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Hecarim Build Guide by DjapeFromSerbia

Jungle Hecarim , Jungle Guide for Season 13 [ Patch 13.21 ]

Jungle Hecarim , Jungle Guide for Season 13 [ Patch 13.21 ]

Updated on November 1, 2023
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League of Legends Build Guide Author DjapeFromSerbia Build Guide By DjapeFromSerbia 961 84 2,624,924 Views 35 Comments
961 84 2,624,924 Views 35 Comments League of Legends Build Guide Author DjapeFromSerbia Hecarim Build Guide By DjapeFromSerbia Updated on November 1, 2023
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Runes: Lethality Runes

1 2
Sorcery
Phase Rush
Nimbus Cloak
Celerity
Waterwalking

Inspiration
Future's Market
Cosmic Insight
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)

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

Abilites

PASSIVE
Warpath

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


Q
Rampage

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.
W
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.

E
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.
R
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.
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Summoner Spells




SUMMONER SPELLS
-
Ghost: Ghost is an obvious choice for Hecarim, it gives you movement speed which is converted to attack damage trough your Warpath which is especially good if you are playing Lethality build and going for quick oneshot on a squishy target. It also allows you to stick on your target if you are playing Tank/Bruiser build and stack your Conqueror and Rampage stacks.
Overall, Ghost is the best choice for Hecarim due to it's versatility in enhancing both burst and sustained damage playstyles.

Smite: Smite is crucial for securing epic monsters (such as Dragon and Baron Nashor), and clearing jungle camps efficiently.
Regarding Hecarim's jungle item, the
Gustwalker Hatchling is commonly used in most games. This jungle item provides bonuses to Hecarim's movement speed. It synergizes well with Hecarim's kit and playstyle.
However, if you're up against champions with
heavy crowd control (CC) abilities, the Mosstomper Seedling can be a viable alternative. This jungle item grants extra durability and crowd control reduction, which can help Hecarim survive and continue engaging in team fights, especially when playing a Tank or Bruiser build. It can still be a viable option even when building lethality, as the crowd control reduction can provide valuable survivability.

Ignite: Ignite can be considered in games in which you think you want to fight an enemy jungler in river especially levels 3 and 4, or you are afraid of getting invaded, but be careful if you lose 1v1, Ignite will feel much worse than Ghost[[H.

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Keystones




Phase Rush is obviously good rune for Hecarim especially for Lethality build. It's movemnt speed buff can be easily proc'ed in a moment using Rampage, and Spirit of Dread while knocking back an enemy with Devastating Charge. After inital burst you will be able to gain additional attack damage trough Warpath and make sure to assassinate your target as well to run away considering your Devastating Charge or Onslaught of Shadows.

Conqueror is by far the best rune for Hecarim if you are playing Tank/Bruiser build,of course playstyle is different than when you are taking Phase Rush. Conqueror helps with longer fights and gives a big ammount of sustain due to it's passive healing.


Phase Rush


Great against squishy enemies
Burst potential
Better escape potential after a kill

Conqueror

Big Sustain due it's healing
More damage in extanded fights
Better againts tankier enemies
More consistant
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Runes



Nimbus Cloak is an obvious choice here, it's movement speed buff synergizes well with Warpath but also is really good considering Smite's low cooldown.

Celerity is also an obvious choice and have great synergy with Warpath, you shouldn't consider any other options in this row.
Legend: Tenacity is also good rune if you are facing hard CC enemy team.

Waterwalking is same as two other runes, it just have good synergy with Warpath but also gives you a lot of strenght in level 3 and 4 fights for a Rift Scuttler and later for Drake / Baron fights.

Future's Market is really good rune option for any tempo jungler like Hecarim. It allows you to spike faster on your mythic and second item. Which of course leads to better early to mid transition.

Cosmic Insight unlike many meta junglers, Hecarim doesn't want to get Magical Footwear he prefers getting Ionian Boots of Lucidity as soon as possible.

