[12.1] Their souls beg for release.. [Hecarim Jungle Guide].
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Recommended Items
Runes: Conqueror Runes

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

Chilling Smite
Ghost
Items
Ability Order Abillity upgrade order

Warpath (PASSIVE)
Hecarim Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Kha'Zix
Kha'zix is a hard champion to play against in S11-12 you hardly win a scuttle fight in the River even with your ignite due to his Passive Isolation. Try to out gank him and avoid fighting him when no one is near you.

Lulu
Movement Speed = Damage
Synergies

Lulu
Movement Speed = Damage
Champion Build Guide

Warpath
Hecarim gains Attack Damage equal to a percentage of his bonus Movement Speed.
(15%-30% based on your level).

Rampage
Hecarim cleaves nearby enemies dealing physical damage(+85%AD) . The damage is reduced to minions by 51%. If Hecarim damages at least one enemy, he increases the damage for 6 seconds and lowers the cooldown of subsequent Rampages by 1 second,stacking up twice and lasting up to 8 seconds. Damage per
lvl[60/97/134/171/208].

Spirit Of Dread
Hecarim deals magic damage (+80%AP) to nearby enemies for a short duration. Hecarim heals for 30% of damage these enemies take from Hecarim and 15% of damage taken from his allies. Hecarim cannot heal more than 120 Health from Minions or Jungle Monsters. Heal Cap [120/150/180/210/240].

Devastating Charge
Hecarim becomes ghosting, increasing his Movement Speed for 25% up to 60% over 4 seconds and can move through units for the same duration. His next attack knocks the target back and deals additional physical damage (55% bonus AD) based on the distance he has traveled since activating the ability. Hecarim can use his abilities while he is casting Devastating Charge. The remmaing duration of this abillity is paused during Onslaught of Shadows (R).
Maximum damage [60/100/140/180/220].

Onslaught of Shadows
Hecarim summons spectral riders and dashes in the target direction with them unstoppably, dealing magic damage (+100AP) to all enemies in their path.
Hecarim creates a shockwave when he finishes his charge causing nearby enemies to flee in terror from him for 0.75 − 2 seconds based on the distance he traveled.
Hecarim will move to the targeted location but the riders will always move the full distance. Damage [150/250/350].

Ignite
I prefer to use ignite in most of my games due to it's pontetial in a Scuttle River 1vs1 fight. You are able to beat every jungle at level 3 with your ignite. It also works as an anti-heal for the enemy smite on the scuttle crab. Also used to secure a fleeing kill from a gank.

Ghost
Ghost gives you high burst pontetial and works better with Predator and Chemtank. It's the most common spell on Hecarim for quick engages and escapes. It will also give you the abillity to reach the enemy carry in a fight.[*]

Divine Sunderer
Same as Trinity Force, Divine has a passive that buffs your next attack after using an abillity that deals 12% of the targets maximum health which makes this item a must for Hecarim.

Trinity Force
I personaly prefer to use Trinity Force due to the 30% Attack speed stat and because of the 20 bonus movent speed passive plus the 6% damage to Enemy Champions and Structures. Since Hecarim is a one button abuser Champion, that's a pretty good choice.

Steraks's Gage
Steraks's Gage is your Core item. It must be rushed right after the Mythic item. It benefits Hecarim way too much with it's Passive.

Thornmail
Thornmail is a common choice. Counters some damage and also applies 40% grievous wounds (anti-heal) increased to 60% if you are Immobilizing enemy champions with a duration of 3 seconds.

Spirit Visage
A perfect item to counter some magic damage. It increases the healing of your W Spirit of Dread for 25%. Also activates on ally Shields and Heals.

Death's Dance
Stores 35% of all post-mitigation physical damage received, which is successively taken as damage over time true damage instead, dealing one-third of the stored damage every second. Champion takedowns remove Ignore Pain's remaining stored damage, and heal you for 15% of your maximum health over 2 seconds.

Rapid Firecannon
Just a Meme I like to build from time to time. It increases your Devastating Charge Range (E) and is has a chance to Crit.

Your pathing should Look like this: Red > Raptors > Wolves > Blue (1st smite) > Gromp > Scuttle crab (2nd smite). Right after that look for a chance to gank any of the lanes. Next up retreat for your Golems (3rd smite) and your 2nd Clear on Raptors > Wolves > Gromp.
~You can use Spells while charging with Devastating Charge (E).
~Devastating Charge's (E) duration is paused during the Charge of Onslaught of Shadows (R)!
~Use your Rampage (Q) and right click on the enemy right after it for a quick Auto Attack!
~Trinity and Divine passive applies to Turrets too. Use your Rampage (Q) for Extra damage to structures!
~Try to chase on an enemy and hit them with Rampage (Q) not with Auto Attack
because auto attack will cause Hecarim to freeze in place!
~Target Onslaught Of Shadows behind the enemy you are chasing/Ganking/Attacking so you can Fear him towards your teammates!
~You can use EVERY abillity during Onslaught of Shadows (R)
~When you are ganking a lane, use your Devastating Charge and right before Hecarim lands on the enemy use your Rampage (Q) for the bonus Movement Speed Damage from your Warpath (passive).




















































































































































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