• 9
    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
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

[.]25/10 Started elaboration of all items + News chapter [.]28/8 Added Ability Power chapter [.]25/8 Updated the item list and added Bonus: Skins [.]24/8 Working on item update as a result of the changes to Triforce [.]14/8 Updated Skill page, added Lane Watch chapter [.]24/7 Revised masteries [.]23/7 Major rehaul of the entire guide -Removed Atma's Impaler, added kindlegem to early game options -Changed my Hecarim playstyle to be more tank focused instead of damage, as a result I removed certain items from the preview above but they still remain in the Situationals section -Updated jungle route [.]25/3 Updated Boots [.]6/3 Updated Warmogs, BoTRK and Hextech Gunblade advice [.]4/3 Updated Masteries and Item recommendations

Hello, My name is Rentor, and I am a League of Legends player who plays Hecarim in the Jungle as his main role. My current estimate is that I earned around half of my total wins by playing Hecarim. Hecarim is a tanky melee fighter champion capable of disrupting the enemy team, giving strong ganks, dealing a lot of damage, being tanky enough to function as a very efficient meatshield and initiating. [highlight]Pros[/highlight] [.]Nice damage overall [.]Strong initiator [.]Strong ganker [.]Capable of carrying teams to victory if well-fed [.]Extremely tanky in teamfights thanks to his Spirit of Dread (W) [highlight]Cons[/highlight] [.]Weak early game [.]If he gets behind in farm it can be difficult to catch up again [.]Vulnerable to counter-jungling early game [.]Crowd Control can shut him down extremely hard [.]Blue buff dependent The build described below is the one I am using at the moment and have been having a lot of success with. This is my first guide and as such will not be perfect, I am currently still testing this guide and tweaking the item build.

[highlight]Greater Mark of Attack Damage[/highlight] Attack damage to help speed up your jungle, and make your ganks deadlier. [highlight]Greater Seal of Armour[/highlight] This armour helps you stay at a higher health early on in the jungle, making your ganks and jungling safer. During early counter-ganks this might save your life as well. [highlight]Greater Glyph of Scaling Magic Resist[/highlight] The main enemy damage output of lanes that you are ganking will be physical (bot and top lane) the enemy AP carry will probably only become a big threat to you late-game in team-fights, this is when this extra magic resist pays off. [highlight]Greater Quintessence of Movement Speed[/highlight] Synergises with your passive, makes your ganks deadlier by increasing your movement speed (you can surprise the enemy laner by minimizing the time it takes you to travel from the bush you are ganking from to the point where he is). Also allows you to get around faster in the jungle. [imgext=]

