Greetings Summoners!

Lets start this blog entry with short story...

Two weeks ago, in time when Hecarim was free, I wanted to play ARAM. Thats an okay idea, however free champions can mess this up a bit and exactly that happened to me. Random pick gave me Hecarim. At first I was like "wut?", but no one dodged (and now Im extremely happy for that) and I was in game. My first strategy was simply go in and do something... This doesnt work. :_D

However, I was surprised how great Hecarim spell kit is and I have decided to try him in normal games. My first idea was jungle. I was thinking about laning top, but those days I have played AD carries A LOT (9/10 games) and was a bit bored from that, so I just went jungle.

Tha game was great! After the free champions rotation I have decided to take my 5 Euros and buy him, because I was so excited, that I just had to do that. Actualy last two weeks I play only Hecarim (with several exceptions ofc) and Im very satisfied with my results.

Im wondering, why is he so underplayed, if he is SO STRONG?? I can say I have around 70 games with him (11/5 W/L rankeds, rest normals) and so far, I have met ONE AND ONLY another Hecarim in game. You can met Lee Sin or Rengar almost in every game in jungle, but Hecarim? No.

End of story.

Now the second part of this blog. I will start with simple note, which I use a lot in my guides:

NOTE: IF YOU WANT THE FOLLOWING PART TO BE MADE AS FULL GUIDE WITH ALL EXPLANATIONS, LET ME KNOW VIA COMMENTS HERE OR PM. IF THE FEEDBACK WILL BE SATISFIEING FOR ME (LETS SAY 5-10 REQUEST) I WILL CONSIDER MAKING FULL GUIDE IN MY STANDART FORMAT VIA JAX GUIDE!

Stop talking...short guide beggins:


Why you should actualy want to play Hecarim?
  • Extremely mobile
  • 3 spells have AoE dmg
  • 2 CCs (Fear from ulti and throw back from E)
  • Sustain in jungle with W
  • 2 secs CD Q abusing Sheen like hell (better than Mr Jax!!!)
  • Strong gangs starting at lvl 2 - come from behind and throw enemy to your teammates

Role in team: JUNGLER

Role in teamfight: INITIATOR, unless you have super tank ( Malphite, Amumu)

Targets: SQUISHY CARRIES: AD Carry and AP Carry

Runes:
  • Flat AD Marks
  • Flat Armor Seals
  • Per lvl MR Glyphs
  • Movement speed quints

Masteries:
  • Preffered: 9 points in Offense for ArPen
  • Preffered: 21 points in Defense taking us much defense as possible with anti-minion masteries
  • Optional: 9 points in Utility instead of Offense, however your dmg is hurt like this a lot

Jungle route:
  • Wolves (dmg from teammates)
  • Blue (pull from mid lane) - lvl 2 here
  • GANG
  • Wraiths
  • Wolves
  • Red
  • GANG...

Spells order:
  • Lvl 1: Q - Aoe dmg to clear Wolves and Blue
  • Lvl 2: E - gang mid or top, come from behind, attack, let them burn Flash and come back in 15 seconds
  • Lvl 3: W - sustain
  • Lvl 4-5: second points in Q and W
  • Lvl 6: R ->> that means you have 2x Q, 2x W, 1x E, 1x R
  • Further lvls: maxing Q first (sometimes I take third point in W before maxing it out for more sustain), after Q max W and as last E, take R when possible

Items build:
With this build you are extremely tanky (cca 220 armor and 200 MR).

How often I manage to finish build?
Hmm, mostly I end with at least one Finishing item. Im going for defensive choice depending on enemy team.

Does this work? Scores with this build?
5/5/20 is pretty common in 4/5 games. (Im gonna add screen when I come back from work)

This is the end! Dont forget to give me some feedback!