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Hecarim Build Guide by PH45

Jungle [11.21] PH45's guide to Hecarim, The Shadow of War!

Jungle [11.21] PH45's guide to Hecarim, The Shadow of War!

Updated on October 20, 2021
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6,512 Views 0 Comments League of Legends Build Guide Author PH45 Hecarim Build Guide By PH45 Updated on October 20, 2021
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Runes: Rune setup w/Resolve

1 2 3
Legend: Tenacity
Last Stand


+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


Summoner spells
LoL Summoner Spell: Ghost


LoL Summoner Spell: Smite


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Jungle Role
Ranked #49 in
Jungle Role
Win 51%
Get More Stats
Jungle Role Ranked #49 in
Jungle Role
Win 51%
More Hecarim Runes

Champion Build Guide

[11.21] PH45's guide to Hecarim, The Shadow of War!

By PH45

Hello, I'm PH45, and this is my Hecarim Guide.

Hello and welcome to my Hecarim guide. I used to go by the username of PH45, but nowadays I go by the name Patrik. I am a long time League of Legends player (started back in Season 1). I'm a top lane main, but through the years of playing this game I've always liked Hecarim ever since his release, and currently he is my go-to jungle pick if I'm playing jungle.

My currently played EUW account

I also got multiple other accounts but right now I'm mainly playing on the account I listed above.

Check out my Twitch channel where I stream almost daily my ranked climb among other things!

Now on to Hecarim.

+ Excellent team fights due to his R Onslaught of Shadows
+ Can offer tankiness and damage for team
+ Fast ganks due to movemenet speed from E
+ Can get around map quickly with his E
+ Healthy and efficient clear
+ Quite simple to pilot


- If falls behind is quite useless
- Get's screwed over by counter jungling
- Relies on completed item spikes
- Kinda falls off at later stages compared to other junglers
- Lacks escapes outside of his R

GHOST : Best summoner spell for Hecarim. Hecarim benefits from movement speed, and Ghost allows him to have more of that, and especially in teamfights where you get takedowns, the duration will get extended, so you get to run around more and have higher damage for the duration. It helps you also just in general with ganks, and it's relatively low cooldown is really nice.
SMITE : is mandatory for jungling so it is best to take it. I choose which smite I go based on enemy jungler usually, Chilling Smite if they aren't that hard to duel, but I've recently grown to like Challenging Smite due to the damage reduction on enemies damage and the increased damage on your part.

Hecarim benefits from the added AD and healing that Conqueror grants him. This will allow him to take duels and in some cases 1v2's and potentially win them due to the healing and added damage.
Pretty self-explanitory. This will allow you to live in skirmishes and teamfights thanks to the healing it gives you when you get a takedown. It might either make you live with slight amount of health and allow you to survive or even potentially allow you to keep fighting longer.
Tenacity is an important stat on Hecarim since you need to be able to move constantly and utilize your high mobility. The other 2 runes from this selection don't do that much for Hecarim anyways, but I consider Legend: Tenacity superior anyways.
On Hecarim you are often doing engaging, so you will drop in HP quite quickly. You will get a lot of value from the damage boost from Last Stand, since you'll probably stick around in fights despite dropping to low HP due to healing from your items, kit and runes.
Personally I like to take the attack speed rune cause it makes queing autos smoother in general, other than that it's just standard offensive shard and armor or magic resistance depending on matchup/enemy comp.

