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Spells:
Smite
Flash
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Some things to say:
-Everything in this guide is my opinion. If you don't agree with my choises let me know in the comments, before you downvote. Im always up on a discussion about Hecarim and maybe I can change things in my guide. Just check it again after some hours or a day.
-English is not my native language. If you see any mistakes let me know in the comments and I correct them.
The commander led his soldiers to stand in Hecarim's path and braced for his assault. As the apparition bore down on them, an overwhelming sensation of dread gripped the warriors. The men, frozen in fear, could only scream as the ghostly titan ran them down, tearing them apart and trampling them beneath his iron hooves. Hecarim turned to the crippled, cowering commander and uttered a chilling statement: ''This is merely the beginning. No mortal army can withstand the might of the Shadow Isles.'' With that, Hecarim departed, resuming his grim march. Driven to insanity by his nightmarish experience, the commander stumbled back to Demacia, where his dire warnings were dismissed as the ravings of a madman. While Hecarim's origin and intent were still a mystery, his destination became clear when he reached the Institute of War and, in a voice both ominous and commanding, demanded entry into the League of Legends.
''You don't understand...the shadows will consume us all...''
-- Former Demacian Commander
I use attackspeed runes because it makes jungling easier and I think they are great on Hecarim. Armor seals are for a better survibility. Makes jungling also easier. Magic resistence glyphs are for a higher survibility against AP spells (good for ganking mid). Movementspeed Quintessences are for faster jungling and they also give Hecarim more damage due to his passive.
Your Abilities
Skill Sequence
Your main damage tool is Rampage so you max it first. Your 2nd important ability is Spirit of Dread. In my opinion it's not that good but it heals you, what helps you while jungling. An early point in Devastating Charge is enough for great ganks. Onslaught of Shadows is a great ability for initiating a fight or to gank.
Early game
Choosing boots
Take Ninja Tabi only if you have a big problem against AD carrys. Mercury's Treads is a good choise if you need more magic resistence or there is much CC. I would mostly recommend Mobility Boots for a higher mobility, what is great on Hecarim.
Core items
Wriggle's Lantern is a must have item for every jungler. You get armor, damage, lifesteal, a 20% chance to deal 425 magic damage to a minion or monster and you get a free ward every 3 minutes. Trinity Force is great on Hecarim. You get all the things you need. Sheen is great because Rampage has almost no cooldown.
Mid/late game
Recommended
This is a great item because Hecarim needs lots of health because he is an initiator.
To get more damage you take this item now. You also get more armor. You will need it.
6. item
Attackspeed is not the best on Hecarim but this gives you a big amount of movement speed = more damage.
If you have a problem with AP casters just take this item.
If you need more magic resistence or life regeneration take this one. It will work great together with your Warmog's Armor
This is also a very usefull item. It gives you armor and you are getting revived if you die (5 minute cooldown).
This can be also good on Hecarim, because of its passive, which gives you movement speed on activation. And movement speed = damage.
This is your route:
1.wolves
2.blue buff
3.ghosts
4.double golems
5.red buff
Tips:
-Try to kill the last monster with Rampage to keep its cooldown low between jungle camps.
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