This build guide for Hecarim is for jungle and is by Saintvicious, a platinum rated player on League of Legends. Hecarim is a well-rounded jungle champion. Able to clear in 3:20 and gank quite well with increased movement speed.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spell
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Exhaust
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.
Exhaust
Skill Order
Rampage
Rampage
Hecarim cleaves nearby enemies for 60/95/130/165/200 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
Cost
25 Mana
Range
0
Cooldown
4/4/4/4/4 Seconds
Rampage
Hecarim cleaves nearby enemies for 60 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
Rampage
Hecarim cleaves nearby enemies for 95 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
Rampage
Hecarim cleaves nearby enemies for 130 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
Rampage
Hecarim cleaves nearby enemies for 165 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
Rampage
Hecarim cleaves nearby enemies for 200 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
Spirit of Dread
Spirit of Dread
Hecarim deals 80/120/160/200/240 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 60/90/120/150/180 health from minions.
Cost
50/60/70/80/90 Mana
Range
0
Cooldown
22/21/20/19/18 Seconds
Spirit of Dread
Hecarim deals 80 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 60 health from minions.
Spirit of Dread
Hecarim deals 120 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 90 health from minions.
Spirit of Dread
Hecarim deals 160 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 120 health from minions.
Spirit of Dread
Hecarim deals 200 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 150 health from minions.
Spirit of Dread
Hecarim deals 240 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 180 health from minions.
Devastating Charge
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+0.8) to 80/150/220/290/360 physical damage based on how far Hecarim has traveled during Devastating Charge.
Cost
60 Mana
Range
0
Cooldown
24/22/20/18/16 Seconds
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 40 (+0.8) to 80 (+{f2}) physical damage based on how far Hecarim has traveled during Devastating Charge.
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 75 (+0.8) to 150 (+{f2}) physical damage based on how far Hecarim has traveled during Devastating Charge.
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 110 (+0.8) to 220 (+{f2}) physical damage based on how far Hecarim has traveled during Devastating Charge.
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 145 (+0.8) to 290 (+{f2}) physical damage based on how far Hecarim has traveled during Devastating Charge.
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 180 (+0.8) to 360 (+{f2}) physical damage based on how far Hecarim has traveled during Devastating Charge.
Onslaught of Shadows
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 150/250/350 (+1*AP) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge causing nearby enemies to flee from Hecarim for 1 second.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
Cost
100/100/100 Mana
Range
0
Cooldown
140/120/100 Seconds
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 150 (+1*AP) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge causing nearby enemies to flee from Hecarim for 1 second.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 250 (+1*AP) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge causing nearby enemies to flee from Hecarim for 1 second.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 350 (+1*AP) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge causing nearby enemies to flee from Hecarim for 1 second.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
W
Spirit of Dread
Hecarim deals 80 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 60 health from minions.
Q
Rampage
Hecarim cleaves nearby enemies for 60 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
Q
Rampage
Hecarim cleaves nearby enemies for 95 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
E
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 40 (+0.8) to 80 (+{f2}) physical damage based on how far Hecarim has traveled during Devastating Charge.
Q
Rampage
Hecarim cleaves nearby enemies for 130 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
R
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 150 (+1*AP) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge causing nearby enemies to flee from Hecarim for 1 second.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
Q
Rampage
Hecarim cleaves nearby enemies for 165 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
W
Spirit of Dread
Hecarim deals 120 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 90 health from minions.
Q
Rampage
Hecarim cleaves nearby enemies for 200 (+0.4) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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.
W
Spirit of Dread
Hecarim deals 160 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 120 health from minions.
R
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 250 (+1*AP) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge causing nearby enemies to flee from Hecarim for 1 second.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
W
Spirit of Dread
Hecarim deals 200 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 150 health from minions.
W
Spirit of Dread
Hecarim deals 240 (+0.8*AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.
Hecarim cannot heal more than 180 health from minions.
E
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 75 (+0.8) to 150 (+{f2}) physical damage based on how far Hecarim has traveled during Devastating Charge.
E
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 110 (+0.8) to 220 (+{f2}) physical damage based on how far Hecarim has traveled during Devastating Charge.
R
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 350 (+1*AP) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge causing nearby enemies to flee from Hecarim for 1 second.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
E
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 145 (+0.8) to 290 (+{f2}) physical damage based on how far Hecarim has traveled during Devastating Charge.
E
Devastating Charge
Hecarim gains increasing Movement Speed for 4 seconds. His next attack knocks the target back dealing 180 (+0.8) to 360 (+{f2}) physical damage based on how far Hecarim has traveled during Devastating Charge.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Items
Starting Items
Hunter's Machete
Health Potion
Full Game Build
Mercury's Treads
Spirit Visage
Sunfire Cape
Frozen Fist
Randuin's Omen
Spirit of the Elder Lizard
Enchantment: Alacrity
*you can sub sunfire for warmogs if not much AD on the enemy team.
Pros and Cons
Pros
Amazing Mobility
Very good early ganks with knock back (based on positioning of the gank)
Decent jungle clearing time (less than 3:30)
Good Initiate for team fights late game (based on tankiness)
Hecarim is a pretty squishy jungler who, if ganks, cant tank a turret to secure a kill, which i find frustrating. For Example, I was playing a game of morgana vrs ezreal mid lane, morgana landed the stun on and i came in with my e. ezreal arcane shifted over the turret and if it wasnt for morgana's black shield i wouldve easily gave a kill.
