Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account


Hecarim Build Guide by DjapeFromSerbia

Jungle Hecarim , Jungle Guide for Season 12 [ Patch 12.8 ]

Jungle Hecarim , Jungle Guide for Season 12 [ Patch 12.8 ]

Updated on April 27, 2022
Vote Vote
League of Legends Build Guide Author DjapeFromSerbia Build Guide By DjapeFromSerbia 891 67 2,270,770 Views 32 Comments
891 67 2,270,770 Views 32 Comments League of Legends Build Guide Author DjapeFromSerbia Hecarim Build Guide By DjapeFromSerbia Updated on April 27, 2022
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.


Legend: Tenacity
Last Stand


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


LoL Summoner Spell: Ghost


LoL Summoner Spell: Smite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None



Hecarim gains 15% − 30% (based on level) of his bonus movement speed as bonus attack damage.


Hecarim cleaves nearby enemies, dealing Attack damage physical damage, reduced to 66.6% against minions.
If Hecarim damages at least one enemy with Rampage, its base cooldown is reduced by 1 second and the damage is increased by 10% for 8 seconds, stacking up twice.
Spirit of Dread

Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach.
While Spirit of Dread is active, Hecarim is healed for 30% of the damage taken by enemies from any source within the area, capped from minions and monsters.

Devastating Charge

Hecarim is temporarily ghosted and gains bonus movement speed for 4 seconds, beginning at 25% and increasing to 75% over 3 seconds.
While Hecarim is charging, his next basic attack gains 50 − 250 (based on distance traveled) bonus range and causes him to dash to his target, knocking them back 250 − 450 (based on distance traveled) units, and dealing physical damage, ending its effects in the process.
Onslaught of Shadows

Hecarim summons spectral riders and dashes in the target direction with them Unstoppable icon unstoppably, dealing magic damage to all enemies in their path.
Enemies within range of where Hecarim stops are also made to flee from him for 0.75 − 1.5 (based on distance traveled) seconds, also gradually slowing them by up to 99% over the duration. This slow cannot be reduced.

The wave of spectral riders travels through Onslaught of Shadows's full length, regardless of where Hecarim himself stops.
Back to Top

Summoner Spells

Ignite: Ignite is really good option on Hecarim, I prefer using it in any situation, but if you want to try it out first, I would recommend you to take it in favorable matchup, where you can snowball a lead you get by wining 1v1's or 2v2's with your ignite. And that's main reason why ignite is being taken by Hecarim players, just to give you more power in early game skirmishes.

Smite: Smite is MUST because you are jungler! As for upgrade, I would recommend Skimirisher's Sabre.

Ghost: Ghost with Predator gives you high burst potential, so if you are facing a team comp which is built around one carry or team comp that has a lot of squishies, you would maybe like to take Ghost instead of Ignite.

Back to Top


Predator is obviously good rune for Hecarim. Its MS buff is literally made for Hecarim.

Conqueror is curently by far best rune for Hecarim, playstyle is different than when you are taking Predator. Conqueror gives you helps with long trades and gives a huge sustain due to it's passive healing.

Aftershock is one of the runes, which Hecarim's players almost never use, even though it's obviosly synergy with Devastating Charge and Onslaught of Shadows. This rune allows you turret diving in early-mid game.


Huge sustain
More damage in extanded fights
Higher carry potential
Better dueling
Better againts tankier enemies


Great against squishy enemies
Burst potential
Better mobility [ Literally buying Mobility Boots xD ]
Back to Top


Triumph is best rune in this row for Hecarim, Overheal is obviously bad and Presence of Mind is just worse than heal and bonus gold which Triumph Gives you.

OR Legend: Alacrity boost your clear time a lot, and allows you to stack your Conqueror stacks faster.
Legend: Tenacity is also good rune if you are facing hard CC enemy team.

OR This choice depends on your playstyle. Personally, I'm taking Last Stand becuase of it's buffs from few patches ago and because of fact that many enemies won't expect that bonus damage at the end of duels.

Conditioning gives you extra armor/MR in transition from early to mid and really helps you to spike super hard with completion of Divine Sunderer

is super good rune on Hecarim because of his healing from Spirit of Dread and Spirit Visage.

Back to Top


Divine Sunderer
After buffs in the last patch, this is by far the best mythic for Hecarim. Turbo Chemtank is not ideal after many nerfs, and Trinity Force is also good, but with these stats, Sunderer may be better until it's nerfed.

Sterak's Gage
You should rush Sterak's Gage second after mythic, it gives you so much tankiness and you will be able to tank much more than usual. The shield is also really good in dives etc...

Mercury's Treads
This is the best boots upgrade for Hecarim in the current meta because there is a lot of stuns, slows and roots which, obviously, counter Hecarim.
If you playing versus AD-oriented composition you should consider taking Plated Steelcaps for more armor.

Dead Man's Plate

This item is really good on Hecarim because it's giving him an insane amount of
tankiness and also a great increase of damage because it's passive MS.

Spirit Visage
This item is really good on Hecarim because it gives you additional healing from your Spirit of Dread and smites, and of course your allies shields and heals.

Back to Top

Situational Items

This item is good if you make an early game adventage and you want to snowball and carry.It's active gives Hecarim movement speed for bonus burst potential.

This item also can give you snowball potential after early game lead. Also movement which you get from it's passive gives you bigger amount of burst, so this is deffinetly good idem on Hecarim

Great item for Hecarim if you are facing hard AP oriented team, you can buy this item even though you are playing against balanced damage enemy team because this item also increase your healing from Spirit of Dread

This item you can take if you are playing vs full AD enemy team or even if you are facing someone like Dr. Mundo, Fiora, Kayn, etc...It gives you a big advantage in teamfights.

Back to Top

Jungle Pathing

Your route should start from one of the buffes, of course depending on the match ups. You should choose the buff from whom you will start by determining which lanes have the highest priority, and which is wining condition for your team.

Anyway, your route should look something like this:

After checking crab you should back and buy Skirmisher's Sabre and Boots
Back to Top

Tips & Tricks

  • You can use your Q Rampage while you are in animation of R Onslaught of Shadows.

  • You can use E Devastating Charge with combination Onslaught of Shadows to catch someone, use your ultimate to get ahead of them to make the fear, then you can knock them back right in your team.

  • After changes in patch 7.16 on Onslaught of Shadows's, best option for team fights is to use your Onslaught of Shadows on max range because it will increase fear duration.

  • After buying Sheen/ Trinity Force don't forget to spam your Rampage if you are fight whenever is Sheen's passive up, to increase your damage output.

  • When you gank a lane an enemy you want to charge with your Devastating Charge and use your Rampage right at the moment when Hecarim begins to jump at them. The reason is the speedboost from E is still active, increasing your AD through your Warpath, giving you extra damage on your Rampage.
  • The center of the circular indicator of Onslaught of Shadows tells you where Hecarim will land. It has to be over the walls for you to get across. The fear direction depends on which side u hit enemy, enemies go away from the center where Hecarim lands, so you g want to land slightly behind the enemy to push them back towards your team.
  • Finally, your Devastating Charge allows you to cross narrow terrain. You can jump the blue buff wall for example. Devastating Charge is an AA reset and deals damage to towers.

League of Legends Build Guide Author DjapeFromSerbia
DjapeFromSerbia Hecarim Guide
Vote Vote
Hecarim , Jungle Guide for Season 12 [ Patch 12.8 ]

League of Legends Champions:

Teamfight Tactics Guide