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Hecarim Build Guide by The_ceseb

Jungle Hecarim in-depth guide 8.9

Jungle Hecarim in-depth guide 8.9

Updated on May 8, 2018
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League of Legends Build Guide Author The_ceseb Build Guide By The_ceseb 128 5 370,014 Views 3 Comments
128 5 370,014 Views 3 Comments League of Legends Build Guide Author The_ceseb Hecarim Build Guide By The_ceseb Updated on May 8, 2018
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Runes:

Domination
Predator
Sudden Impact
Eyeball Collection
Relentless Hunter

Sorcery
Celerity
Waterwalking

Spells:

LoL Summoner Spell: Ghost

Ghost

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

ATTENTION! THIS GUIDE IS NOT COMPLETED YET, IF YOU MISS ANYTHING PLEASE TELL ME IN THE COMMENT SECTOR BELOW


Hey guys,

I want to welcome you to my in-depth Hecarim guide. Thank you for clicking on it :D

But before we start I want to introduce myself: my summoner name is "the ceseb"(euw) and I am a Hecarim main, I picked Hecarim up in season 6 and at that time I got addicted to him. Even though I may not be high elo (JUST BECAUSE OF TEAMMATES!!1!1!11!), I know pretty much about our great pony Hecarim so I hope I can help you with learning his basics, and I'm pretty sure that this guide could even help skilled Hecarim players, too.

But lets get started now.
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About Hecarim

Hecarim, a great champ even though he's not in a great spot right now, but this doesn't mean you should't try out playing him. One of his main issues is that he doesn't have a good early clear and he has huge mana prolems when he looses his blue.
But if you get ahead it is hard to stop you.

So what makes Hecarim as great as he is?
Is he a Tank like Sejuani? No. Is he an assasin like Kha'Zix? no. Is he a 1v1 fighter like Warwick? No. Is he a bruiser like rhaast? Also no. "But what is hecarim" you may ask , and I'm gonna explain this right below.

Hecarim is a great carry-bruiser that gets very tanky and DEALS PRETTY GOOD DAMAGE.
He is not good at 1v1-ing other champions unless he is ahead, but if he gets ahead he has damage like an assasin but he is also tanky AF (at least with this build). In lategame you can just dive in the backline with Devastating Charge Predator and Ghost to kill their ADC with one combo and get out easily. He has a very special kit that is generally based on movement speed and ignoring his damage is a deadly mistake as an enemy. Also he is a great Champ for beginners since he is very easy to learn because he doesn't have that much mechanics.
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Pros / Cons




decent midgame
once ahead hard to stop
super fast ponyyyyy :D
Insane ganks with E
high damage and tankynes when ahead
great engage with R
able to splitpush






E has high cd on early levels
bad earlygame
once behind hard to recover
Q needs to be stacked first
unhealthy early clear without blue buff
almost everyone can kill him early
no escape pre 6 without flash

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Spells

So here are his spells:

Warpath

INNATE: Hecarim gains 15% - 30% (based on level) of his bonus Movement speed icon movement

This is the ability that makes Hecarim unique.



Rampage
Cost: 32/34/36/38/40 Mana
Range: 350


Hecarim cleaves nearby enemies dealing physical damage.

Hecarim cleaves nearby enemies for 55/90/125/160/195 (+60% bonus Attack Damage) physical damage. (66% damage to minions)If Hecarim damages at least one enemy with this attack he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.


This ability is your main damage Tool. You use it for farming and fighting. It stacks up 2 times so you can use it more often if you stay in combat.


Spirit of Dread
Cost: 50/60/70/80/90 Mana
Range: 575



Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains Health equal to a percentage of any damage those enemies suffer.

Hecarim deals 80/120/160/200/240 (+80% Ability Power) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 30% of the damage these enemies take from any source.Hecarim cannot heal more than 90/120/150/180/210 Health from minions or monsters.


This ability is Hecarim's sustain spell. It helps you with sustain while farimng and it gives you great sustain in teamfights combined with Q. However, it is capped vs monsters so it is not that great for healing yourself in late.



