Hecarim Build Guide

Earning a Blue Ribbon for Jungling. (S4)

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Hello, and welcome to my Hecarim Guide! This is for jungling, and has been updated to the preseason of S4. In Season 4, Hecarim can either choose to be gank-heavy or farm-heavy. Either way is fine, as Hecarim is above-average in both ganking and scaling in comparison to some other junglers (who may beat him in either category, but not both). Hecarim's mid and late-game power is exceptional, but his early game (about levels 1-6) is weak in direct engagements. Hecarim's ultimate is godlike at ganking and initiating. You probably can't win the early game by yourself, so the gameplan here is to avoid brawling in the early game and win it later through your excellent ganking and teamfighting. Hecarim can seize a single moment of a vital enemy being out of position and ruin the enemy team's positioning with his ultimate, scattering them to all directions. Sure, [imgsmall=champ/malphite.png] or [imgsmall=champ/amumu.png] can initiate with similar AoE crowd control, but you have sustained dps to back it afterwards as well, making you a threat even without your ultimate. Looking at Hecarim's damage scaling might initially disappoint some people. There are near-pointless AP ratios on [imgsmall=skills/hecarim/w.png] and [imgsmall=skills/hecarim/r.png], and a low AD ratio on [imgsmall=skills/hecarim/q.png]. However, [imgsmall=skills/hecarim/q.png]'s cooldown, area of effect, and the fact that you can move or attack while using it means that a little scaling goes a long way. This guide is specifically for jungle Hecarim. Your objective, be it in lane or jungle, is to get through the early game and abuse your good mid and late game, unless your opponent is even weaker than you early. Hecarim is not a duelist. His kit revolves around teamfighting. Let's get started.

Armor and Magic Resist 'scale' better with Hecarim than flat health. The reason for this is that in late-game teamfights, Hecarim will be healing a lot of health with [imgsmall=skills/hecarim/w.png], granting you more 'effective' regained health with more resists. You should still have a reasonable pool of health to avoid dying to burst damage, of course. Tilt the Armor/Magic Resists to fit your opponents. If no lane is particularly fed, aim for the defensive items with the benefits you would prefer. Armor Pen, and CDR scale better than Attack Damage, Attack Speed and Crit Chance, because [imgsmall=skills/hecarim/q.png], which scales poorly on Attack Damage by itself, supplements your autoattack damage and usually your targets will try to run away from you. You won't always be getting an autoattack off every time you have it available, but you WILL be hitting people with Rampage constantly. CDR also helps you keep up [imgsmall=skills/hecarim/w.png] to survive, [imgsmall=skills/hecarim/e.png] and [imgsmall=skills/hecarim/r.png] to gank, and slightly increases your dps with [imgsmall=skills/hecarim/q.png]. Movement speed items should not be specifically itemized for, because the conversion rate on his passive is not worth rushing movement speed items. They are a bonus to be considered, but not specifically aimed for.

