hecarim is a solid choice for solo queue. He has tons of AoE, peel, disruption and damage. He has the tools for good initiate , , while having consistent AoE damage and sustain . He has the tools to make teamfights easy while simultaneously providing good gank potential early with his E, Devastating Charge .

Cons

Archaic
+ Weak to invades
+ Long CD Ultimate Early
+ Weak 1v1 Potential
+ Weak to Disengage
Hecarim, like all champions, has his flaws too. While he provides great amounts of help to team fights, his 1v1 potential isn't so great. This not only makes him not necessarily the best split-pusher but also weak to invades early. His ultimate early can also be a nuisance with it's lengthy cooldown. In addition, disengage can easily shut down a good initiate on his part.
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Skill Sequence

Skilling Order

> > >

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




Warpath:// Hecarim perpetually ignores unit collision and gains 15 / 17.5 / 20 / 22.5 / 25 / 27.5 / 30% bonus movement speed as bonus attack damage. This basically means you move through minions and champions while gaining AD from bonus movement speed. This is a useful passive in general.



Rampage:// ACTIVE: Hecarim cleaves nearby enemies, dealing physical damage that is increased by 50% against monsters and champions.
「 PHYSICAL DAMAGE: 40 / 63.3 / 86.7 / 110 / 133.3 (+ 40% bonus AD) 」
If Hecarim damages at least one enemy with Rampage, he reduces its cooldown on subsequent casts by 1 second for 8 seconds, stacking up to twice.


You're going to want to max out [Rampage] first. It's your main source of damage.

Tips and Tricks
  • // Frequently using Q (and hitting an enemy) lowers the cooldown by 1 second, but at a max of 2 seconds.
  • // Spam this as your main source of damage, but watch your mana.



Spirit of Dread: // ACTIVE: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach.
「 MAGIC DAMAGE PER SECOND: 20 / 30 / 40 / 50 / 60 (+ 20% AP) 」
While Spirit of Dread is active, Hecarim is healed for 20% of the damage dealt by any source to enemies within the area, capped against minions and monsters. Use this after starting a fight or when attacking monster camps. The sustain is amazing late-game, especially if you have Spirit's Visage.

You're going to want to max out [Spirit of Dread] second, after your Q. You max this after Q and R because your role is to tank, and this ability helps with that greatly. You want it up when you can.

Tips and Tricks
  • // Spirit of Dread has great synergy with items such as Cinderhulk and Spirit's Visage.



Devastating Charge: // ACTIVE: Hecarim gains bonus movement speed for 4 seconds, beginning at 25% and increasing to 75% over 3 seconds.
While Hecarim is charging, his next basic attack gains range, Airborne icon knocks back his target, and deals physical damage based on how far Hecarim traveled during Devastating Charge's duration, ending its effects in the process.
「 MINIMUM PHYSICAL DAMAGE: 40 / 75 / 110 / 145 / 180 (+ 50% bonus AD) 」
If Hecarim's target is beyond narrow terrain, Hecarim dashes over it to reach his target. This is your ganking tool and one of two of your initiates, while simultaneously being an escape. You max this last, however, as it only increases in slight damage and cooldown, which is relatively unnecessary.

You're going to want to max this last.

Tips and Tricks
  • // Set this up ASAP before attacking an enemy as it increases in damage over time.
  • // Try to Q before using this to attack an enemy as you get a small AD bonus from your passive.



Onslaught of Shadows: // ACTIVE: Hecarim summons spectral riders and dashes forth with them in a line, becoming immune to crowd control while charging and dealing magic damage to all enemies in their path. Enemies within range of where Hecarim stops also Fear icon flee from him for 1 second.
MAGIC DAMAGE: 150 / 250 / 350 (+ 100% AP)
The wave of spectral riders travels through Onslaught of Shadows's full length, regardless of where Hecarim himself stops. This is your bread and butter as Hecarim. Initiate, disruption, AoE damage and fear, even escape in some instances. Put points into this whenever you can.

You're going to want to max out this before anything else when you can.

Tips and Tricks
  • // This is a very versatile ability, as you can use it for engage, escape or even peel with it's cc.
  • // For the fear to be applied, Hecarim himself must hit the enemies. His Spectral Riders cannot apply the fear, only the damage.
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Masteries

21 OFFENSE 9 into Defense.
W
O
R
D
H
E
R
E
sp W
O
R
D
H
E
R
E
// Standard 21/9 jungler masteries.

Q: But BUFF THIS MAN, why don't you have movement speed masteries?
/A:/ Movement speed isn't as useful as some of the defensive masteries overall. While it gives Hecarim more AD due to his passive, the amount is almost insubstantial, like the speed it provides.
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Runes

Runes




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Items

Items


Item Sequence

Skirmisher's Sabre - Cinderhulk 2500
Boots of Mobility - Homeguard 1250
Spirit Visage 2900
Dead Man's Plate 2900
Trinity Force 3333
Frozen Heart 2500

Mobility Boots are great on Hecarim, giving him lots of speed across the jungle and a good AD bonus (from your passive) for your E. These can and should be swapped out with Mercury Treads if they have lots of CC and/or AP.

Grab Skirmisher's Blade for increased damage on their carries and increased peel potential from high damage sources in a fight. Can be swapped out for Stalker's Blade if they have annoying slows or movement speed buffs and you can't quite catch them.

This item has everything Hecarim needs. This item should not be swapped out unless you have a severe gold deficiency.

This is a must-buy. Low cost, great stats and a very nice boost to your W.

The addition of this item was really great. It synergizes very well, giving movement speed passively and making your E hit like a truck. Can be swapped out for Randuin's Omen if the enemy Tryndamere or Yasuo is out of control, but generally DMP is best.

Frozen Heart is great for fed ADC's and the like. Giving lots of mana, armor, and CDR, this is a very great item. Can be swapped for Thornmail, but it's not recommended.
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Early Jungle

Hecarim starts gromp and proceeds to blue. He then does wolves then red if his laners are ahead, but if they're behind, goes straight to red buff. Gank lanes that are behind, and focus on getting your carries ahead. Secure scuttles, buy wards for your laners, etc. You should prioritize ganking lanes that are behind first, and farming second. You aren't farming Hecarim, you're ganking Hecarim.
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Mid Game

Here you should focus on setting up for objectives such as dragon and helping lanes push. Small skirmishes may start erupting around the map, and try to help your teammates to the best of your ability. Go for dragon when you know their jungler is either far top or dead, and have it well warded and swept. Baron is very risky at this point in the game, I wouldn't recommend it unless you nearly ace the enemy team and have certainty your team can kill it fast enough without many casualties. Remember that your goal is tanking and securing objectives.
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Late Game

This is where the fun happens. Save your ult for initiate on the enemy carries or for when the enemies initiate on yours. Prioritize peeling for your carries in fights and make sure to spam your q. Dragon and Baron only after very successful fights, but if you can take 2 or more towers (or a tower and an inhibitor) try for it. Remember, baron and dragon are tools for accelerating the destruction of their base. Stay grouped, and charge to victory.
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Thanks!

Thanks for reading my Hecarim guide, I hope you will (or did) benefit from this! If you have any questions, feel free to ask and I'll get back to you as soon as I can. Good luck in ranked, and have a great season!
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League of Legends Build Guide Author NERF THIS MAN
NERF THIS MAN Hecarim Guide
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Race to Diamond, A Hecarim Jungle Guide; [Patch 5.16]

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