Note: Mouse over the spell icons to view details. [title][img=skills/hecarim/p.png] Passive: Warpath[/title] [title]Explanation:[/title] This is Hecarim's passive and is what makes him a strong ganker, chaser and runner. The fact that you ignore unit collision always and for free will give you a huge advantage in ganking, since you don't have to run around the creeps and you can't get stuck behind them. This is also a big advantage when teamfighting lategame in a lane, you can say goodbye to minion block and are always free to initiate. The passive damage increase based on movement speed is nice and I usually get 15 - 20 bonus damage from it late-game, but the scaling is too low to justify buying only speed-boost items. These items might be favoured above others to abuse his passive: Boots of Swiftness, Phantom Dancer (not recommended). [title][img=skills/hecarim/q.png] Q: Rampage[/title] [title]Explanation:[/title] An Area of Effect skill that deals damage to all enemies in an area around Hecarim. Hecarim's main damage skill. Its damage may seem modest, but in late-game teamfights where most enemies will be close together, it will do the same modest damage to all enemies around. A thing to note is that the skill will not in any way interfere with your auto-attacks and movement, this allows Hecarim to have an impressive damage output while still focussing mainly on tank items. Always use it when chasing or fighting or farming. The cooldown and mana cost are low enough to justify doing this. It has a base cooldown of 4 seconds but hitting an enemy with this ability will give you a stack of 'Rampage'. This 'Rampage' stack will decrease the cooldown of the skill by one second. 'Rampage' stacks two times so your cooldown on this skill can be as low as two seconds without buying cooldown reduction. 'Rampage' will reset when you dont hit anyone with your skill for too long but can remain at 2 stacks for as long as you hit enemies with it. After the recent nerfs to his Q (increasing mana costs) it is no longer possible for Hecarim to spam his Rampage as often as before, but once you grab a sheen or iceborn gauntlet this will be not that big of an issue. This does make Hecarim a more needy candidate for blue where as normally you could have given it to your AD carry or top laner when having a mid laner without mana e.g. Vladimir, Akali. [highlight]Usage[/highlight] In every teamfight or skirmish, for every jungle camp and for pushing and farming. You can use this skill pretty much everywhere. [highlight]Pros[/highlight] [.]Does not interfere with movement and auto-attacks [.]Low mana cost but can cost a lot when spammed [.]Area of Effect damage [.]Extremely short cooldown [.]Can proc sheen and spirit of elder lizard [highlight]Cons[/highlight] [.]The cooldown is quite long at the start of a battle (before you stack Rampage) [.]Not a terible lot of damage [.]Less damage dealt vs monsters [imgext=] Tip: Keep Rampage stacked inbetween jungle camps by last hitting the minions in the camp with it. When chasing, you can run next to them and cast your Q instead of stopping to auto-attack. [title][img=skills/hecarim/w.png] W: Spirit of Dread[/title] [title]Explanation:[/title] An Area of Effect aura that does magic damage to all enemies around Hecarim and heals Hecarim for a percentage of the damage dealt. The skill which makes Hecarim an unkillable tank lategame. It doesn't do a lot of damage but the main effect it has is the healing it gives you. The healing is capped against minions and the damage to heal ratio is 20%, this makes it look like this skill has barely any potential, but late-game when your entire team will be doing damage to enemy champions in team-fights the healing will not be capped and it will make you a juggernaut. The mana cost is quite high and the pay-offs in jungle are quit low early game, so I recommend only using this in jungle when you've got your blue buff up. You should use this in every major teamfight. You should first initiate and dive into the enemy, then wait for your own bursters and AD carry to start attacking before casting this. Make sure the prime targets of the enemy team are in the aura so you will get maximum benefit from the health regen. [highlight]Usage[/highlight] In every teamfight or skirmish you get into. When blue buff is up or you are full mana you can use this when jungling late game but it's often better to have it on stand-by just in case. [highlight]Pros[/highlight] [.]Area of Effect aura [.]Deals magic damage [.]No healing limit against champions [.]Healing is based of all damage done to enemies inside the aura (the more damage your team can do while it's up, the more you will heal for) [.]Each tick of the damage dealt will proc Spirit of the Elder Lizard [highlight]Cons[/highlight] [.]Mana cost early game [.]Healing capped against monsters [.]Long cooldown (rarely get to cast it twice in one teamfight) [imgext=] [title][img=skills/hecarim/e.png] E: Devastating Charge[/title] [title]Explanation:[/title] A skill that slowly increases your movement speed to 175% over the duration of the first three seconds. After the fourth second the movement increase will drop off and the cast is over. If you hit an enemy unit anytime during the duration of the spell, Hecarim will knock the target back and deal damage based on how far he has traveled during the cast. Casting this will proc your sheen and the first auto-attack will then apply your sheen damage and your charge damage together. This can do a surprising amount of burst damage and can turn around a 1v1 if used right. E.g. running away with low health and turning around once your charge is almost over and bursting the chaser. This skill combined with your ghost is what makes you one of the few junglers able to successfully gank a warded lane. If your team is chasing an enemy, pop this skill (possibly combined with ghost) and run around the target till you are coming in from the front of the unit you want to knock into your team. Due to a recent patch this can be used for jumping over small terrain when the enemy is on the other side. I have yet to try this out ingame but the mechanics seem too unreliable for relying on it, but I see how it can give you some sneaky initiates or chases. [highlight]Usage[/highlight] Chasing an enemy, running away from the enemy and initiating when combined with your ultimate (makes a fine engage by itself as well). It can also be used from the summoner's platform as a sort of mini homeguard to get back to lane or to the jungle faster. [highlight]Pros[/highlight] [.]Mini-version of ghost [.]Knockback [.]Great initiation skill [.]The cooldown is low enough to warrant using it to travel around in the jungle [.]Decent damage when used to its full distance potential [.]Can now jump over small terrain [highlight]Cons[/highlight] [.]Damage is extremely small when used at point-blank range [.]If you come in at the wrong angle you can knock people away from your team [title][img=skills/hecarim/r.png] R: Onslaught of Shadows[/title] [title]Explanation:[/title] This skill charges Hecarim to the target location over a very short duration, dealing magic damage to all enemies in his path, and fearing the enemies where he lands. Keep in mind that you don't have to travel the full distance to damage enemies further away, the riders will always travel the full length and deal damage to all enemies in their path. So yeah, it could theoretically be used for sniping but you are probably better off landing on the enemy and fighting them. This ultimate is a beast, its what can really turn a teamfight around late-game, although not having as much effect as an Amumu ultimate, the AoE damage combined with the one second scare and following (dynamic) fear will wreck havoc on the enemy positioning and their healthbars. When initiated on by the enemy use this ultimate to dive into their backline and drive them all apart. If you can stick to the enemy AD carry and force him out of the fight you can give your team a major advantage. If you can zone the enemy AP carry and AD carry. A thing to note is that it won't interrupt the cast of Devastating charge meaning you can cast your Devastating Charge, then use your ultimate to dive into the enemy and still have your knock back and bonus damage on the first attack hereafter. [highlight]Usage[/highlight] Initiation of teamfights, interception of the enemy during ganks. If in the early game this can be used for getting away but late-game you will probably get killed anyway unless you jump over a wall. [highlight]Pros[/highlight] [.]Can jump over walls [.]It is an almost instant damage tool and teleport tool for Hecarim [.]One second fear during which the enemies can't retaliate [.]Dynamic fear (unlike some fears that make enemies run in random directions or run away from the location from which it was cast, this ultimate will make people run away from Hecarim during the full duration of the fear, allowing you to steer them into your team) [highlight]Cons[/highlight] [.]Long cooldown (although I have found that it comes of cooldown in time for the next teamfight most of the time) [.]Respectable, but not great damage [.]Requires practice to land correctly [imgext=] Tip: Use it as an initiation tool only when the enemies are all clustered together for maximum effect, else it might be best to save it for when all the enemies gather together during the fight. Combining this with an Amumu or Leona ultimate can win teamfights extremely easy.

