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Spells:
Smite
Ghost
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction (Read First)
Hecarim
General jungle guide, not much to say here. DON'T BLINDLY FOLLOW THE ITEM BUILD IT IS A GENERAL IDEA. Obviously things will be different from game to game. This isn't a guide on how to jungle, I'm assuming if you want to jungle you already know what you're doing to some degree.
Pros
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Cons
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I know I list some things about tanking or being a tank as bad things but I feel Hecarim's kit is meant to disrupt but not as much as a tank and his POSSIBLE damage output is too high to build him as a tank. Beefy DPS to me is the way to go.
Masteries, I know, same as what Phreak uses. But you know what? I like them, they take the good jungle stuff from each tree along with Straight damage reduction in Defensive and armor penetration form Offensive. Honestly not much else to explain here. You can use standard 21/9/0 jungle build or even 0/21/9. It's personal preference and I prefer to use the hybrid set up from Phreak.
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I like these over Armor Penetration runes. Give me stronger early game and the loss for late game is nearly unnoticeable. If you like to gank at level 2 then pure AD runes will help immensely.
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Standard armor seals for jungling. Reduces damage from AD and from jungle minions.
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Standard magic resist glyphs. Reduces magic damage from casters and on hit effects. (As of right now on the guide they are per level, the guide making part of Mobafire is broken and does not have flat magic resist glyphs.)
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Not only do junglers like to use these for clear time and ganking but they synergize amazingly well on Hecarim. They allow for not only better ganks and faster clear times thru speed but they add bonus move speed giving you more attack damage with your passive. The bonus to your AD also increases clear time thru faster killing.
Choice Options:
Smite
Standard for preventing buffs from being stolen, dragon/baron kill secure. Jungling MUST HAVE.
Ghost
Nice alternative to flash for some people. On Hecarim on the other hand it's amazing. It's not only a nice escape tool but a DPS cooldown. The bonus to your AD is just too nice to pass up. Can't flash over walls? Ult if the situation is desperate enough.
Some-what nice options:
Flash
If you REALLY don't like Ghost for whatever reason then by all means enjoy your flash. Can use to hop over walls without blowing your ult. Can put you ahead of an enemy for positioning with
Devastating Charge or
Onslaught of Shadows.
Anything Else:
Honestly you don't have too many choices for jungling. Giving up
Smite for something else is just stupid and not having a defensive option is dangerous.
Exhaust can be used defensively but it can be
Cleansed off and is only good against one person.
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Standard for preventing buffs from being stolen, dragon/baron kill secure. Jungling MUST HAVE.
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Nice alternative to flash for some people. On Hecarim on the other hand it's amazing. It's not only a nice escape tool but a DPS cooldown. The bonus to your AD is just too nice to pass up. Can't flash over walls? Ult if the situation is desperate enough.
Some-what nice options:
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If you REALLY don't like Ghost for whatever reason then by all means enjoy your flash. Can use to hop over walls without blowing your ult. Can put you ahead of an enemy for positioning with
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Anything Else:
Honestly you don't have too many choices for jungling. Giving up
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- Passive:
Warpath Ignores unit collision, more AD from bonus attack speed.
- Q:
Rampage Cleave, shorter cooldown after use, stacks up to two times. Spam for damage
- W:
Spirit of Dread AoE magic damage, heals you per unit hit, heal capped for minions.
- E:
Devastating Charge Speeds you up increasing slowly over time, knocks enemy back when you attack them next. Great utility.
- R:
Onslaught of Shadows Fascinating skill shot. Fears those you run over, does damage along the way, you can stop where you want along the path, more damage projected past you to end of the skill shot.
Lets first talk about Hecarim's passive,
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Why should we care about unit collision? If you attempt to gank top lane and someone like Jax is there and he
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Running? Yes running. If you get ganked while in lane and you're near two waves of minions duking it out you get to run thru them but the enemy has to move in between. This can slow someone down significantly.
Hecarim's Q
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A great utility spell,
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Instead, enter from behind him putting yourself between him and the turret, then charge in. Make sure when you collide you will actually be facing down towards your team mate. Most people will make a dash for the bush turning your approach to an angle and if you come in wrong you could just simply knock them into the bush and gain next to nothing. Run perpendicular to the wall changing angle as they run so you come from the side and knock them the right way. This is mainly a utility spell altho is does do a little damage. Take it at level 2 for early gank or at level 4 for a later gank. Max it last.
Hecarim's oh so devastating ultimate
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The fear. Where you land in a small area will cause all champions standing there to be feared for one second. But it's a different kind of fear, you don't just run aimlessly around for one second, you run away from Hecarim for one second. For positioning you want to land barely on the other side of the enemy (the AD carry for example) so they run away from you and towards say your team. This can be key to landing a quick
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What to start with as jungling.
Cloth Armor and
Health Potion x5. Hecarim doesn't do nearly enough damage to jungle with
Vampiric Scepter so don't even bother trying.
Build this into the obvious
Wriggle's Lantern. Good for sustain once you can survive with lifesteal for jungle farming. Proc helps for faster kills on buffs and dragon. Decent stats for early game ganking. Will be sold later for a more powerful item. Free ward every 3 minutes for 3 minutes.
Boots of Swiftness Very interesting choice for Hecarim seeing as they are the only boots with 3 movement speed on them as opposed to 2. This is like having boots with AD on them for Hecarim. While all boots do give movement speed these give more movement thus a greater offensive gain. The extra speed also allows for better angling with
Devastating Charge.