h. If you just want an idea of how to get through the jungle as Hecarim, then you should take a look at stonewall008's videos on Youtube. Hecarim is decently versatile, so you can start at wraiths->red if you want to try an early gank on a champion you want shut down. However, some people aren't content with just farming. Some champions have the ability to screw over your clear, whether it's by finding and killing you as you are trying to clear, or by stealing your jungle camps before you can get to them. You can get into the action later in the game, but if you suspect that they want to take your red buff when they spawn, you can ask bot lane (if you're blue side) or top lane (if you're purple side) to keep an eye on them for you, or even ward it if they're generous. This is another reason to run [imgsmall=summoners/flash.png]. Junglers that excell at murdering you early and tear through the jungle quickly ([imgsmall=champ/drmundo.png], [imgsmall=champ/shyvana.png]) often run [imgsmall=summoners/exhaust.png] to crush you 1v1 even harder, but provided you can get to a wall you can run. If you are being invaded, ping like mad and try to kite them away with [imgsmall=skills/hecarim/q.png]'s slightly higher range - hopefully your laners are on the ball and can help you against early aggression. Assuming you got through the clear safely and at reasonable health, you can try to gank a lane. There will be more on that later, but for now I'll just say that, usually, you should not try and hang around too long at any particular lane in the hopes of getting a gank off. Doing so can make you fall behind the other jungler in experience and gold, and if they know that you're waiting on any particular lane, their jungler has free reign over YOUR jungle. Just because you're capable of ganking at level 4 doesn't mean that you have. You won't be able to catch anyone and stick to them without red, and even with red some champions can slip away from you. Once you have your ultimate, that changes. Try to cooperate with your team, to help them if they should require you to hold the lane for them and prevent tower damage. Your [imgsmall=skills/hecarim/e.png] gives you a little bit more mobility than other champions, so you can get around faster than other junglers (some exceptions, like img=champ/rammus.png]]) Give the second blue buff, and any later ones, to the neighboring lane that needs it and is doing well. Otherwise, take it for yourself. Red buff can go on yourself, as you will like it when you gank. Ganking pre-6 is fairly reliant on your lanes. Hecarim does well with champions that have hard crowd control before level 6, as they allow him to circle around from behind and bash them back towards your side of the lane. Champions that can do this include [imgsmall=champ/ryze.png], [imgsmall=champ/alistar.png], [imgsmall=champ/irelia.png], with many others, obviously. Try to be adaptable. If the enemy invades your jungle with all five to take your blue early, see if you can go take their blue or go do red instead. If you find your jungle ravaged and all the camps taken by the enemy early, go gank or try to steal from the enemy instead. The real fun comes when you hit level 6. [imgsmall=skills/hecarim/r.png] is one hell of a toy.

This is where the fun starts. [imgsmall=skills/hecarim/q.png] and [imgsmall=items/sheen.png] will be putting a hurt on enemy champions and is clearing minions pretty well, and [imgsmall=skills/hecarim/e.png] combined with [imgsmall=skills/hecarim/r.png] will allow for some pretty slick moves. At this point in the game, you should remain alert of the following, in no particular order. 1. Your allies, their current status in the lane, and whether or not their lane is gankable. 2. Your enemies, most importantly the position of your rival, the enemy jungler. 3. The status of buff camps and dragon. All the while, farming your jungle and taking whatever you can from the enemy's. An example of this would be, if you are blue side and the enemy jungler just ganked top, you could slip into their jungle and punish their jungler for showing their face top by stealing their wolves, or even blue buff if it's up. If it's not, you could throw down a ward and be there as soon as it spawns to ambush them. Be aware of what is going on and set up opportunities for yourself. Things won't always go as planned, but as long as you're not locked up by crowd control and have [imgsmall=summoners/flash.png], [imgsmall=skills/hecarim/e.png], or [imgsmall=skills/hecarim/r.png], you should be able to get out of any scrape provided you have warning. Remember the timers for buffs and neutral objectives. 5 minutes for the neutral buffs (provided you take the first blue on time, it should respawn at about 7:10-7:30). If you have the timer on their buffs, try and get a ward on it before it spawns. Dragon respawns 6 minutes after it dies. Baron respawns 7 minutes after it dies. It should be easy to remember. Neutral buffs 5, Dragon 6, Baron 7. If you forget the Baron timer, you can also try to remember it by knowing that 3 minutes after the Baron buff disappears, Baron will be back up. The range on [imgsmall=skills/hecarim/r.png] is insanely long, you would be surprised at how many ways you can gank a lane with it. Be creative. It's Malphite's [imgsmall=skills/malphite/r.png] with a pushback effect away from you. You don't always need to open up with it, try asking your teammate to bait their opponent into fighting as you approach and open up on them before they can run. While doing all of this, FARM. Farm your jungle, and push to the enemy tower with your laner after you kill their opponent in ganks. If you're using [img=items/spirit-of-the-ancient-golem.png], keep those Conservation stacks down!

