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Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Note: Do not religiously follow this guide, it is only a guide and may not suit your play style.
The Pros and Cons
The Pros
+ Very good Jungler - Can spam his
Rampage every second, clearing mobs very fast.
+ High mobility
+ Decent sustainability - His
Spirit of Dread regains health based on the damage he deals, and spamming
Rampage every second on all mobs surrounding him makes his sustain nice.
+ Good CC - Fear with his
Onslaught of Shadows and knockback with
Devastating Charge makes him an amazing ganker.
The Cons
+ Quite low damage early game
+ Fairly hard to master
+ Bulky frame on your screen
The Pros
+ Very good Jungler - Can spam his

+ High mobility
+ Decent sustainability - His


+ Good CC - Fear with his


The Cons
+ Quite low damage early game
+ Fairly hard to master
+ Bulky frame on your screen


This is an insane passive and the reason why i have put the movement speed into the masteries and chosen the build i have. You can get a large amount of AD from this, and can always evade people by carving your way through minions, where they have to run around like slugs.



Get this first every single time, it is the damage disher and will aid your ganking in a massive way. Plus it is the best way to clear jungle as it hits all the mobs around you, allowing you to kill them all fast. The passive of this move is crazy as you can spam at once every second.


I usually get this second to help along with the sustainability of your jungle, which means you can gank earlier, on higher hp, without using as many potions. It does help ganking at a low level because you'll usually have more health regen than they will due to this, plus the help of the lane will usually ensure a kill.


I get this third purely because of the knockback effect, which usually stops an escape, or prompts a

Also, it would be an idea to use



AN INSANE ULTIMATE! This gives you a way of traveling distance super fast, and also another CC. This is ideal to either evade pursuers, or to jump into your target with

I'd say stick with this sequence whatever build you go, because having all 3 of your abilities up early has always worked for me, and can help you get the edge on other champions.
The masteries i have shown are fairly defensive masteries to survive the jungle early game, but they also become very good late game because of the movement speed talents i have put in there, and as hecarims passive give you attack damage based on movement speed, i have found it is a very viable build.
The build really speaks for itself, junglers aren't much different in masteries, some can go more in the damage tree because jungling is easier with them (for instance warwick has a passive lifesteal and can usually clear jungle with cloth armor and health pots, without masteries) but in the long run the reduced damage and the movement speed of this build suits hecarim more than it would to go into the damage tree.
Again this is just a guide, and you may disagree, but this works for me.
Swiftness
- This is a perfect mastery for Hecarim, because it links in with his passive massively. Whatever your play style i would recommend this, as it will help ganks as well as give the extra attack damage.
Initiator
- Again i would advise to get this, as it links directly to your passive and will help for early game ganks on players, and also to catch players late game who try to outrun you.
Hardiness
A must for any jungler, it will reduce the damage massively coming in from minions, as well as countering any AD carrys in late game or ganking phase.
Bladed Armor
This helps jungling but is not a must, but i've found that with this it is much much easier to clear early game, giving you more time to gank; or if it comes to it, to counter jungle.
The build really speaks for itself, junglers aren't much different in masteries, some can go more in the damage tree because jungling is easier with them (for instance warwick has a passive lifesteal and can usually clear jungle with cloth armor and health pots, without masteries) but in the long run the reduced damage and the movement speed of this build suits hecarim more than it would to go into the damage tree.
Again this is just a guide, and you may disagree, but this works for me.




I'd always say to start at Wolves, then straight to Blue - with the aid of the mid player. Get him/her to damage wolves for you, BUT NOT KILL THEM, then progress on to blue, with a pull/leash from mid.
Smite blue.
With the aid of blue you should hit level 2, learning your next ability and progressing onto Wraiths. Put on a health potion on whilst running from Blue to Wraiths to regain lost HP. Kill Wraiths, then click another health potion.
Depending on your HP, you can kill red, but i wouldn't advise this if you're new to
Hecarim because you won't have your
Smite spell up by this time, but i have done it with around 3 bars of HP to spare.
But, if you are new to
Hecarim or even to the concept of jungling... run to golems, and kill them both. This will leave you on quite low HP but will level you to level 3, where you can learn your last ability.
From there put on two health potions, and wait until your first has been fulling used before pulling red, activating
Devastating Charge as you are running.
Smite red. This will again leave you on low HP - this is your most vulnerable stage for them to counter you so be aware.
After you use
Smite on Red, activate your last health pot, and check which lanes need your help the most, or which are the most pushed. You'll be on around half HP after your last health potion, so it will leave you with enough room for one gank if you choose wisely.
After the gank (hopefully successful) - go back to buy.
Repeat this process, killing whatever pack spawns, along with heavy counter jungling when not many of your packs are up.
Here is a video i made to help you, it's against bots and purely made to help you learn the basics of Hecarim and ganking with him.

