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Spells:
Ghost
Smite
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Hecarim:
Hec boasts extreme range on his gank initiation, while he also brings 2 CCs to a fight.
Hec's ultimate allows him to use ganking paths that are normally unaccessable while his ganks a fairly difficult to thwart if performed correctly.

With max CD you hit with your first and then only have to wait 1.8 seconds and all after that are 1.2 second CDs.
Laying it out, full CDR vrs NO CDR
1st Ramp- 0 sec vs 0sec
2nd Ramp- 1.8 sec vs 3 sec
3rd Ramp- 3 sec vs 5 sec
As you can see, with full CDR you get your 3rd rampage and get the full set of stacks in the same amount of time that it would take to get your only 2nd rampage without CDR.
In addition, CDR allows you to keep the train going more safely and easily. With CDR you refresh your stacks every 1.2 seconds. This leaves a 2.8 second window between your CD refresh and losing your stacks and gives 2 ramage attempts allowing a miss.
CDR effectively compounds to get you your rampage stacks faster! CDR also makes sheen procs more frequent and makes spell vamp more powerful.
CDR also helps Hec's survivability and his mobility.
Lets look at Hec's CD on W with full CDR verse no CDR.
With Full CDR the CD on the Ability is now 8.4 seconds. The ability still has a 4 second duration and the CD begins to reset on activation.
That means that Hec can have the self healing aura on him nearly half the time, only being vulnerable for 4.4 seconds between CDs. .
With no CDR Hec is vulnerable for 10 seconds between CDs.
As you can see, this is why we stack CDR...THIS IS WHAT DEFINES HEC...NOT HIS MS PASSIVE!
It is possible to jungle with 21/9 as well, but it's much less safe...if an invasion leaves you damaged or you use your hp potion, clear red before first return isn't possible.
I grab the physical damage related skills in offense and anything that reduces damage taken or improves health regen in defense.

Max q first followed by w.
q is your main damage source while w is your tankyness in team fights and jungle sustain.
get one point in e for the extra cc and movespeed on the gank.
Keep R max level possible!
Reducing the opponents armor as much as possible make Hec's base skill damage count the most. Since you'll be abusing that base damage, these will really help.
I run AS quints
AS Quints will improve your initial clear and also hastens your AS enough to get one auto attack in between each rampage with 2 stacks of rampage and full CDR.
I run 7 MR/level glyphs. Since MR itemization is more rare and less rewarding to buy, I run these quints. I run 2 flat CDR glyphs to get me from 39% to 40% CDR. These also improve your early jungle speed very slightly.
Armor seals:
These are your typical jungling seals. Pretty much a requirement for full clearing on the first run with a regrowth pendent.

I do my first full clear (wolves then blue, then wraiths, then red, then golems, then wraiths, then wolves, then gank mid or top if either look potential, then return).
Once completing this initial clear I return and purchase both philosopher's stone AND

As soon as possible upgrade the to tier 2 boots. ALWAYS get

I next buff my damage with a

I now grab a


Your next item will be a


I next finish my

You now have nearly full CDR. That means you can have w running on you almost half of the time. Since you now have mana regen and hp regen enough to sustain in the jungle in addition, you should build resists so that all the hp you regen has higher value.
I now buy a


I next build a

I now buff my dps by upgrading the


To further buff my MR, I upgrade the Negatron to a


My last item is a

Hec can do a surprising amount of damage if he is able to stay in an engagement for a long duration. To achieve this, offensive stating is needed. Since he regenerates HP naturally through his kit, we focus on improving the value of each hit point he regenerates. We do this by passively mitigating damage through resistances.
If we regenerate on hp with 50% resistance to incoming damage that 1 hp is now equivalent to 2 hp with 0% resistance. Similarly, if we get to 75% resistance each regenerated hp is now worth the equivalent of 4 hp with 0%.
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