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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction



His clear speed is also strong, although slower than the likes of


- the jungle changes coming with season 3 will most likely massively change the viability of hecarim and the way he will be played, as he is a fringe jungler at the moment, the jungle changes have the ability to change him massively, and as such the guide will not be heavily updated untill the season 3 jungle is released.
- upcoming halloween/ shadow isles themed skin looks nice
Pros
- Strong jungling speed with no investment into damage due to AoE clear of
Rampage in combination with
Spirit of Dread.
- Snowballs very hard due to the nature of the way his abilities combo with
Trinity Force.
- Strong AoE area control with his AoE damage and cc through
Onslaught of Shadows and
Devastating Charge.
- His passive
Warpath provides more damage as you aquire more movement speed, which is a desirable stat anyway, so a nice little boost however not worth building around in its own right.
Cons
- Vulnerable to counterjungling at early levels due to lots of his damage coming from abilities, which are weak damage wise at very early levels (1-6ish).
Rampage takes about 6 seconds to stack up to its full effectiveness which leads to a wind-up time for his ganks, similar to
Skarner.
- Newer
Hecarim players will often misuse his
Devastating Charge, resulting in the enemy being knocked away from your teammates rather than towards them.
For runes:
Greater Mark of Attack Speed allow for a faster clearing speed at lower levels allowing you to gank more easily. Flat ad marks can also be used to a similar effect, however I believe alacrity marks are more effective due to the fact that
Hecarim's autoattacks are not interrupted by his
Rampage animation.
Greater Seal of Armor are practically a necessity on all junglers.
Greater Glyph of Scaling Magic Resist or
Greater Glyph of Magic Resist are both viable options, scaling magic resist will provide more magic resist after level 9 so I believe they are the more effective choice.
Greater Quintessence of Movement Speed are optimal on
Hecarim and with a boots start will provide the same amount of ad as flat ad quints would due to his passive,
Greater Quintessence of Attack Damage or greater quintessence of desolation can be used if you do not have movespeed available.
I prefer 0/21/9 masteries on
Hecarim as I believe the offense tree provides very little when compared to the movement speed bonuses available in the utility and defense trees, which I think are essential on hecarim due to the double-effectiveness provided by his passive.
The
Indomitable
and
Tough Skin
/
Bladed Armor
masteries are also essential on
Hecarim, as they are with most junglers, due to the massively reduced minion damage at lower levels making the first jungle clear that much more easy.
Durability
/
Veteran's Scars
also help towards this cause.
Any other mastery choices I believe to be non-essential and mostly down to choice however I like to take
Expanded Mind
in utility for some extra mana, which you will be using for his
Rampage, and
Improved Recall
as it does save some time when a recall is needed.
Runic Affinity
also helps towards making you more effective in the jungle during your first clear due to the increase duration of blue buff allowing for more AoE damage with
Rampage.

The






Any other mastery choices I believe to be non-essential and mostly down to choice however I like to take





I recommend going for a full clear on
Hecarim, as his early ganks are relatively weak anyway and he need to be at least level 3 in order to do anything useful during a gank.
As such I start at wolves clearing them as they spawn at 1:40 with the help of my team if available, then move on to blue at 1:55 with a leash from my mid laner so that i take less damage at the beginning and in the jungle overall.
I then move on to wraiths, followed by red and then small golems. At this point you can choose to gank early (as you should be around half health) or continue to farm to ensure you can get a philo stone on your first recall. This is done by going back to wraiths, then wolves then finally small golems again, which should allow you enough gold to purchase a philo, or at least put you very close to the 800 gold you need.
As for actual technique, you should be using both your
Rampage and
Spirit of Dread on cooldown as
Rampage has almost no cooldown and costs very little mana, so it is basically free damage.
Spirit of Dread also has a relatively low cooldown and is simply an activateble AoE which provides sustain based on how much damage you, and nearby teammates are doing, so it should be used whenever possible in the early levels.

As such I start at wolves clearing them as they spawn at 1:40 with the help of my team if available, then move on to blue at 1:55 with a leash from my mid laner so that i take less damage at the beginning and in the jungle overall.
I then move on to wraiths, followed by red and then small golems. At this point you can choose to gank early (as you should be around half health) or continue to farm to ensure you can get a philo stone on your first recall. This is done by going back to wraiths, then wolves then finally small golems again, which should allow you enough gold to purchase a philo, or at least put you very close to the 800 gold you need.
As for actual technique, you should be using both your






When to buy

Buy

- You are extremely fed and in no danger of dieing any time soon.
- You are slightly ahead of your build schedule and have a spare 400 gold to spend.
- You are ahead and wish to push for dragon early and your support shows no signs of placing a
Vision Ward in the
dragon area, if you are not so far ahead a
Vision Ward of your own can serve this purpose. The same can be said for
Baron Nashor.
- There is a particular problem lane which seems to be struggling to keep up and must be assisted in order for the game to be won, but it seems to allways be warded.
- The game has reached the late teamfight/
Baron Nashor stage and your suppot does not allready have one.
Do not buy

- You are allready considerably behind the other jungler in terms of items.
- You are regularly dieing and are unable to tank any damage at all.
- The game ahs reached the lategame teamfight/
Baron Nashor stage, and your support allready has one.
What to do if you do buy

If you decide that

Similar thought processes can be applied to



The items for
Hecarim are fairly standard for all tanky junglers
Wriggle's Lantern on
Hecarim as I believe the proc does not synergise particularly well with his kit and your W skill will provide all of the sustain you will ever need in the jungle.
TLDR:
>>>(philosopher's stone)>>>
>>>
>>>
>>>
>>>
>>>
>>>
or
>>>
>>>
or
.

