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Spells:
Ghost
Smite
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Those who downvote for the reason of just checking the item purchase order and masteries should have their souls raped by Hecarim
Welcome to my Hecarim Guide! ^^,
This is a jungle guide for Hecarim. I've tried out a few different things on him since the release and I think this build is the most suited for him. The build itself contains a large amount of damage and more than enough utility and survival to be able to get in and out of all different kind of situations.


All games above are level 30 normal games (1 ranked) |
Pros
- Very mobile
- Great in teamfights
- Strong mid/late game
- Great escape (speed)
- Not very team dependant
- Great damage and survivability
- Fun to play!
Cons
- Weak earlygame
- Average jungle speed
- A bit mana thirsty without blue early/mid game
- Takes some time to master good ganks
















Situational Items
I would not recommend any of these items over any other item above except for the Phantom Dancer























The abilities starts at 0:29 and ends at 2:02


Head over to the wolf camp.
#1 - Wolves
Take the first skill point into your Q (Rampage)

#2 - Blue Golem
Ask your teammates to leash the golem for you so you dont have to take any unnecessary damage. After pulled, open up with a auto attack followed by Q (Rampage)






#3 - Wraiths
Nothing special. Use a health potion



#4 - Small Golems
You should have around 80% health once you reach this camp. Same thing. Use a health potion





#5 - Lizard
As previous camps.






It's pretty simple. First off, make sure they're not too close to their turret. There's no use charging right into a turret, nor will it help your teammates to kill the enemy because the knockback will only push them further under the turret.
Start off with your E




At level 6, it's almost the same, except that you have two choices. Either initiate with your ultimate

- OR -
Start of with only your E




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