[center][img=skills/hecarim/q.png] [/center] Your main damage output in the jungle and during ganks, the mana cost stays the same so you benefit mostly from mana per cast if you make it do as much damage as possible as early on as possible. This is why we max it first [center][img=skills/hecarim/w.png] [/center] This skill is benefited from mostly during team fights, since these probably won't be occuring till late-game, it makes sense to leave maxing this skill till after your Rampage. Also the mana costs that come with leveling it up early will mean you either have to constantly have blue buff or recall way too often to regain mana. We put a point in it first because on your first jungle run you will have blue buff and can use this skill for every camp. [center][img=skills/hecarim/e.png][/center] This skill is mostly a utility spell, since putting extra points into it will only increase the damage. This skill will not be your main damage output anyway (also due to its high cooldown) and thus your Rampage (Q) should take precedence. [center][img=skills/hecarim/r.png] [/center] Like every Ultimate, you put points into it whenever it's available (Level 6, 11, 16) [center][highlight]Summary[/highlight][/center] [center][img=skills/hecarim/r.png] > [img=skills/hecarim/q.png] > [img=skills/hecarim/w.png] > [img=skills/hecarim/e.png][/center]

[center][highlight]-Start-[/highlight][/center] [center][img=items/hunters-machete.png][/center] This has become a standard for junglers in S3, not only does it give you a good boost early game, but it also builds into some of Hecarim's core items. I would rarely recommmend you start with a item other than this one unless you want to sacrifice it to get an early cloth armor for a safer start in case of an invade. [center][img=items/health-potion5.png][/center] Since most of the time you start at blue, or take it immediatley after red, mana is not going to be an issue on your first clear. However, your Spirit of Dread (W) does not provide enough HP sustain for you to start with machete + sight ward + pots. These pots should be able to get you through your first clear and maybe one or two ganks easily. If you are a little behind, you can always buy one or two potions on return to the shop, something I definitley recommend if you have gold to spare early game. [center][img=items/cloth-armor.png][/center] When facing a very strong early game team or someone who might invade you (Lee Sin, Xin Zhao, Shyvana), this is a viable start to give you a slight edge in early-game skirmishes and can be built into a Warden's Mail mid game, which can become a Randuin's Omen late game. Since a giant's belt is also a viable mid game item for Hecarim, you can easily combine these two into the core item Randuin's, making cloth a gold efficient start when facing a dangerous early game team. (I almost always try to start machete, and only take cloth in extreme cases where I'm not willing to take any chances early game) [center][img=items/sight-ward.png][/center] On the of chance you are up against a jungler with an even weaker early game than Hecarim, you could decide to take a huge risk and use this ward to ward the enemy Red buff. After having finished your blue you can head to the enemy red and try to steal it, and possibly kill the enemy jungler in the process. If you can pull this off, it can start your snowball extremely early and it will definitley be worth the 75 starting gold you spend on it. If however you get caught and die, you are going to have an incredibly hard time trying to catch up again, and it could make you useless well into mid game.