Pay attention to your team. Stay grouped. If you are grouped as five and you see one of the enemy off farming in another lane, just go initiate with [imgsmall=skills/hecarim/r.png], pop [imgsmall=skills/hecarim/w.png] to absorb the retaliatory damage, and try to smash them in the 5v4~. Typically, however, save your ultimate for a good opportunity, be it hitting as many enemies as possible, or gunning straight for a high priority target. Be sure to communicate, if you're not on Skype or some other program with your team, ping like mad before you jump in. If you have space, buy 2 wards and place them in locations that would help you set up for a fight at objectives, or in their jungle so you can catch one of their number should they wander off. Remember that [imgsmall=skills/hecarim/w.png] heals you for damage that your allies do within its radius. You'll basically get all your health back if, say, [imgsmall=champ/viktor.png], [imgsmall=champ/annie.png], etc, lands their combo on 2-3 champions within your radius. Hecarim is very strong here. As long as you got through the early game, exploited your excellent mid-game, and kept your eye on your goals, you should be able to win. Priority targets at this point in the game are Baron, towers, and inhibitors. Dragon at this point is an afterthought when none of the others are possible and you have map control.

Just because a champion is listed as a 'bad teammate', does not always mean that the champion itself is bad (that COULD be a reason, but whatever). They may simply not contribute as much as other potential teammates to Hecarim's abilities. Hecarim is not an especially niche champion requiring a team to revolve around his presence, but some champions synergize better than others with him. [title]General Teamfighting Partners:[/title] [img=champ/anivia.png] [img=champ/annie.png] [img=champ/brand.png] [img=champ/cassiopeia.png] [img=champ/ezreal.png] [img=champ/fiddlesticks.png] [img=champ/galio.png] [img=champ/graves.png] [img=champ/karthus.png] [img=champ/katarina.png] [img=champ/kennen.png] [img=champ/morgana.png] [img=champ/orianna.png] [img=champ/rumble.png] [img=champ/viktor.png] [img=champ/vladimir.png] [img=champ/wukong.png] [img=champ/ziggs.png] [img=champ/zyra.png] These champions all have a lot of area of effect damage, which gives you absurd amounts of healing on [imgsmall=skills/hecarim/w.png]. Their burst or sustained area of effect damage all heal you buy 30% of the damage dealt, unlike the reduced amount of healing usually applied to spell vamp on area of effect spells. Notice that a lot of these champions are AP mid casters. A lot of good teammates here will overlap with some of the mid mages. [title]Mid:[/title] [highlight]Good Teammates:[/highlight] [img=champ/ahri.png] [img=champ/anivia.png] [img=champ/annie.png] [img=champ/brand.png] [img=champ/fiddlesticks.png] [img=champ/morgana.png] [img=champ/pantheon.png] [img=champ/ryze.png] [img=champ/sion.png] [img=champ/twistedfate.png] [img=champ/swain.png] [img=champ/veigar.png] [img=champ/xerath.png] [img=champ/zilean.png] [img=champ/zyra.png] These champions have typically reliable crowd control before and after 6, allowing you to gank for them easily both pre and post level 6. [img=champ/cassiopeia.png] [img=champ/fizz.png] [img=champ/galio.png] [img=champ/gragas.png] [img=champ/kennen.png] [img=champ/malzahar.png] [img=champ/orianna.png] These mages can enable an easy gank at level 6 with their respective ultimates. Before that, however, ganking for these mages will be a little harder. [img=champ/anivia.png] [img=champ/cassiopeia.png] [img=champ/karthus.png] [img=champ/veigar.png] [img=champ/viktor.png] [img=champ/zyra.png] These mages possess the ability to control the battlefield with their abilities, creating zones where the enemy does not want to enter. [highlight]Bad Teammates:[/highlight] [img=champ/heimerdinger.png] Heimerdinger has nearly impossible to land crowd control and a bunch of abilities that play towards pushing the lane. He also lends very little to an initiation composition - he's better suited to a team that prefers to be initiated on. [img=champ/mordekaiser.png] He will be under the enemy tower regardless of how he plays. Also, he likes to take your jungle for additional money during his downtime. [title]Top Lane:[/title] [highlight]Good