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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
An Explanation of the Magic of Suf...feriendship? Sufferiendship, yes.
From my endless amounts of gameplay since then, I have formatted two equally effective (I'm partial to build two) builds for Jungle Hecarim.
Hecarim is meant to be played as an aggressive jungler, ganking top as often as possible, and even counterjungling a bit (I like to steal the enemies big wraith after blue buff, as hecarim's clear is fast enough to get out without conflict.) His role in a team fight is to initiate the fight, survive the fight, and cleanup the fight.
He does this with his teamfight and chasing oriented kit, with
Altogether, Hecarim is my all-time favorite jungler in the game. If you dislike him, go rot in the canterlot dungeons.
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High Mobility
Tanky (in either build)
Good Damage (in either build)
Amazing initiate potential (ult pops banshees, and still goes through)
One of the best dances in the game.
One of the best gankers in the game.
Brony References
Cons
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Needs to pick up gold momentum to do well.
Easily whiffable ultimate.
Often is forced ulting in order to escape.
Has no instant gap closers besides his ult, only a speed up.
If your team doesn't do much damage, Spirit of Dread isn't useful.
If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.
This is how Hecarim gets a lot of his cleartime, and AoE damage. It's also why CDR is so good on him.
Oh my god I bloody love this spell.
While Hecarim is charging, he gains 150 extra range (325 total).
Hecarim releases a shockwave when he finishes his charge, dealing additional damage to enemies and forcing them to flee in terror from Hecarim for 1 second.
Just one tip though; the ult isn't fear... it's terror. The difference? Terror causes people to run in a straight line away from Hecarim. They run in a line away from where Hecarim lands, so position the landing circle so they go where you want them to.
Heres the thing;
Max
Your GP10 items. These boost your economy, so that it's easier to grab
TONS OF DAMAGE!!!
Your core is
Other options to build instead of
Zeke's Herald Zeke's Herald is a better item for the second build, but you can build it if you want to, I suppose.
Altogether, build one plays sort of like a support-tank, with less damage but more survivablity than build two. Use it if you can tell from champion select that you're either going to get counter jungled out of some farm, or lanes are going to be really hard to get money from ganking.
For whatever reason, a lot of people hate
Your core items for the second build are
Zeke's Herald Zeke's Herald is a good alternative to Bloodthirster if you have a team with more then one other right clicker. EX: You have a Xin Top, or Pantheon Kill-Lane.
Build Two is much more aggressive than build one, and it's also less safe. Build Two is more-so a high risk > high reward setup. If you build a wriggles, but then start sucking, you're going to need alot of farm to get back up. However, if you do well, you're going to snowball into nearly a hardcarry during the teamfight phase. If you're confident that you can be aggressive, go with build two.
: I use Armor marks on the first build. Because this is a tank based build, the extra armor helps with surviving early clears (since I won't have attack speed or wriggles.)
: I uses Attack Speed runes for build two for the clear time and dueling potential. Because that build is designed around being a duelist/bruiser, the Attack Speed helps.Those are the differences; the following runes are mutual to both builds.
: Armor Seals are pretty much staple for Jungling at the moment. They help for dueling as well, but you pretty much can't argue these.
: Scaling Magic res. is very nice, as you don't always go for Force of Nature, or any other negatron recipes. You could also do CDR, but you tend to hit max with Spirit Visage/Frozen Heart/Randuins, etc.
: YOU DON'T GET THESE FOR HIS PASSIVE. So many people argue that these aren't worth getting, because the passive doesn't help enough. You don't get them because of the passive, you get them because Hec is already faster than a midget on meth. Let's make him faster.
Build One: 0/21/9 for the tankiness/CDR/Movement speed in defense and the extra blue buff/mana/movement speed in utility.
Build Two: 8/13/9 for the attack speed + mastered ghost in Offense, tankiness in defense and the extra blue buff/mana/movement speed in utility.
If you have any questions, you might have a small learning disability.
If I even need to tell you why I don't have to explain
I've been running both with my team, and I found a higher success rate with the Triforce build. The reasoning is simply because of the Jungle's current state, in terms of economy.
Junglers don't have a lane to feed themselves with, and Hecarim is already momentum based (no pun intended.) The GP10 items allow Hecarim do play Passively, while still having the agressive utility of his kit.
Frozen Mallet and Wits End lead to more kills and a more obvious victory, but I reccomend the Triforce build, due to the fact that you can survive without successfully ganking every time.






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