[center][highlight]-Early-[/highlight] [highlight]-First Back-[/highlight][/center] [center][img=items/boots-of-speed.png][/center] An item which is an undisputed buy for most champions early game. Hecarim's base movement speed is not enough for you to get the most out of his kit once enemy lanes start getting more items as well. Your first few ganks will rely on your Devastating Charge (E) 's movement speed and your base movement speed, but as the enemy starts building more items, you might have to stick to them longer in order to kill them. Doing this is almost impossible if they bought boots already and you haven't. Upgraded boots are also a crucial part of Hecarim's late game. You can sometimes delay buying boots, but I nearly always get them with my first back. The upgrade to level 2 boots can wait, but you should never find yourself without boots more than 10 minutes in game. [center][img=items/spirit-stone.png][/center] A natural progression from machete, and even if you started cloth, still a great item to get. It gives you a great amount of Health and Mana regen, as well as increasing your damage output to monsters which should allow you to clear your jungle faster and thus have more opportunity to gank lanes without falling behind in gold and experience. Another reason to get it is because it builds into the important core-items 'Spirit of the Elder Lizard' and 'Spirit of the Ancient Golem', both of which improve upon the benefits Spirit Stone and Hunter's Machete give as well as having other stats which warrant a buy in their own right. [center][img=items/health-potion.png] [/center] Once you have your Spirit Stone, the need for buying these should be pretty much gone. If you feel like you could still use one or two of them, go ahead and spend some gold but keep in mind that it may not be worth using an inventory space for this which could otherwise be used for wards. Other items and wards have a higher priority than health potions once you have Spirit Stone [center][highlight]-Second back-[/highlight][/center] [center][img=items/long-sword.png][/center] If you plan on building Spirit of the Elder Lizard, and had a decent first clear, you can get one or two of these during your second back. Although not a great item for Hecarim in its own right, it builds together with your Spirit Stone into the core item Spirit of the Elder Lizard. Don't buy these two swords if you aren't planning on building Elder Lizard, then you are better of getting a Sheen early game if you need some damage. [center][img=items/ruby-crystal.png][/center] If you are getting Spirit of the Ancient Golem or Spirit Visage (vs a strong AP team), and are having a though early game, get either this or a kindlegem during your second back. If you are doing fine but still want to get the items that build from this, you can save this for later and maybe get a sheen first.

[center][highlight]-Core-[/highlight][/center] [center][img=items/sheen.png][/center] [center][img=items/giants-belt.png][/center] [center][img=items/kindlegem.png][/center]

