Hecarim Build Guide

Jungle Guide

Updated 3 years ago
108,380
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Runes
  • 3
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 6
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hello and welcome to my Hecarim guide. I will try to learn you as much as possible to be an awesome pony! Right now Hecarim is very popular in games because he is a very good jungler who has amazing ganks and can snowball very fast. Read further and please enjoy!

These are fairly standard jungle runes, I take attack damage and armor penetration marks The ad is great early for clearing camps fast and the armor penetration is useful for tanky early champs. Armor and magic resist to be tanky and Quints movespeed for the extra damage on his passive and to be a fast pony on the field

[title][img=skills/hecarim/p.png] Passive: Warpath[/title] [number]Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25% of his bonus movement speed.[/number] [title]Explanation:[/title] This passive is really great combined with your [img=skills/hecarim/e.png] or [img=summoners/ghost.png] cuz it will give you an extra AD boost. Be aware if your movement speed get slowed like wither by nasus your bonus AD on your passive = 0. This passive is also the reason I go for the ././3 in masteries. [title][img=skills/hecarim/q.png] Q: Rampage[/title] [number]Hecarim cleaves nearby enemies, dealing physical damage. (50% damage to minions and monsters) 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.[/number] [title]Explanation:[/title] With this skill you can clear camps fairly easy , what makes this skill so amazing is that it has nearly no CDR so late game you will crush your enemies with this skill cuz you will slice them every sec with haevy dmg. [title][img=skills/hecarim/w.png] W: Spirit of Dread[/title] [number]Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per cast.[/number] [title]Explanation:[/title] This skill is so awesome when you go all in and get low and you pop your W you see your health bar rising again. This skill I max first instead of Q because I believe it will benefit you better. [title][img=skills/hecarim/e.png] E: Devastating Charge[/title] [number]Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.[/number] [title]Explanation:[/title] This skill is your base skill for ganking , combine this skill with ghost and see your pony flying over the map. not much to tell about this just a great mobility skill. [title][img=skills/hecarim/r.png] R: Onslaught of Shadows[/title] [number]Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike. Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.[/number] [title]Explanation:[/title] The range on this makes it a really good ultimate. You bassicaly just want to initiate with this skill and fear the whole team. You can also use this skill for great escapes since the range is pretty far.

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