Devastating Charge
Cost: 60 Mana
Range: 300

Hecarim gains increasing Movement Speed and can move through units for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.

Hecarim gains increasing Movement Speed and can move through units for 4 seconds. His next attack knocks the target back dealing 45/80/115/150/185 (+50% bonus Attack Damage) to 90/160/230/300/370 (+100% bonus Attack Damage) physical damage based on how far Hecarim has traveled during Devastating Charge (knockback distance also scales).Devastating Charge's remaining duration pauses during Onslaught of Shadows.

This is Hecarims mobility. You use it to chase, gank or to get away. It has a high CD in early so use it whisely.




Onslaught of Shadows
Cost: 100 Mana
Range: 50000


Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, causing nearby enemies to flee in terror.

Hecarim summons spectral riders and charges forward, dealing 150/250/350 (+100% Ability Power) magic damage to enemies hit. Hecarim releases a shockwave at the end of his charge, causing nearby enemies to flee from him for 0.75 to 1.5 seconds (increases by charge distance).Hecarim himself will only move to the targeted location. The riders will always move the full distance.

Hecarims ultimate is one of the best ultimates for teamfights in the game. You can chase, get away, engage, fear enemys, steal objectives and so on with this. It is a great ability but be aware: it has a high CD so just use it when you really need it.
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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

You want to put 3 early points in Q Rampage for your early clear, after that you want to max E Devastating Charge for better ganks. At level 2 you put one skill-point in W Spirit of Dread to avoid getting executed at the 2. camp. You put a point in R Onslaught of Shadows every time you can since there are few champions that dont max their ultimate.
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Runes

Okay, now lets begin with one of the most important things in this guide: Hecarims runes

My favorite rune for our little pony is Predator since Aftershock got nerfed and it gives you so much damage and ganking pressure, but Aftershock is stil an option.

with we take:

because it gives you really good damage for your EQ combo and you need a little bit lethality against carries,

since Zombie Ward got nerfed and eyeball collection really helps you snowball in lane and end a game fast. Also it is free AD damage and, as we all know, damage is great. Of course you can also take Zombie Ward but it got nerfed so U wouldn't take it at all.

since it gives MS out of combat and we don't need spell vamp, WE NEED KILLS (or be able to run it down mid faster *gets banned*). No, now seriously, it helps you get ahead because you can gank more often with the bonus MS.

Secundary we will take sorcery:

gives you HUUGE bonus damage in river (hecarim passive and the normal damage] and it helps you do dragons, harold and barons AAAND it helps you gank more often (phew. so many "and"s) you can also go for Manaflow Band but I prefer waterwalking. It's your turn.

is a MUST HAVE! it scales perfect with Hecarim because it's a mini- Warpath ALWAYS TAKE THIS!

with we take:

since all the others are weaker and it helps you survive longer in teamfights

'cause the other runes are (in my opinion) garbage

because it directly scales with your passive Warpath


But when to take what?



If you are good at closing games quickly, Aftershock is a better option. It doesn't help you with ganking but you get better in fights where you want to kill one target and get out. So if you take Aftershock dont go for an assasin hecarim build, but go fot a off-tank bruiser build, but keep in mind: Hecarim is a VERY BAD TANK so never play frontline, always peel and try to take carrys of, and of course, engage (insac wit your Onslaught of Shadows.

If you want to deal damage and oneshot ppl, Predator is a better option. It helps you with ganking lanes and picking off carries in late. However, it will need a few AD items to scale so if you want to go trinity steraks tank aftershock is way better.


ALWAYS REMEMBER: don't take the same runes every single game. If your team needs some damage take predator, if you see that you have enough damage and the enemy has some hard matchups take aftershock.



and keep in mind: these runes are just suggestions, you can play whatever you want on Hecarim (as long as you don't take Fleet Footwork)
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R.I.P


R.I.P Courage of the colossus...
we all miss you

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Items

Okay, now lets move on to the itemisation:

This is the core item in this build. YOU SHOULD ALWAYS RUSH IT BEFORE YOUR JUNGLE ITEM! It provides anything Hecarim needs: Mana, attack speed for your clear, Movement speed, flat AD, 20%cdr, some HP and so on, but the main reason why this Item is that good on Hecarim is because of the sheen effect. With your Rampage you are one of the best Trinity abusers in the game.