[highlight]After you finished your core items, you will still need something to finish of your build, what you buy all depends on your team comp. Do you need to be tankier, or do you need more damage? You can also pick up a one of the finishing items you didn't choose, the most obvious choice would be a Warmog's because you bought Randuin's. [/highlight] [img=items/spirit-of-the-ancient-golem.png] [highlight]Why to buy this[/highlight] [.]It gives you a nice amount of early game bulk (armour and HP) [.]It gives you increased sustainability [.]It gives you a faster jungle clearing time [.]It gives you Tenacity (CC is Hecarim's main enemy) [highlight]OR[/highlight] [img=items/spirit-of-the-elder-lizard.png] [highlight]Why to buy this[/highlight] [.]It has an over time true damage burn that is procced by your Q [.]It increases your damage early game [.]It gives you Cooldown Reduction [.]Increased sustain and faster jungle clear Update: The damage from your Q with the proc from Elder Lizard allows you to put out insane damage so now I recommend still buying the early Giants Belt or Kindlegembut hanging onto that and building Elder Lizard instead of Ancient Golem. Please note that since your W is an aura that does last for a longer time, it does not inflict damage over time on your enemies. So each tick of your Spirit of Dread will inflict the passive of Ancient Lizard. <-------------------------------------------------------------------> [img=items/frozen-fist.png] [highlight]Why to buy this[/highlight] [.]It makes you tankier [.]It gives you mana (hecarim is mana-hungry early game) [.]The passive has a 2 second cooldown, you can proc it everytime you use your Q [.]The passive is an AoE slow, great for chasing [.]It gives you cooldown reduction Whether you first buy the Glacial Shroud or Sheen all depends on how the game is going [imgsmall=items/glacial-shroud.png]Buy when you aren't doing as well early-game for safer jungling and ganking [imgsmall=items/sheen.png]Buy when you are doing well early game for more damage [highlight]OR[/highlight] [img=items/trinity-force.png] [highlight]Why to buy this[/highlight] [.]Phage now gives you movement speed on attack, which is great for ganks since it gives you extreme ability to stick to your enemy, especially when combined with red buff. [.]The passive from Sheen has a 2 second cooldown, every Q procs it [.]The Zeal gives you attack speed and movement speed, increasing damage output This item was recently buffed, increasing the proc damage on your Sheen from 150% to 200%. The changes to phage are extremely strong for chasing as well, although you lose the ability to slow the enemy if you build this over Iceborn Gauntlet. [highlight]I will be trying this item out a bit in games, and see when it's a better pick than iceborn. I'd say that it's best when your team has enough stuns and slows to lock the enemy down already, since then you wouldn't need the slow from Iceborn, but I'll see how this works out.[/highlight] <-------------------------------------------------------------------> [img=items/warmogs-armor.png] [highlight]Why to buy this[/highlight] [.]You finished your core build [.]Your team needs a tank [.]Your enemies can bypass armour and magic resist Makes you a great deal tankier, and is often a good item to build when the enemy has a lot of true damage. Such as Darius and Vayne [highlight]OR[/highlight] [img=items/randuins-omen.png] [highlight]Why to buy this[/highlight] [.]The enemy has mostly Attack Damage [.]The enemy relies heavily on attack speed [.]You want more health, but also need more armour [.]You are getting kited by the enemy A great item which gives you a bulk of HP and armour. This item is probably combined with Spirit Visage will give you a large amount of both armour and magic resist, and Health which will give you a very balanced build. <-------------------------------------------------------------------> [img=items/spirit-visage.png] [highlight]Why to buy this[/highlight] [.]The enemy is heavy on AP [.]You bought kindlegem at the start [.]You want to improve your Spirit of Dread It gives a nice amount of magic resist, combined with the health, cdr and the increased healing effects, make this item a great purchase when facing a balanced team with one or two AP champions. When the enemy has two or more sources of AP damage this should be a priority <-------------------------------------------------------------------> You can most of the time hang on to Boots of Speed untill you get your Spirit of the Elder Lizard and/or Sheen, but you should have them upgraded before late game. [img=items/ninja-tabi.png]If the enemy has close to no CC and only has AD (Merc Treads is often a better option) [img=items/mercurys-treads.png]If the enemy has abundant CC and you didn't buy [imgsmall=items/spirit-of-the-ancient-golem.png] [img=items/boots-of-swiftness.png][img=items/boots-of-mobility.png]If you feel like the enemy has close to no CC, and you want the speed.Used to get this all the time, but since I no longer pick up [imgsmall=items/spirit-of-the-ancient-golem.png], I usually get Merc Treads instead. [img=items/ravenous-hydra.png] [highlight]When to build this[/highlight] [.]You need to do more damage [.]You have the ability to lock the enemy down close to eachother (Jarvan ult) This is a item that I really like, towers are very important objectives and this item combined with your Rampage will give you extreme pushing power while also giving a lot of damage in teamfights. [img=items/frozen-heart.png] [highlight]When to build this[/highlight] [.]The enemy has mostly Attack Damage [.]The enemy relies heavily on attack speed [.]You are for some reason having mana issues (you shouldn't) A great item, it gives you a whole lot of armour and mana, which never hurts, and the attack speed reduction it gives to enemies can keep the enemy AD carry from shredding through your squishies.

These are items that could work on Hecarim, but that I have not put into the guide yet because I wasn't done with testing [img=items/mercurial-scimitar.png] [highlight]When to build this[/highlight] [.]Attack damage [.]Magic Resist [.]Cleanse that gives Movement A Quick Silver Sash that also gives attack damage. This could be useful in scenarios where getting stunned one time could cost you the game, but most of the time you could do better by buying Merc Treads in conjunction with Spirit Visage [img=items/blade-of-the-ruined-king.png] [highlight]When to build this[/highlight] [.]Extreme damage output [.]Shreds through champions that stack HP This item is probably one of the best choices you can make when you really feel like you need to start shredding through the enemy. Usually though your Sheen and Elder Lizard damage will be more than sufficient. [img=items/atmas-impaler.png] [highlight]When to build this[/highlight] [.]You require more armor and damage (% of health) [.]You build a warmogs armor The crit chance isn't worth it, and neither is the AD. If you already have a ton of HP and need armour and damage you might consider it but there are often better alternatives for getting armour such as Frozen Heart. [img=items/the-black-cleaver.png] [highlight]When to build this[/highlight] [.]Your enemies are stacking armour [.]Your team is mostly AD [.]You don't need Warmog's bulk Gives only a tiny amount of bulk, but shredding the enemies armour with your Q works wonders against tanky teams. The cooldown reduction is also a nice thing to have, considering your base cooldowns on W, E, R are pretty high. [img=items/maw-of-malmortius.png] [highlight]When to build this[/highlight] [.]The enemy is heavy on AP [.]The enemy has strong AP poke (Nidalee) Its a basic item, it gives you attack damage and magic resist. The passive shield can give you a few second of breathing room in teamfights.