Teammates:[/highlight] [img=champ/darius.png] [img=champ/gangplank.png] [img=champ/irelia.png] [img=champ/jarvaniv.png] [img=champ/jax.png] [img=champ/kayle.png] [img=champ/leesin.png] [img=champ/pantheon.png] [img=champ/olaf.png] [img=champ/renekton.png] [img=champ/riven.png] [img=champ/rumble.png] [img=champ/shen.png] [img=champ/singed.png] [img=champ/vladimir.png] [img=champ/yorick.png] These champions enable ganks on their lane very easily with their crowd control and damage, and/or can follow your initation with their own methods of aiding in the teamfights to great effect. [img=champ/gangplank.png] [img=champ/jarvaniv.png] [img=champ/malphite.png] [img=champ/warwick.png] [img=champ/wukong.png] Their level 6 will essentially mean you are almost guaranteed to kill their lane opponent if you gank. [imgsmall=champ/gangplank.png] in particular can assist in a gank you are initiating on the other side of the map. [img=champ/chogath.png] [img=champ/kayle.png] [img=champ/renekton.png] [img=champ/rumble.png] [img=champ/shen.png] [img=champ/shyvana.png] [img=champ/wukong.png] These champions are all helpful at letting you live through teamfights, sustaining off of their damage with [imgsmall=skills/hecarim/w.png], chaining crowd control, or just outright saving you ([imgsmall=skills/kayle/r.png]/[imgsmall=skills/shen/r.png]) [highlight]Bad Teammates:[/highlight] [img=champ/fiora.png] Fiora cannot help your ganks at all except with pure damage. [imgsmall=skills/fiora/r.png] can give you some health back, but that's not a good enough reason to pick Fiora as a partner. [img=champ/garen.png] Much like Fiora, Garen cannot assist your gank in any way besides damage. It doesn't mean you shouldn't gank his lane early, because if he gets in range he will basically provide all the damage required for a kill, but be aware that he won't be doing any enabling for you without summoner spells. [img=champ/mordekaiser.png] Mordekaiser makes his second appearance here, as he can also go top lane. Not as bad as mid, because you can just let him farm the top lane and devote your attention to dragon and the other lanes, but it's still basically impossible to gank for him unless the enemy laner is dumb. [title]Bot Lane[/title] [highlight]Good Teammates:[/highlight] Support: [img=champ/alistar.png] [img=champ/blitzcrank.png] [img=champ/janna.png] [img=champ/leona.png] [img=champ/nunu.png] [img=champ/taric.png] These supports can help your AD and you secure the kill on the enemy. AD: [img=champ/ashe.png] [img=champ/kennen.png] [img=champ/tristana.png] [img=champ/urgot.png] [img=champ/vayne.png] [img=champ/varus.png] AD carries with crowd control are quite valuable, even if most of it comes at level 6. The others only really contribute with damage. Teamfights: Support: [img=champ/alistar.png] [img=champ/leona.png] [img=champ/lulu.png] [img=champ/sona.png] The following can follow up your initiation with their own crowd control and lock down the enemy for a fairly long time. AD: [img=champ/ashe.png] [img=champ/ezreal.png] [img=champ/graves.png] [img=champ/kennen.png] [img=champ/missfortune.png] [img=champ/sivir.png] [img=champ/urgot.png] [img=champ/varus.png] Area of effect damage, as usual, is a wonderful followup on an initiation. AD carries that can contribute that along with their autoattacks are an excellent choice, along with those with initiation ability (Ashe's [imgsmall=skills/ashe/r.png], Sivir's [imgsmall=skills/sivir/r.png], Varus's [imgsmall=skills/varus/r.png], Urgot's [imgsmall=skills/urgot/r.png]). [highlight]Bad Teammates:[/highlight] Support: [img=champ/soraka.png] Basically puts you a man down when it comes to crowd control and damage. AD: [img=champ/caitlyn.png] [img=champ/kogmaw.png] Contribute less than the other AD champions, but are still workable.

Hecarim has his strengths and his weaknesses, but you can play to his strengths and minimize his weaknesses by itemizing and playing correctly. Always remember, League of Legends is a game. Play it to have fun, but not at the expense of others. Treat your teammates well, you need them if you want to win. League of Legends is a team game, after all. Use one /j at the start of the game, and one at the end if you win, so you can declare that you have been awarded ANOTHER BLUE RIBBON FOR HECARIM. Good luck! Leave a comment below whether you liked or disliked this guide, and tell me what could be improved.

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