With the aid of blue you should hit level 2, learning your next ability and progressing onto Wraiths. Put on a health potion on whilst running from Blue to Wraiths to regain lost HP. Kill Wraiths, then click another health potion.
Depending on your HP, you can kill red, but i wouldn't advise this if you're new to


But, if you are new to

From there put on two health potions, and wait until your first has been fulling used before pulling red, activating


After you use

After the gank (hopefully successful) - go back to buy.
Repeat this process, killing whatever pack spawns, along with heavy counter jungling when not many of your packs are up.
Here is a video i made to help you, it's against bots and purely made to help you learn the basics of Hecarim and ganking with him.

Offensive























Tanky
It's always good to have a tanky build, because depending on your setup you may need to be the initiator of the team, and to do that you'll need to not die!
I have swapped a lot of the items around on the tank build, but the starting phase is generally the same.
Where it begins to change is when you'd usually build out a


Next build out a



This now is the decider. If their team seems to be dominating yours quite a bit, it's handy to go for the


Whichever way the game is going, after you have finished building those two items,



Last but not least, get Elixers! All of them count towards your damage apart from Oracles, but that never goes amiss due to the ward killing you can do!
This is the most skeptical part of the guide, as you can also change this every single game depending on your play style. I would still recommend
Ghost and
Smite rather than any other combo due to the fact that
Hecarim's ultimate could serve as a
Flash.
The only other alternatives i could give to you would be to mix
Smite (which is a must no matter what combination you choose, for early game jungling and late game Drake/ Baron's you do) with either
Exhaust or
Ignite...
Although usually people on your team with already be packed with those spells, which is why i recommend the
Ghost and
Smite combo, to enable your
Devastating Charge to deal the most damage for great early game ganks, and also to evade pursuers by ghosting through minions where they cannot.




The only other alternatives i could give to you would be to mix



Although usually people on your team with already be packed with those spells, which is why i recommend the








I would say to give the Blue buff to your mid player as soon as you can, but more than likely you will need it for the first couple of times it is up, so try to counter jungle their blue as much as possible to enable your mid player to have blue, as well as yourself.
Many people think jungling is simple: Clear your jungle, gank, go back to your jungle. But it is far far from this.
As well as clearing your jungle and ganking, you must also counter jungle at any possible opportunity - For instance if the opposing team's jungler is in a lane ganking or supporting, you go to steal his jungle on the opposite side, as you know he can't get there fast enough.
One problem with this: He could go into your jungle whilst you're in his. So a solution, which is usually only viable around level 6, but if you can do it as early as possible : WARDS.
Wards are an essential to jungling. Always have the entrances to your jungle warded in case the other jungler tries to enter, and also ward up their entire jungle if you can (usually around 3 wards per side), so you can counter jungle them when you know where they are, maybe even securing a kill - if not a buff or a bit of extra money which he can't have.
Throwing the enemy jungler off course by counter jungling or ganking him will inevitably lead to them falling behind in levels, and not being able to gank your lanes efficiently.

The red spots on this map are wards that i'd definitely recommend warding, as they cover the main buffs, entrances to your jungle, and the main monsters (Drake/Baron).
The green spots are ones that are optional, but will massively help you set up ganks as a team, making it a much easier win.
WARDS WIN GAMES!
Note: Take care when counter jungling, lanes are always close and their team can react to save their jungler or a buff, leading in you dying a pointless death and feeding their team.
As well as clearing your jungle and ganking, you must also counter jungle at any possible opportunity - For instance if the opposing team's jungler is in a lane ganking or supporting, you go to steal his jungle on the opposite side, as you know he can't get there fast enough.
One problem with this: He could go into your jungle whilst you're in his. So a solution, which is usually only viable around level 6, but if you can do it as early as possible : WARDS.
Wards are an essential to jungling. Always have the entrances to your jungle warded in case the other jungler tries to enter, and also ward up their entire jungle if you can (usually around 3 wards per side), so you can counter jungle them when you know where they are, maybe even securing a kill - if not a buff or a bit of extra money which he can't have.
Throwing the enemy jungler off course by counter jungling or ganking him will inevitably lead to them falling behind in levels, and not being able to gank your lanes efficiently.

The red spots on this map are wards that i'd definitely recommend warding, as they cover the main buffs, entrances to your jungle, and the main monsters (Drake/Baron).
The green spots are ones that are optional, but will massively help you set up ganks as a team, making it a much easier win.
WARDS WIN GAMES!
Note: Take care when counter jungling, lanes are always close and their team can react to save their jungler or a buff, leading in you dying a pointless death and feeding their team.
All in all,
Hecarim seems like an amazing jungling character, maybe one of the best. I'd recommend trying this against bots once or twice until you get used to his play style, then to go use him!
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