A jungler is the fifth role in League of Legends, he is a character who assists all of their teammates everywhere on the map. their job is to; [.]give their team the advantage during laning phase [.]give their team control over blue and red buff, dragon and Baron [.]often functioning as an initiator, tank or Crowd Control expert Being a jungler requires more experience than the other roles, since you have to know what all charachters on the enemy team are capable of, rather than just knowing what your lane opponents can do. He must recognize weak teammates and assist them, and recognize weak opponents and punish them hard. The jungler's job is to give his laning teammates the advantage, he does this in two ways; [.]Farming the Jungle [.]Ganking These two points are discussed in the following chapters

Experience gained in a lane is divided over the total number of teammates in proximity to the minions that are dying in-lane. The fewer people in the lane, the less people the experience has to be divided over and the higher individual experience gain will be. Instead of playing in a lane, a jungler gives the benefits of a solo lane to a teammate and farms his own experience by killing the neutral monster camps that spawn in the jungle. To make the most out of the experience you can gain in the jungle, most junglers use a jungle path which allows them to clear all of the camps in as short a time as possible. A jungle path is a particular pattern in which you will travel through the jungle to kill all the camps. After the recent jungle changes, my old path is no longer viable, so here is what I do now; I added tips for your first clear. [highlight]1. Ancient Golem (blue)[/highlight] Spawns at 1:55, ask your middle laner and top laner to damage it for you, make sure they know not to hit it once and run away. The more damage they do, the easier and sooner you can gank. [highlight]This should be done smiteless[/highlight] [highlight]2. Giant Lizard (red)[/highlight] After blue head directly to the Giant Lizard. Cast your Spirit of Dread again, and use your Rampage everytime it comes off cooldown. Attack it untill its health is low enough for you to smite it. [highlight]3. Wraiths[/highlight] Focus the biggest wraith (the blue one) and let the small ones die by your AoE spells Rampage (Q) and Spirit of Dread (W) [highlight]If you see an easy gank on mid you can do these later[/highlight] [highlight]4. Ganks[/highlight] After this you should be level 3 with most of your abilities, and enough health to risk a gank. Take into account which lane could snowball really hard, and where a gank is most likely to be succesful. [imgext=]

[highlight]What is a gank?[/highlight] Ganking is the act of leaving the jungle, and walking into a lane, typically by using the river as a general entryway. When you enter the lane, your job is to initiate a fight against the enemy since they will now be at a disadvantage because they will have to fight an extra enemy. After the enemy dies or they retreat to their tower, you will usually go back to the jungle to continue farming and possibly gank another lane. Please keep in mind that when ganking you should always try to let your inlane teammate have the kill to give them the advantage over the enemy lane later in the game. If you are not sure whether your teammate can secure the kill before the enemy gets away, go ahead and take it. [highlight]Sounds cool, how do I do it?[/highlight] Step 1. Look around for a lane that is pushed to your tower. [imgext=] Step 2. Ping the lane, and ping yourself, make sure your laner knows that you are coming in to gank. Even write in chat if you feel its necesarry. Step 3. Follow one of the ganking routes as described below and start moving along the path to the lane. Make sure that the laner knows you are coming and maybe even ping once more on the enemy you are going to initiate on. Step 4. Activate your Devastating Charge (E) and start running towards the enemy, try to circle around the enemy so you end up sandwiching the enemy between yourself and your teammate. [imgext=] (notice how I activate my Devastating Charge while still being a long distance from the lane) Step 5. Attack the enemy jungler with your Devastating charge and knock him back, activate your W and start spamming your Q. If he tries running back to his tower, stick to him by walking next to him and attacking him by casting your Q. If you have your ultimate available and you feel its worth to use it to secure a kill or two, go ahead and use it. Make sure to land yourself behind the enemies so you fear them towards your teammates and away from their tower. [highlight]Ganking Routes[/highlight] These are some ganking routes I commonly use. Always try to gank from behind the enemy as opposed to ganking into their side. [.]Blue = Regular ganking route if lane is pushed [.]Red = Regular ganking route if lane is not pushed [.]Pink = Ganking routes to assist an allied towerdive [.]Green = Ganking routes to counter an enemy towerdive [imgext=]

Map awareness is key in League of Legends, this is why wards are such an important item. Being able to know where the enemy is gives you an extreme advantage over them. Map awareness also includes warning other lanes that your lane opponent is missing and might be coming for a gank. You cannot always rely on your teammates to call MIAs so it is extremely beneficial for your team when you, as a jungler, keep an eye on the enemy laners and call MIA for your teammates. This shouldn't take long to get used to since you are already supposed to keep an eye on the map to look for gankable lanes.

