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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Threats & Synergies
Aatrox
This guy beats you very easily in 1v1s. He can invade very safely, trade easily, gank somewhat easily, and destroy you and proceed to your carries. Get Frozen armor as soon as you can and make sure he doesnt get fed off of his ganks.
Introduction
Hey everyone, I'm BUFF THIS MAN and this is my jungle Hecarim guide. So why listen to this guide? Well, currently I'm a gold hecarim main. I've played him in loads of ranked, with a win-rate of roughly 65% our of the 100-ish games, and a Hecarim mastery of 70k. Hecarim is a very interesting and fun champion to play, and I made this guide in order to help people experience the fun and success of Hecarim, and to help people climb the ranked ladder. Enjoy! |
Cons
Archaic
|
+ Weak to invades + Long CD Ultimate Early + Weak 1v1 Potential + Weak to Disengage |
Hecarim, like all champions, has his flaws too. While he provides great amounts of help to team fights, his 1v1 potential isn't so great. This not only makes him not necessarily the best split-pusher but also weak to invades early. His ultimate early can also be a nuisance with it's lengthy cooldown. In addition, disengage can easily shut down a good initiate on his part. |


「 PHYSICAL DAMAGE: 40 / 63.3 / 86.7 / 110 / 133.3 (+ 40% bonus AD) 」
If Hecarim damages at least one enemy with Rampage, he reduces its cooldown on subsequent casts by 1 second for 8 seconds, stacking up to twice.
You're going to want to max out [Rampage] first. It's your main source of damage.
- // Frequently using Q (and hitting an enemy) lowers the cooldown by 1 second, but at a max of 2 seconds.
- // Spam this as your main source of damage, but watch your mana.

「 MAGIC DAMAGE PER SECOND: 20 / 30 / 40 / 50 / 60 (+ 20% AP) 」
While Spirit of Dread is active, Hecarim is healed for 20% of the damage dealt by any source to enemies within the area, capped against minions and monsters. Use this after starting a fight or when attacking monster camps. The sustain is amazing late-game, especially if you have Spirit's Visage.
You're going to want to max out [Spirit of Dread] second, after your Q. You max this after Q and R because your role is to tank, and this ability helps with that greatly. You want it up when you can.
- // Spirit of Dread has great synergy with items such as Cinderhulk and Spirit's Visage.

While Hecarim is charging, his next basic attack gains range, Airborne icon knocks back his target, and deals physical damage based on how far Hecarim traveled during Devastating Charge's duration, ending its effects in the process.
「 MINIMUM PHYSICAL DAMAGE: 40 / 75 / 110 / 145 / 180 (+ 50% bonus AD) 」
If Hecarim's target is beyond narrow terrain, Hecarim dashes over it to reach his target. This is your ganking tool and one of two of your initiates, while simultaneously being an escape. You max this last, however, as it only increases in slight damage and cooldown, which is relatively unnecessary.
You're going to want to max this last.
- // Set this up ASAP before attacking an enemy as it increases in damage over time.
- // Try to Q before using this to attack an enemy as you get a small AD bonus from your passive.

MAGIC DAMAGE: 150 / 250 / 350 (+ 100% AP)
The wave of spectral riders travels through Onslaught of Shadows's full length, regardless of where Hecarim himself stops. This is your bread and butter as Hecarim. Initiate, disruption, AoE damage and fear, even escape in some instances. Put points into this whenever you can.
You're going to want to max out this before anything else when you can.
- // This is a very versatile ability, as you can use it for engage, escape or even peel with it's cc.
- // For the fear to be applied, Hecarim himself must hit the enemies. His Spectral Riders cannot apply the fear, only the damage.
W O R D H E R E |
sp |
W O R D H E R E |
// Standard 21/9 jungler masteries.
Q: But BUFF THIS MAN, why don't you have movement speed masteries? /A:/ Movement speed isn't as useful as some of the defensive masteries overall. While it gives Hecarim more AD due to his passive, the amount is almost insubstantial, like the speed it provides. |
Runes
Greater Quintessence of Movement Speed: Provides Decent Movement Speed with a little AD due to your passive.
- greater mark of armor penetration: Provides 12 armor pen, which makes your AD almost true damage to those without any resistances.
Greater Glyph of Magic Resist: Magic Resist, good on most champions.
Greater Glyph of Scaling Cooldown Reduction: Scaling CD, considering how great your ult can be. Grab 3 for 5% CD reduction at max level.
Greater Seal of Armor: Armor, good on most champions.
Items
Item Sequence






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This item has everything Hecarim needs. This item should not be swapped out unless you have a severe gold deficiency. |
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This is a must-buy. Low cost, great stats and a very nice boost to your W. |
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Frozen Heart is great for fed ADC's and the like. Giving lots of mana, armor, and CDR, this is a very great item. Can be swapped for Thornmail, but it's not recommended. |
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