Core item for hecarim since it gives him tankynes and MS with its smite active. It also scales pretty good with Sterak's Gage

Buy this item if you are ahead and carrying. It adds LOTS of damage to your trinity procs and helps you survive in Teamfights but if you are behind you should priorize tank items.

Also an option but cinderhulk is much better because you have enough damage and need tankyness to survive teamfights.

A great item for Hecarim. It gives you MS and damage, but also armor and HP. Buy this is the enemy team has a fed Zed or Kha'Zix for example.

Also a good item for our pony. It empoweres his Spirit of Dread and gives him some MR and hp. Get this if the enemy has any fed AP champ

Not my favorite Item but also a choice. Get this if you have problems with an enemy ADC and you already have Frozen Heart

another good item for hec. It provides Mana, another 20%cdr and
100 armor, which is quite insane. Get this if the enemy has a fed ADC (or tryn, jax ...)

Get this if you have problems against a burn champ like Teemo Anivia and so on.

take this if you go for the predator build, but don't rush it since trinity is much more gold efficient. It really helps you roam and the active is nice, but it makes you squishy, too!

A good item if you are ahead and want to tilt the enemy with the revive effect. You also don't have to sell it anymore since it gives you AD now.

A great choice if you are extremely ahead and the enemy has some burst ap champs like Veigar and Diana

A nice fun item that helps you get more damage on your burst combo but it makes you squishy and you it also needs Infinity Edge to be useful. Its stil a funny coice but more a fun build.

A good crit item for hecarim when paired with Statikk Shiv but I wouldn't recommend you buying it in ranked


Please keep in mind that you shouldn't run for the same buld again and again. Always get the Items that would be good in the actual game.

Pheew. That was a lot of information. Tired of reading yet? There will be lots more
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Pathing

So we learned now what items we take on Hecarim, what runes to take, what to max and so on, but here the real guide starts.

Pathing is one of the most important thing when you play jungle, if it isnt the most important. A good pathing distinguishes a good from a bad jungler. In this chapter I'll explain what pathing you do on hecarim.


First of all, you ALWAYS, ALWAYS start blue. Witout blue you are ****ed up and your clear will be TERRIBLE. Try to pull your blue to the wolves so you have a stacked Q on lv 2 to let your W heal you faster. After wolves you go for your red and then you try to gank. You have INSANE ganks at lv3 if you skill your E because of the knockback, but i will explain this in the chapter below.
Also keep in mind that you can't solo drakes/harold before you have trinity or at least sheen. If you go for an invade try to avoid meeting their jungler. And, I almost forgot, if you pass raptors press W, run through them and q them once for the heal.
You are not the best farming jungler but try to have at least 120-130 cs at minute 20.
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Ganks

Here comes my favorite part of the guide: ganks.

Your ganks with Hecarim are pretty insane because you gain HUUGE ms on you e, a mini Lee Sin roundhouse kick with stun and also pretty good damage. Try to always gank from behind so the enemy laner cant see you and if they do it's to late since they cant flash away and if they do, they will also get the knockback (sounds strange but just try it out).
If you don't gank a super snowballing lane Zed vs Talon take the kill, especially when it is First Blood. You will snowball very hard if you just get a few kills, and it is hard to stop you since you also get tanky then and you have a 5-men cc.
If you gank Bot try to leave the ADC at least one kill, so he can also carry you in teamfights.
You are also a very good diver (if you don't accidentally E the turret, happend to me so many times xD) so try to dive as much as you can, because this will extremely tilt the enemy.
And always remember: never force ganks. If you cant gank a lane just farm or steal the enemy junglers buffs.
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Teamfights

Teamfights are not as easy as you may think with Hecarim.
He doesn't have enough tankyness to engage 1v5 and not enough damage to oneshot (okay, yes , but just when you are ahead).
So always try to wait for the perfect oppertunity to engage. Wait for the enemy's main CC spells (janna r, leona r, amumu r and so on) and when their frontlane got low HP.
It's very hard playing with Hecarim vs full-tanks since you usually buy no penetrations and you deal no max-HP damage.
If you engage make sure you have your Onslaught of Shadows ready to escape if you need it after killing your target.

