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Introduction


Pros
-
Sufficient amount of CC
Tons of AoE damage
Very fast (jungle and speed)
Excellent Initiator
Is very scary when fed
PONY OP
Con
-
Can easily be killed if cced (slow especially)
Can fall off easily if not enough kills
Can be destroyed if denied blue buff
Build is very expensive for junglers

So obviously you would max your ulty first. So



Spam. You max this first for the damage (obviously). This is what replaces your auto attacks because in mid or late game, your q is faster than your autos. The reason why I first choose





This is your main ganking skill pre-level 6. Hecarim's e can be very scary once you gain speed. There are techniques that you can use with his e to make him deadly. That will be listed in the Unique Skills category.


So before, you would get











Before, I thought that Trinity Force was an overpriced item for junglers. But now,


This is one of the best items for






Having that extra shield with














I mostly get


Maw, for Hecarim, is mainly used if the AP carry is extremely fed and can burst you down faster than your w and






Rylai's is similar to Frozen Mallet. Personally, I think that Rylai's and Mallet are like the same thing, only the stats and AP/AD are the difference. If you love to spam Hec's q, go for Rylai's. If you like the extra tankiness and like to add that one auto attack between your q's, then go for Mallet.
Runes





So obviously, you would get this quint because it scales pretty well with your passive. It also helps jungling and ganking faster.
Greater Mark of Armor PenetrationMark of Armor Penetration
I get Armor Penetration because usually, people would be building armor against Hecarim because it's really hard to kill him without armor penetration. Therefore, you should get armor penetration to counter them... reverse psychology is broken

Armor is good on anyone, especially melee dps and tanks. Just get it. Nothing is better than flat armor.

Glyph of Scaling MR will allow you to sustain AP burst.

I get this as a personal preference because I usually play Hecarim as a ganker, so I need the money from smite to get more items because as junglers, I understand how poor we can be. Also, if you are planning to buy that trinity force, the extra ten gold is worth








All of these masteries are the basic for a tank


This is good on any jungler to have that sustain in jungle the first time you complete it.





Expanded Mind is useful because when you get into late game, your skills become more costly like



Getting this skill will: 1. Reduce the cooldown of Spirit of Dread, 2. Spam more, 3. Ulty cooldown is shorter. Therefore, more fear and damage.

Not bad if you don't want to wait the extra second and you have homeguard. vroom vroom :)

I choose

So in these unique skills, there is some skill required to actually change the game.
1.
Onslaught of Shadows is one of the fears that you can control since everyone moves away from you. Use that to your advantage when you are ganking. Make sure when you ult, you are putting the circle in the opposite direction that you want them to go. In other words, it's like Caitlyn's
90 Caliber Net. It has recoil, but you can control movement. In summary, if they run away from you, block their way with your ulty.
2.
Devastating Charge is an excellent ganking tool as well as an escape. When you are using devastating charge, make sure you push them towards your teammates when ganking. This will use a bit of time for ganking, but in the end, will be worth it with a kill, or flash burned.
3. R>E. This is a combo that can ruin their whole team by dividing their whole team. With a well planned ult positioning, you can push anyone back to your team at your will. Of course, going for the back line will be harder, so in your initiation, charge up your Devastating Charge so you can move closer as well as push farther back or forward.
4. E>Q. I've seen many high elo players do this. With precise timing, you can q in midair while stunning them too, using your passive from your e to do extra damage on your q.
So if we put together all of the skills, then you can create many combos. I've listed some below.
1. E>(Q)>W>Q. I recommend using the E>Q combo and timing to do extra damage since it is early game, but it's not necessary. This is going to be the normal ganking
2. R>E>W>Q. This combo combines the ability to control your R>E combo. Whether it's in team fights or ganking it's always useful to have that extra push from the e.
1.


2.