- I prefer a
Boots start on almost all junglers due to less money being wasted on
Health Potions than would be with the
Cloth Armor alternative, also almost every strong jungler can clear the jungle these days without needing the 5
Health Potion or the extra armor from a
Cloth Armor.
- Double gp10 philosopher's stone
Heart of Gold has become a staple of most junglers at this point due to its low cost and constant income throughout the game.
Sheen for a massive increase in early game damage for a low cost.
Glacial Shroud a strong item in its own right and the precursor to your
Frozen Heart.
Mercury's Treads are a must purchase on near enough every tanky character due to the cc reduction meaning more damage over time, as you do 0 damage while you are cced and the other boots options provide little for offense.
Mobility Boots are a possible alternative if you wish to focus on very heavy map control and ganking. However I would not recommend this outside of a fixed team. Boots can be upgraded earlier in the game if you feel it is necessary.
Frozen Heart is an amazing item which provides tonnes of useful stats for a relatively low cost, the cdr combined with the mana allows you to spam
Rampage more often and for longer, resulting in more damage, while the attackspeed reduction for enemies combined with the 99 armor make you very resistant to physical damage, and all that for just 2775 gold. With this item early, around 18-20 minutes if you are doing well, you will be near enough untouchable by the enemy ad carry and deal tonnes of damage with repeated
Rampages, which brings me on to my next item.
Trinity Force, I actually do not view this item too highly on most champions, however i believe it is strong on hecarim as he makes use of absolutely all of the stats, which could partly justify the ridiculous cost of 4070, if you feel that you do not need to do more damage this item can be skipped. I do however recommend this item as it synergises very well with the repeated spamming of
Rampage resulting in repeated procs.
If I am building this item i prefer to buildSheen first as at that point in the game (~10 minutes) I will have red buff most of the time and am not in need of the
Phage slow. However
Phage does provide more survivability than
Sheen, so if that is what you require feel free to pick up
Phage before
Sheen.
Shurelya's Battlesong, this item is extremely strong as it provides a ghost to your entire team for a short time and is a cheap natural progression from the philo stone which you picked up earlier.
Randuin's Omen is built for a similar reason, it is very cost effective providing a mild AoE slow and damage reduction which scales with armor (which you will have a lot of at this point).
- Finish the build with either
Guardian Angel (if you are carrying your team and are essential to teamfight victories) or
Force of Nature (if you are looking for more resistance to magic damage, or if the enemy ap carry is particularly fed this can be built earlier instead of
Randuin's Omen or before
Shurelya's Battlesong).
Maw of Malmortius is also a strong item on
Hecarim when the enemy team is heavy on magic damage and can be built. I would probably build this instead of
Shurelya's Battlesong if it was needed. If you do prefer to build this item and are unlikely to ever build
Shurelya's Battlesong then I would not recommend picking up the early philosopher's stone and would instead skip straight to the
Heart of Gold.


TLDR:












Take an early point in
Spirit of Dread for the jungle sustain (1st or 2nd point should be spent here). Your second point should be spent in either
Rampage or
Spirit of Dread depending on which you put your first point into. from this point the skill build depends largely on preference.
I like to get a 2nd point in
Rampage at level 3 as I rarely gank before I have finished my initial clear, however if you notice an opportunity
Devastating Charge can be ranked at level 3 for an early gank (I would not recommend ganking any earlier than this on
Hecarim).
After this point either
Rampage or
Spirit of Dread can be maxed. I prefer to max
Rampage over
Spirit of Dread as I believe rank 1
Spirit of Dread provides more than enough jungle sustain while
Rampage provides much more damage than
Spirit of Dread both for clearing and ganking. I max
Spirit of Dread second as the healing per damage % increases as you rank it up and at the higher ranks your teamfight sustain will become ridiculous as long as you play correctly.
I max
Devastating Charge last as it proves very little through ranking it up apart from a small reduction in cooldown.
Obviously
Onslaught of Shadows should be ranked at 6, 11 and 16 due to the power of ultimate abilities.



I like to get a 2nd point in



After this point either








I max

Obviously

Smite is an obvious choice when you are jungling due to the utility it provides at all stages of the game, early game damage as well as late game buff security.
- I take
Flash on
Hecarim as I like to be able to instantly reposition myself, either to pull off a strong knockback with my e or in order to escape over walls.
Ghost is also a viable alternative as it provides damage (due to
Warpath) on
Hecarim and is better for chasing than
Flash, however it does not provide the same instant utility as
Flash, it is a situational choice.
Exhaust some junglers have been running exhaust recently such as
Shyvana and
Dr. Mundo, however this is to compensate for their lack of reliable cc, I do not believe
Hecarim has this problem however so I do not take
Exhaust on
Hecarim, however it could be a viable choice when played correctly.
Flash can be used to reposition yourself for a quick
Devastating Charge knockback into your team if you are not going to be able to run past the enemy in order to do so.
- Similarly
Onslaught of Shadows can be used to run in front of an enemy causing them to run away from you and towards your team,
Devastating Charge can then be used for an even further knockback.
- When ganking try to land at least one
Rampage on the enemy while
Devastating Charge is active, as the extra movement speed provided by it will result in extra damage on your
Rampage.
- When in the jungle try to finish clearing the camp with your
Rampage in order to preserve the extra cooldown reduction for the next camp, this will result in a slightly faster clear time.

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