Trinity Force This thing I don't usually rush on anyone but for Hecarim the synergy is just perfect. It has:
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Build this into the obvious
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- Health: better survial.
- Mana: Self explanatory
- 30 AP: While not your thing, two spells still scale from it.
- 30 AD: More your type of thing, two spells scale from it and your auto attacks do more damage.
- 30% Attack Speed: Personally I don't think attack speed is needed on Hecarim but it never hurt to have some.
- 15% Crit Chance: Really not your thing but a lucky crit is always fun.
- 12% Movement Speed: Movement bonus = more AD
- 25% Chance on hit to slow: Always nice,
Phage procs. Red makes up for lack of consistency.
- On spell use increases base attack damage by 150% for one attack.
Sheen proc but better. This is where spamming
Rampage comes in great handy. You have a great amount of uptime on the proc.
Here are some items I find myself getting some games but not so much the next. A few things that can change from game to game.
Force of Nature This is thing is quite amazing. Hecarim has a decent amount of health on his own before a
Giant's Belt so the regen from it is quite noticeable. The magic resist is pretty obvious, if they have 2 or 3 casters then this will really help. 8% movement speed I always found weird to be on
Force of Nature but with Hecarim that just means more AD.
Atma's Impaler Even after the nerf it's still quite amazing. Hecarim has 2.1k health early to mid game without a
Giant's Belt at about the same time
Shyvana has only 1.4k roughly. Hecarim has a naturally high health pool. This makes
Atma's Impaler really good even before a
Giant's Belt item. Also the armor will help against any AD enemies. The crit is almost useless but 18% is still 18% more than you had before.
Sunfire Aegis Health, armor and a nice AoE. The AoE doesn't do that much and a lot of people say it needs a serious buff. While that may be true I still find this item to be helpful in team fights. It's just more AoE damage you're doing along with the 4 seconds
Spirit of Dread is running for. Also, more health always helps and the armor does protect once again from those pesky AD champions. Also a decent AD boost if you decided to get
Atma's Impaler.
Maw of Malmortius Now one of the things I really get this for is the
Hexdrinker shield. Times you would buy a
Hexdrinker would be to counter an annoying burst damage mage or someone who has a delayed spell that can pick off runners like
Vladimir,
Ziggs or
Zilean. In the end why not upgrade to
Maw of Malmortius for more AD? Also the lower you get the more AD you get and if you find you're initiating a lot then the AD bonus will be bigger. While it's not nice to run with low health there's no reason NOT to upgrade if you got
Hexdrinker. The 55 AD (wow!) is reason enough to upgrade. The shield is also a step up from
Hexdrinker.
Bloodthirster Honestly the time I bought this I was 20/5/16 and sold
Wriggle's Lantern for it. I wasn't sure what to get because we were owning so hard. I find if you've been fed and like more damage out put then this is a good choice. This is also the only thing with Lifesteal on it that I would get. Aside from
Wriggle's Lantern at the start.
Thornmail This is nice it really is. A lot of people think it's weak and worthless but I've watched so many AD carries kill themselves on it that I think it's worth it. If you're fighting team right click then this is a worthy investment of only 2k gold.
Randuin's Omen This is great if the team has 2 right click carries that are well farmed and maybe a little fed. Initiate with onslguth of shadows and pop
Randuin's Omen. Whole enemy team (at least those in range) get feared then slowed and take a huge hit to their attack speed. Good for shutting down the fast and the auto attackers.
Mercury's Treads if the enemy team has a lot of CC then I highly recommend getting
Mercury's Treads over
Boots of Swiftness. A small AD loss is worth the huge tenacity gain.
Frozen Mallet Decided to go top and not jungle? Can't hold onto red? Can't bring yourself to farm red? Then
Frozen Mallet is a great substitute. 700 health (wow!) and the slow make this an amazing choice. Combined with
Atma's Impaler you can also gain a decent chunk of AD.
Frozen Heart If you want to go really tanky and they have a good couple of auto attackers that like to hang around then this item can help a ton. It also comes with a decent amount of CDR but I feel Hecarim doesn't really need it especially if you have blue buff. The armor helps a ton against AD champions but the aura is what's super important. Huge attack speed reduction to enemies around you.
Warmog's Armor Unsure what to get? Feel like the caster kind of hurt but you're still owning hard? Nothing wrong with more health. This is the highest health item you can possibly get. Also works well with
Atma's Impaler.
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Pros
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Cons
I don't like ![]() This is how I view ![]() |
I like Hecarim a lot. He's beefy and can do plenty of damage. He has a unique playstyle and a very unique passive. And sorry for the funny looking
Phantom Dancer section I can't get the code quite right. I'll get eventually tho.
I know that the guide is text heavy with not many pictures (Mobafire ones only as of right now) but I will be adding positioning screen shots and explanations if I can find the time. My schedule is pretty packed as of right now.
Lastly a thanks to jhoijhoi for the amazing guide:
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
It helped with organization and coding.
Good luck jungling and have fun cutting down the enemy team.
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I know that the guide is text heavy with not many pictures (Mobafire ones only as of right now) but I will be adding positioning screen shots and explanations if I can find the time. My schedule is pretty packed as of right now.
Lastly a thanks to jhoijhoi for the amazing guide:
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
It helped with organization and coding.
Good luck jungling and have fun cutting down the enemy team.
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