Ton of CC, slows, chase potential, and can lock you down, ruining your Lethality build.
Skarner
Skarner is one of the champions that outscales Hecarim really hard...
Ivern
Ivern scales really hard, especially if he has strong hyper carry such as Aphelios/Jinx/Twitch in current meta. It's really hard for Hecarim to kill them even with Lethality build.
Kha'Zix
Kha'Zix is much stronger in early game than Hecarim in 1v1s, be careful of invades. Once Kha'Zix gets a lead its probably over for Hecarim.
Kindred
Similiar to Kha'Zix, Kindred has stronger early game and can easily invade Hecarim and secure early marks. If even in mid game, Hecarim can kill her.
Kayn
Be aware of posability that Kayn can invade your Raptors at level 1. If you get cheesed game is probably much harder and falling behind as Hecarim is never good sign if you want to win!
Nocturne
You are weaker than Nocturne on level 3/4 in River unless he's low hp. You should be able to outscale him and you are stronger already on level 6.
Xin Zhao
Xin is one of the champions that I don't have much expiriance playing versus, just cause he's not popular in jungle right now. He should be stronger level 3/4 in River but you are stronger on 2/3 items.
Trundle
You never can 1v1 him, his Pillar can be also really strong tool vs you if you go for his carries in backline. Just try to avoid him by any costs.
Shaco
Almost every Shaco will try to invade and kill you in early. That's one of his only windows where he has a very big advantage over you with kill potential. If you die, he'll invade you over and over again, and it's really hard to recover cause he scales good.
Volibear
Similiar to Trundle, you should probably never win 1v1 vs Volibear, try to avoid him in teamfights and focus down his carries. He falls super hard in mid/late game.
Udyr
Really hard matchup for Hecarim, you pretty much lose at any point of the game, best chance for you is to avoid him and try to get ahead early.
Zac
Zac has similarly bad early game as Hecarim, so you should be fine in early game. If you don't manage to get ahead early trough ganks it can get hard in mid game and you will probably get outscaled if he has hyper carry to play around.
Janna
Gives you movement speed and allows you to be tankier with her shield.
Zilean
Gives you movement speed, and revive after your initiation.
Yasuo
Using Devistating charge allows Yasuo to use his Last breath.
Yuumi
Gives you huge amount of movement speed, and increasing your damage for more burst.
Lulu
Synergies
IdealStrongOkLowNone
Janna
Gives you movement speed and allows you to be tankier with her shield.
Zilean
Gives you movement speed, and revive after your initiation.
Yasuo
Using Devistating charge allows Yasuo to use his Last breath.
Yuumi
Gives you huge amount of movement speed, and increasing your damage for more burst.
✦ 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.
Summoner Spells
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.
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.
Runes
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.
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.
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.
Item Choice
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.
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.
Jungle Pathing
Jungle Pathing
As Hecarim you should always look to start Raptors into -> Krugs -> Red -> Wolves -> Gromp -> Blue -> Scuttle Crab
You are really strong at contesting Scuttle Crab due to Waterwalking and Ghost.
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 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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