Riot, its time to break out the buff pads and give hecarim some tankiness.
u need to remember this is a GUIDE it means its a guide on how to build this champ one way of 100000 so if u build this and an enemy team knows how to build and play better then u that will factor in expecialy if ur build dosent configur to those champs and how they are built cuz this build is OP lots of games but others ,ay be worst in world. u need to member that builds change based on ur and enemy team comp.
It's never obligatory to buy runes for every champ. It's simply to high to afford it, especially if you have a lot of champs you wanna buy. I would advice to get AD marks, flat armour seals, flat magic resist glyphs and flat AD quints + magic pen marks and AP quints. You can suite them in for almost any role and champ. It won't be perfect for everyone but it will be usefull on almost every champion.
Not just that, he doesn't really have that solid of a gank pre-6, and in terms of utility, he is a worse malphite.His advantage is the crazy damage he provides later on.
He has no innate tankiness, except his W, which is completely reliant on his teammates. However, he does do more damage than Malphite and with a Iceborne Gauntlet, can have more cc than a Malphite. He is all about lategame, and is item reliant.
On the other hand, Malphite essentially gets free stats from his passive and his W, so he already has some 'artificial gold' from the stats provided by his abilities and needs less items to function. His initiation is also more direct (goves them less time to react) and his E single handedly destroys ADC's.
TL;DR: Both are good initiators, but Malphite is a better Hecarim because hes tankier, gets more free stats and needs less gold to work.
Find it quite easy to clear jungle if I just get the first blue and give up the rest, just remeber to not use W and E to clear, and relia on your Q to do the jump for you. And add the Spirit Stone into the mix, it get even easier to manage mana early game to have enough to clear and gank.
To post a comment, please login or register a new account.
-
View User Profile
-
Send Message
Posted 6/15/2013 8:55:26 AMHi, just curious on everyones opinions on the recent change to his ultimate, is it a serius nerf or just a slight change? am not sure :)
-
View User Profile
-
Send Message
Posted 6/9/2013 12:06:36 AMHecarim is a pretty squishy jungler who, if ganks, cant tank a turret to secure a kill, which i find frustrating. For Example, I was playing a game of morgana vrs ezreal mid lane, morgana landed the stun on and i came in with my e. ezreal arcane shifted over the turret and if it wasnt for morgana's black shield i wouldve easily gave a kill.
Riot, its time to break out the buff pads and give hecarim some tankiness.
xXxDoubleAxXx
-
View User Profile
-
Send Message
Posted 6/9/2013 4:42:33 AMThis is why you build him tanky...
-
View User Profile
-
Send Message
Posted 6/15/2013 5:04:05 PMYeah, I find it really easy to tank turrets once I get Glacial Shroud :S
-
View User Profile
-
Send Message
Posted 5/20/2013 7:04:12 AMIn W2D1 Xmithie is playing Jarvan...
-
View User Profile
-
Send Message
Posted 5/16/2013 12:40:12 PMon game 5, build was poor
-
View User Profile
-
Send Message
Posted 5/26/2013 3:16:42 AMu need to remember this is a GUIDE it means its a guide on how to build this champ one way of 100000 so if u build this and an enemy team knows how to build and play better then u that will factor in expecialy if ur build dosent configur to those champs and how they are built cuz this build is OP lots of games but others ,ay be worst in world. u need to member that builds change based on ur and enemy team comp.
-
View User Profile
-
Send Message
Posted 5/7/2013 4:39:16 PMIs it obligatory to have the movement speed quintess? I really didnt wanna buy a new rune page just for him :(
-
View User Profile
-
Send Message
Posted 5/8/2013 2:57:20 AMNo it's not obligatory, you could go for attack speed or arpen, though movement speed is definitely best.
-
View User Profile
-
Send Message
Posted 5/8/2013 11:11:24 AMarmor pen, ad and MS are the best ones IMO.
-
View User Profile
-
Send Message
Posted 6/7/2013 5:46:16 AMIt's never obligatory to buy runes for every champ. It's simply to high to afford it, especially if you have a lot of champs you wanna buy. I would advice to get AD marks, flat armour seals, flat magic resist glyphs and flat AD quints + magic pen marks and AP quints. You can suite them in for almost any role and champ. It won't be perfect for everyone but it will be usefull on almost every champion.
-
View User Profile
-
Send Message
Posted 5/4/2013 3:06:11 PMOne of the reasons he might not be popular in professional play is because he's reliant on the blue buff to clear.
-
View User Profile
-
Send Message
Posted 5/4/2013 3:36:59 PMNot just that, he doesn't really have that solid of a gank pre-6, and in terms of utility, he is a worse malphite.His advantage is the crazy damage he provides later on.
-
View User Profile
-
Send Message
Posted 5/20/2013 7:01:54 AMHe has no innate tankiness, except his W, which is completely reliant on his teammates. However, he does do more damage than Malphite and with a Iceborne Gauntlet, can have more cc than a Malphite. He is all about lategame, and is item reliant.
On the other hand, Malphite essentially gets free stats from his passive and his W, so he already has some 'artificial gold' from the stats provided by his abilities and needs less items to function. His initiation is also more direct (goves them less time to react) and his E single handedly destroys ADC's.
TL;DR: Both are good initiators, but Malphite is a better Hecarim because hes tankier, gets more free stats and needs less gold to work.
-
View User Profile
-
Send Message
Posted 6/15/2013 5:06:22 PMFind it quite easy to clear jungle if I just get the first blue and give up the rest, just remeber to not use W and E to clear, and relia on your Q to do the jump for you. And add the Spirit Stone into the mix, it get even easier to manage mana early game to have enough to clear and gank.