If you are behind and/or your ADC is EXTREMELY fed, don't try to engage but peel for your ADC. You have point and click knockback that makes peeling very easy.
Also keep in mind that you are not a good full-tank even when you go aftershock. You will be low-hp very easily when you get kited so just play frontline if you really HAVE TO (and always rember: your adc doesn't decide when you have to and when not).

Your Onslaught of Shadows is also a great engage tool in teamfights but use it whisely: just cast it if you can do a 4-5 man fear since it is your only escape tool. Try to fear the enemys to your teams, not away from your team and remember that you can do a mini-insac with R and then E tha carry to your team.

TL;DR Your main tasks in teamfights are: picking of the carry, engage or insac the carry.
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Splitpushing

As I have mentioned in the Pro/Con sector, Hecarim is also able to splitpush


But before you just run at top and ignore that enemy team destroying your Nexux (hah, typical Nasus mains) read this guide to do it "right".

You should only split if some of these statements are right:
1) your Team can fight a 4v5
2) you are incredible fed so noone can stop you
3) noone is missing
4) you have baron buff
5) your team is not getting penetrated mid

If you are splitting use your Q to destroy the enemy tower faster because of the trinity procs. Also keep in mind to have your R up so you can escape in the worst case. Splitting is also not worth if you are the only carry in your team because then your task will be to tilt the enemy adc/mage with your "insane outplay combo (eq)".
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When behind

If you are behind with Hecarim you are quite fcked up.


No, jk. If you are behind it's very hard to recover but it is stil possible.
So first of all dont change your build, but change you playstyle. If you go full-tank it will just let you get even more behind!
Try to peel for your most fed teammate. You can peel GREAT with E and R.
If your team is strong enough to fight a 4vs5 you can splitpush or make drakes, but always look at the map. However, if your team is getting raped by that 17|0|5 Kha'zix, spliting top/bot isn't a good idea, but peeling is. Always try to get as much farm as you can so you can recover. AND THE MOST IMPORTANT ADVICE: Never greed. If you could get a kill and die in reward it's not worth in 95% of all times.
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Tips and Tricks

So here is a bunch of useful things:
  • Cast your Q while you are knocking back an enemy with E
  • You can jump over small walls with E when you have vivion to an enemy near the wall
  • Always gank from behind to knock enemyies to your laner
  • When you pass raptors go in them, cast w and q them once to heal yourself
  • Fear enemies to your team with your ult
  • You can insac an enemy if you cast E then R in and knock them to your team.
  • Pink-ward your blue to prevent the enemy from stealing it because you need blue very much
  • Use chilling smite short before your E connects because it gives you some extra damage
  • Never use predator AND ghost for early ganks at the same time because you will need just one of them to kill the enemy laner.
  • if you push, use your E to deal extra damage with the trinity procs
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Summary

Thank you for reading this guide on Hecarim.
I hope you enjoyed reading it and that you maybe learned something about my main you didn't know yet. If you enjoyed this guide please leave me a feedback so I know what I could improve/add to this guide.

Also special thanks to all to a friend of mine that helped me get my last lv 7 shard for Hecarim when we played Sivir and Hecarim (great combo btw, try it out, its fun).

Also thanks to my wood PC for crashing just once when I didn't safe this guide (had to re-write whe whole rune chapter and half of the items... bruh).

also ty RITO for LETTING HECARIM SIT AT 48%winrate for almost 2 years now!!!!

Also may my cat be mentioned here: he is so cuuuteee :3 ily <3



And always keep in mind:

"Behold, the might of the Shadow Isles."

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