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Mythic Item Choice



Duskblade of Draktharr is particularly good when playing a Lethality build or when aiming to assassinate squishy targets. The item's passive, Nightstalker, provides additional burst damage on the first attack or ability used when unseen by the enemy, making it useful for surprise engages or quickly eliminating targets. It also resets it's passive because of invisibility so you can proc it multiple times in single fight.

Eclipse can be a viable option on Hecarim, particularly if you're looking to add some dueling potential and burst damage. The item's passive synergizes well with Hecarim's ability to dive onto targets and deal damage based on their maximum health.

By incorporating Eclipse into your build, you can increase your burst potential and provide some additional survivability through the shield and movement speed it provides. This can be particularly useful when engaging in skirmishes or 1v1 scenarios.

Divine Sunderer can be a strong option on Hecarim, particularly when you're looking to deal with tankier opponents. The item's Spellblade passive allows Hecarim to shred through the health of tanks and bruisers, making it easier to take them down in extended figts, but also keeping him healthy because of it's passive healing.

Trinity Force is a strong option for Hecarim due to its synergistic benefits. The Sheen proc amplifies Hecarim's burst damage when combined with his low-cooldown ability, Rampage. The item's attack damage, attack speed, and bonus movement speed enhance Hecarim's overall damage output and mobility.

Jak'Sho, The Protean can be a good choice for Hecarim due to its combination of defensive stats and the unique Voidborn Resilience passive. It is good option if you feel like you have enough damage in your team that you can go tank, this item shouldn't be your first, but you should build Black Cleaver first and then go for Jak'sho.

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Legendary Item Choice


Black Cleaver is a valuable choice on Hecarim due to its armor shred. The armor shred synergizes with Hecarim's initial entrance, basically gaining all of the stacks instantly considering the target will get hit by Devastating Charge, Rampage, and autoattack in less than a second. It's a really good rush item, especially if you are considering going tank or even bruiser build with Jak'Sho, The Protean as your mythic.

Muramana is core to any lethality Hecarim build but can also be good in tank/bruiser builds. It's really important to get Tear of the Goddess on your first recall to stack it as soon as possible.

Spear of Shojin is a really good item to build if you are super ahead of the enemy. I see it as a "win harder" item and probably wouldn't build it if I'm even/behind considering its high gold price.

Death's Dance can be a good item as a 4th/5th or 6th item, especially if you are facing a lot of AD threats on the enemy team or even assassins. You definitely shouldn't build this item as 1st/2nd or 3rd.

Spear of Shojin is a really good item to build if you are super ahead of the enemy. I see it as a "win harder" item and probably wouldn't build it if I'm even/behind considering its high gold price.

Edge of Night can be a really good item if you are facing one big CC ability, such as Lux's or Morgana's Dark Binding, but don't forget that you are unstoppable during Onslaught of Shadows, so you can use that to your advantage.

Frozen Heart is the best armor item in the game for Hecarim in most games. It's especially good if you are facing champions that are dependent on their attack speed. You can easily proc its passive by getting on enemy carries with Devastating Charge or Onslaught of Shadows.

Force of Nature is the best magic resist item in the game for Hecarim, considering its passive and movement speed buff that really synergizes well with Hecarim's Warpath.

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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
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Tips & Tricks



  • You can use your Q Rampage while you are in animation of R Onslaught of Shadows, this can be really good to proc your Phase Rush or/and to get additional stacks of Black Cleaver's armor shred or Conqueror stacks.

  • Your Rampage doesn't reset or stop your autoattack animation, so feel free to use it as soon as it comes from cooldown.

  • After changes in patch 7.16 on Onslaught of Shadows,it's best for team fights to use it on maximum range because it will increase it's fear duration on targets hit.

  • After buying Sheen/ Trinity Force/ Divine Sunderer don't forget to use your Rampage when hitting a turret to get additional damage on it.

  • 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 is about to hit a target. 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 you hit enemy, enemies go away from the center where Hecarim lands, so you usually 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 also an AA reset and deals damage to towers.

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League of Legends Build Guide Author DjapeFromSerbia
DjapeFromSerbia Hecarim Guide
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Hecarim , Jungle Guide for Season 13 [ Patch 13.21 ]

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