I really like Future's Market for early tempo since you can often get on first base Ionian Boots of Lucidity and even a Sheen on top of that in some cases. It also allows you to just complete items faster which is really nice when you really need that quick powerspike.
Cosmic Insight is really nice since it allows you to have your Ghost up more often due to the Summoner Spell Haste, and it also gives Item Haste, which comes in handy if you buy something like Randuin's Omen or Gargoyle Stoneplate.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Hecarim gains bonus attack damage equal to 12% − 24% (based on level) of his bonus movement speed.
Hecarim cleaves his glaive around himself, dealing physical damage to nearby enemies, reduced to 60% against minions.
If Hecarim damages at least one enemy with Rampage, he gains a buff for 8 seconds, stacking up to two times, with the duration refreshing on subsequent damaging hits. The buff increases the damage of Rampage and reduces the base cooldown by 1.
Spirit of Dread
Hecarim creates an area around himself for 4 seconds, dealing magic damage to nearby enemies every second.
While Spirit of Dread is active, Hecarim is healed for portion of the damage dealt to enemies within the area, and also for a portion of damage dealt by allies. The healing is capped against minions and monsters.
Devastating Charge
Hecarim becomes Ghosted and gains bonus movement speed for 4 seconds.
Hecarim's next basic attack during this time gains bonus range and causes him to dash towards the target's direction. If the target remains nearby during the dash, the bonus movement speed is consumed and Hecarim
knocks them back, and stuns them for 0.25 seconds, dealing damage based on distance traveled.
Onslaught of Shadows
Hecarim summons 5 spectral riders in an arrow formation and dashes with displacement immunity in the target direction with them, dealing magic damage to and revealing all enemies in their path for 2.5 seconds.
Where he stops, enemies in a radius around Hecarim are also made to flee from him for a short duration (based on distance traveled) and also gradually slowing them by up to 99% over the duration.
Divine Sunderer
This item fit's Hecarim really well due to the stats it gives you as well as the Sheen proc. You get a good amount of HP, some AD and Ability Haste to help you do more damage and tank it at the same time due to the healing and HP this item gives you.
Sterak's Gage
This item gives Hecarim extra survivability in teamfights and skirmishes due to the shield it gives as well as the healing. Overall you should look to get this every game, except maybe if enemies are buying Serpent's Fang since that item makes the shield irrelevant.
Ionian Boots of Lucidity
These boots are really nice since they lower your summoner spells cooldown so you will have your Ghost up more often, but also give you early Ability Haste for better clear and skirmishes early on.
Serylda's Grudge
This item gives you a good amount of armor penetration so you can deal with tankier foes, but it also gives you slow on your abilities, which helps you stick onto your targets.
Spirit Visage
This item will increase your healing from your Spirit of Dread, Conqueror, and also from your items like Divine Sunderer. It will also increase the shield you get from Sterak's Gage, which makes this item a really good buy if you need some magic resistance, since it synergizes with your items and kit well.
Randuin's Omen
I really like this item due to the stats it gives (HP, armor and some Haste), but also for the active which slows enemies around you and reduces their AD and critical strike damage for a few seconds. Versus autoattack reliant comps or even just 1 fed ADC this item can really help to stick onto them and take them down.
Good option if you need antiheal and tankiness. You will get good amount of armor and HP on the side. If you want a more offensive choice for antiheal then Chempunk Chainsword is the option for you.
Abyssal Mask
Probably one of the better magic resistance items in the game. Offers good amount of HP and MR, and also CC'ing your opponents will increase the damage they take by 15%, which can be quite a huge difference.
Guardian Angel
While not a buy every game, this item can be extremely valuable if you need to maximize your uptime in fights. Since you are doing the engaging, often you will be focused down first, and the revive from this item will buy your team time to rotate to the fight, and you can even potentially continue the fight after your revival.
Usually on Hecarim I like to fullclear, taking Q-W-Q-E. You can do bot or top clear on Hecarim, just depends where you want to path (top or bot). If I start red it's Red Brambleback -> Krugs -> Raptors -> Wolves -> Blue buff -> Gromp into Rift Scuttler or gank. If blue start you do Blue buff -> Gromp -> Wolves -> Raptors -> Red Brambleback -> Krugs into Rift Scuttler or gank.

While clearing you can keep your Rampage stacks up for faster and more efficient clear. I will add a video about it later.
Hecarim is a bunch of fun, he can do a lot in teamfights due to his AoE abilities and crowd control, but if he falls behind it can be a really hard time to do anything.

Any feedback on this guide is highly appreciated, I will be updating this constantly whenever there is something to update or new ways of playing Hecarim are discovered.

And of course if you enjoyed the guide make sure to follow me on Twitch where I stream almost daily, and subscribe on YouTube for League of Legends content! Subscribe

Also some of the code used in the making of this guide is from @jhoijhoi

- PH45
League of Legends Build Guide Author PH45
PH45 Hecarim Guide
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[11.21] PH45's guide to Hecarim, The Shadow of War!

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