As your teams jungler, your early game will mainly consist of clearing the jungle and ganking. I made a seperate chapter for both of these. Hecarim is quite weak early game but this should not stop you from ganking, since his Devastating Charge ganks are just that, devastating. As soon as you hit level 3 (after your second wolves) you should try to go for your first gank. This will give your teammate an early advantage and give you some gold if you succeed. Also don't be afraid to neglect farming the jungle for some time, since ganking will benefit your team more into the mid and late game. When you see the enemy jungler ganking a lane too far away from you to assist your teammates, instead go into the enemy jungle and try to quickly steal a camp or a red or blue buff. Not only will this greatly assist you (especially if you manage to steal blue buff) but it will also set the enemy at a disadvantage. I don't recommend trying to counter-jungle anyone early game when you don't know exactly where the enemy jungler is since most junglers will be able to 1v1 Hecarim easily early game. [highlight]Determining build [/highlight] During the early game there are several questions you have to ask yourself as well; [.]What is the enemies main damage source (AP or AD) And what items counter this? Ex. They have 3 Ability Power champions, one support and one Attack Damage champion [highlight]Conclusion = I should buy Magic Resist items like [imgsmall=items/spirit-visage.png][/highlight] [.]What specific items can I buy to counter the enemy? Ex. Their team has a lot of Crowd Control like Amumu's Ultimate and Skarner's Ultimate [highlight]Conclusion = I should buy an anti-CC item like [imgsmall=items/mercurial-scimitar.png][/highlight] Ex. Their team has a lot of auto-attackers [highlight]Conclusion = I should buy something that slows down their attack speed like [imgsmall=items/frozen-heart.png][imgsmall=items/randuins-omen.png][/highlight] [.]What specific items can I buy to aid my team? Ex. My team is not fast enough [highlight]Conclusion = Buy a [imgsmall=items/shurelyas-reverie.png][/highlight] Ex. The enemy team is too fast [highlight]Conclusion = Buy a [imgsmall=items/randuins-omen.png][/highlight] Ex. My team lacks map awareness [highlight]Conclusion = Buy a [imgsmall=items/ruby-sightstone.png][/highlight]

The Mid-game is divided into two halfs, the first part is an extension of the laning phase from the early game, and the second part is a prologue to the teamfighting and objectives in the late-game. [highlight]First part[/highlight] This is still all about farming the jungle and ganking. You keep up your ganking all the way till the end of the laning phase. The difference is that after a succesful gank, you now have to stick around to help your teammates push down the tower of the enemy. Even though you will still clear the jungle, it will be a more occasional thing you do when passing by rather than your main occupation. Your focus should shift to ganking more, and to securing objectives like Dragon. [highlight]Second part[/highlight] The laning phase has now come to and end and you should never move anywhere alone. This is exactly the time where Hecarim shines, he is a champion that excels in teamfights. If you want to take full advantage of this strong teamfight presence you have to make teamfights happen. There are multiple ways in which you can do this; Take Dragon, Push towers, Take enemy jungle buffs. Even if the enemy doesn't take the bait, you will still have accomplished an objective that will help you win the game. [highlight]Itemization[/highlight] Your core build should be well underway by this time, but you will still have options to build those items into their final upgrades. The most important things are; Take a look at your items. What stats do you lack? Take a look at the enemy. Who is getting fed, and how can you counter them?

The late game is where Hecarim shows his true potential. Your skills really shine when you can use them during massive teamfights since they are nearly all Area of Effect. You will be dealing massive amounts of damage, and you will not die easily because of your tankiness. The late game is all about your attitude, you are going to be the teams initiator, you will be the first one into the fight and the first one to soak all the damage. If you don't make plays happen, they won't happen. [highlight]Pushing[/highlight] During the late-game you will probably spend most of your time facing off with the enemy team in the mid lane. If you have pushed the enemies to their tower and there is no reliable way to take out the tower or dive them, you should look for the side lanes. Look for towers that are already being pushed by a respectable minion wave and go there to take them down. Always make sure that before you leave, your team knows they are missing a member and that they should fall back. [highlight]Dragon and Baron[/highlight] Dragon was the main objective for the midgame and will be a lower priority during the late game since Baron will become available. The general rule of thumb for Dragon is to take it whenever its up and you have a clear idea of where the enemy is. Because Baron takes a lot longer, is a lot more dangerous because of the damage from Baron and the reward at stake is far greater, it will most of the time not be a smart decision to take it unless you want to force a teamfight or if the enemy has just been aced and you pushed a tower. Also if the enemy was aced but your minion waves are not close to the enemy towers, it might be smart to set 4 champions to taking Baron and leaving one of your teammates behind to push the lanes. Don't know what to do late-game? Here's a checklist [.]Looking for teamfights [.]Pushing towers [.]Securing Baron and Dragon [.]Securing your own blue and red buff [.]Stealing the enemies blue and red buff