3. R>E. This is a combo that can ruin their whole team by dividing their whole team. With a well planned ult positioning, you can push anyone back to your team at your will. Of course, going for the back line will be harder, so in your initiation, charge up your Devastating Charge so you can move closer as well as push farther back or forward.
4. E>Q. I've seen many high elo players do this. With precise timing, you can q in midair while stunning them too, using your passive from your e to do extra damage on your q.
So if we put together all of the skills, then you can create many combos. I've listed some below.
1. E>(Q)>W>Q. I recommend using the E>Q combo and timing to do extra damage since it is early game, but it's not necessary. This is going to be the normal ganking
2. R>E>W>Q. This combo combines the ability to control your R>E combo. Whether it's in team fights or ganking it's always useful to have that extra push from the e.
As Hecarim, the main goal is to farm up as much as possible and try to get around 50 to 60 cs in 10 minutes. This will allow you to at least get your
Spirit of the Ancient Golem and probably boots.
At the beginning when you first take your buffs, expect to have your life drained by half. Hecarim has pretty poor sustain early game since his
Spirit of Dread only gives him 60 health in four seconds, which is 15 health per second, not enough sustain a lot. Make sure you have a good leash or else you will get analed when you get to red, especially against good counter-junglers (i.e
Shaco,
Lee Sin,
Evelynn)
Pre-10 minutes, I would consider probably ganking once or twice, three at max. When you are done with the gank, try to lane tax as much as you can, probably about three or four minions.
It is very important to take your buffs as quickly as possible, even if there is a free kill in any of the lanes, unless you have a ward to protect your buffs. It's ok to spend a few gold on wards, but don't buy as much as 3 early game. It is better to secure your own buffs rather than invade, unless they have a really weak jungler (technically anyone with no escapes and bad duelist). In Season 4, it should be easier to protect your buffs because of the trinkets. You should type in chat your jungle spawn timers so that you know when your buffs are going to spawn. I remember the timers as 5,6,7. 5 minutes for buff, 6 minutes for dragon, and 7 minutes for Baron. A useful trick to sroll through your chat is z, if it is default. It expands the chat, allowing you to look for it without scrolling, most of the time.

At the beginning when you first take your buffs, expect to have your life drained by half. Hecarim has pretty poor sustain early game since his




Pre-10 minutes, I would consider probably ganking once or twice, three at max. When you are done with the gank, try to lane tax as much as you can, probably about three or four minions.
It is very important to take your buffs as quickly as possible, even if there is a free kill in any of the lanes, unless you have a ward to protect your buffs. It's ok to spend a few gold on wards, but don't buy as much as 3 early game. It is better to secure your own buffs rather than invade, unless they have a really weak jungler (technically anyone with no escapes and bad duelist). In Season 4, it should be easier to protect your buffs because of the trinkets. You should type in chat your jungle spawn timers so that you know when your buffs are going to spawn. I remember the timers as 5,6,7. 5 minutes for buff, 6 minutes for dragon, and 7 minutes for Baron. A useful trick to sroll through your chat is z, if it is default. It expands the chat, allowing you to look for it without scrolling, most of the time.
In teamfights, you are the tank, therefore, you are in the frontlines. As Hecarim, you can do one of two things.
In this guide, I'll be focusing more on the initiating. When you initiate, follow the skills in the unique skills category and try to push the adc towards your team, making their team unorganized and positioned incorrectly. Try to peel their adc as much as possible if you have more than one front line. Otherwise, stay in their team and doint as much damage as you can.
1. Initiate. This is what he is best at doing and the recommended option
2. Protect your team, primarily the adc. If they initiate before you do, the only thing you can do is try to push them away while running away: use
Rampage and
Spirit of Dread if they get close to you.
2. Protect your team, primarily the adc. If they initiate before you do, the only thing you can do is try to push them away while running away: use


In this guide, I'll be focusing more on the initiating. When you initiate, follow the skills in the unique skills category and try to push the adc towards your team, making their team unorganized and positioned incorrectly. Try to peel their adc as much as possible if you have more than one front line. Otherwise, stay in their team and doint as much damage as you can.
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