Most of the time you will be your team's initiator, so don't be afraid to do this. When you see an oppurtunity to initiate, go for it, use your ultimate and dive right into them. Your Spirit of Dread will keep you alive and your ultimate and and Rampage will deal a ton of damage on enemies that are in close proximity to you. Most of the time I like to initiate with my ultimate and save my Devastating Charge for when an enemy Katarina, Malzahar or Warwick uses their ult, the knockback from Devastating Charge will cancel these channeled ultimates. After the initiate there are two options for you to pick from, [highlight]Attack[/highlight] and [highlight]Defend[/highlight]. The first option is for when the enemy AP and AD carry are exposed to you and are also being focussed by your teammates. This will quickly take out the enemy damage source and will put the fight in your advantage. If the enemy has broken through your front lane and gotten to your AD and AP carry in the back, your job is to go there and protect them. Stick to the people who are attacking them untill they give up and help your carry chase them down.[highlight] Normally, Defense always takes priority over Offense.[/highlight] If the enemy AP and AD carry are either unreachable or dead already, comes the question "Who do I focus now"? My answer would be; focus whoever your team is focussing. Take a look at what enemy is lowest health, what enemy does most damage, what enemy has the smallest chance of escaping. All these factors have to be calculated by you in a matter of seconds. There is no precise formula for this that I can teach you, it takes experience to see what would be your best target. If you have won the teamfight, you should always try to either push a tower or take an enemy buff before heading back to base. Be cautious of pushing when not all enemies are dead and you are very low health. Use your own judgement to determine how many towers you can push before you have to recall to avoid enemy retribution.

[imgext=] Allright, Hecarim has two abilities that scale with Ability Power, which is enough for us to build AP. The main items which make this half viable are Lich Bane and Liandry's Torment, since these are both procced by your Q which is on a two second cooldown. The other Rylai's is bought primarily for the HP but the slow does help for sticking to targets. If you're serious about doing this, make sure to get your lanes the early advantage by ganking. This is necessary since your late-game should be fairly useless except for your ultimate which will turn into a straight up nuke. So, get your lanes fed and get carried for most of the game or prepare for extremely difficult (and hilarious) team fights. Your ultimate has a 1.0 ratio with AP, so combining this skill with a Q and E can do a lot of burst damage, so don't forget to prioritize squishy targets to maximize efficiency. Build order; EINS [img=items/hunters-machete.png][img=items/health-potion5.png] ZWEI [img=items/spirit-stone.png][img=items/hextech-revolver.png][img=items/ionian-boots-of-lucidity.png][img=items/giants-belt.png] DREI [img=items/spirit-of-the-spectral-wraith.png][img=items/sheen.png][img=items/haunting-guise.png] VIER [img=items/lich-bane.png][img=items/liandrys-torment.png][img=items/rylais-crystal-scepter.png] [imgext=]

There are at the moment 4 custom skins for hecarim, none of which are bad, but there is a difference in terms of detail and quality between them. [imgext=] [highlight]Name:[/highlight] Classic Hecarim [highlight]Price:[/highlight] Free [highlight]Opinion:[/highlight] A pretty good skin that's the default one when you buy Hecarim. It is however a bit too flashy and pointy to my liking with the numerous skulls. [imgext=] [highlight]Name:[/highlight] Reaper Hecarim [highlight]Price:[/highlight] 975 RP [highlight]Opinion:[/highlight] The first skin I bought and the colours work well with eachother since they are similair to the classic skin. Nice highlights of this skin are the giant scythe he uses as a weapon and the black book with a skull chained to his flank. [imgext=] [highlight]Name: [/highlight]Bloodknight Hecarim [highlight]Price: [/highlight]975 RP [highlight]Opinion:[/highlight]Don't have this skin myself, but I don't think it looks as good as the others. It would probably have been a better skin than Reaper if the colour of the animations was changed to red instead of the default blue. But as it is now, I don't really like how the red and blue clash with eachother. [imgext=] [highlight]Name: [/highlight]Headless Hecarim [highlight]Price: [/highlight]975 RP [highlight]Opinion:[/highlight] A legacy skin that was available during Halloween. It is an awesome skin, especially since this time they did change the colours of the skins to work with the skin, so no more red and blue clashing as with Bloodknight. (If Riot updated the Blood Knight skin with the skill colours of Headless it would be just as good as the rest of Heca's skins) [imgext=] [highlight]Name: [/highlight]Arcade Hecarim [highlight]Price: [/highlight]1350 RP [highlight]Opinion:[/highlight] Released during Gamescom 2013 and was available for free to visitors. It had an initial discount to 975 RP but after Gamescom was raised to 1350. If you like a little less serious skins you are going to love this one. It has custom sounds, spell effects and a kick-ass recall animation.


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