Hecarim Build Guide

My Not so Little Pony - Jungle Hecarim

Updated 4 years ago
342,686
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Runes
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 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

[highlight]April 27th, 2012[/highlight] Added maps for the entrances to dragon and baron. Added a section for stealing dragon and baron Added some missing portions to the explanation of his Q Added Teleport to summoners not to take Fixed several typos Fixed a problem causing an image of one of the masteries pages to not show [highlight]April 28th, 2012[/highlight] Added Randuin's Omen to the item explanation chapter. [highlight]April 29th, 2012[/highlight] Created a list in item explanation chapter "Items you shouldn't count out" Added Guardian Angel to item explanation chapter [highlight]April 30th, 2012[/highlight] Created an explanation chapter titled "GP5 items" Added Spirit visage and Warmog's armor to item explanations. [highlight]June 12th, 2012[/highlight] As per patch updates, Fixed scaling ratios on Q and E, and adding in the damage figures to his skill descriptions as well. [highlight]September 19th, 2012[/highlight] Revamped Skill order chapter to match my new easier to understand format Revamped the skills chapter by fixing the initial skill descriptions and statistics for each skill. Added base statistics and they're scaling upon leveling Still working on multiple changes [highlight]September 25th, 2012[/highlight] Made changes to the "Match Ups - How Hecarim stacks up against other Junglers" chapter. Improved mid and late game chapters. [highlight]October, 23, 2012[/highlight] Fixed an error in mastery display not reflecting the image of main mastery page in masteries chapter. Changed Summoner spells: Exhaust replaced Flash Changed Summoner spell descriptions on Smite, Flash and Exhuast. made adjusts to text in Skill order chapter. [highlight]November 25, 2012[/highlight] Began work on Season 3 updates - masteries have been replaced [highlight]December 11th, 2012[/highlight] Updated item build Merged the "item explanations" chapter into the "item builds" chapter Created chapter "items not worth taking" chapter Removed chapters "gp10" and "stack up against other junglers" [highlight]February 20th, 2013[/highlight] Removed person stat information on items as items are seeing way to many changes right now. When items begin to settle, I'll readd the information.

Who am I? I'm Slater. I've written numerous Guides over the years for the Monster Hunter series, as well as several other games. This is by no means my first guide for LoL, but it is however the first guide I've written that is as extensive as this one is for LoL. Why should I use your guide over others? I'm not here to tell anyone what guides they should or should not use. I'm here to provide a large amount of information that I have gathered in my time spent playing Hecarim, and not some joe blow guide that someone that played him like 3 times wrote. I have been playing Hecarim from PBE until now. 95% of my games played during that time have all been as Hecarim. I have also pooled the information I discovered, as well as the information I've received from a few other players, into a document that I have spent the last 2 weeks writing. None of this is for my benefit, this was all done for the benefit of you, the player. Without further ado, lets get into this guide. Hecarim is the newest Jungler Riot has released. Hes an aggressive Tanky-DPS, he's Fast, and can scatter an entire team to give relief to your teammates. While his passive awards him additional attack damage based off of his bonus movement speed, the scaling percentage is rather low. His skills that do scale off of AD scale rather poorly off of it, yet his abilities that scale off of AP scale rather well off it. Hecarim's jungle is much like Warwicks, in that you have no CC prior to level 6, unless you cart around exhaust. Hecarim Isn't as powerful as some might think though. A successful counter jungler can cripple him easily. With out farm or being fed, Hecarim will suffer late game, which is where he is supposed to shine because his early game is rather weak. He has plenty of build options but in the end most lead back to standard tanky-dps with Trinity Force being the strongest possible item on him. In the jungle he has a slow clear at the start that gets better as the game goes on. He needs to farm the jungle a lot and although his ganks are decent it is somewhat hard for him to gank. He has trouble helping bot lane and he needs positioning or his ultimate to gank effectively so you need to be behind the enemy making lane bush ganks hard. He's out-classed in a lot of areas and requires the right team comp to be successful. Just like any other champ though, it is up to you the player to decide whether or not you want to play an interesting and fun character, or ignore him completely. Pros: good health sustain fast hitting adjustable ult Decent clear times Amazing chase highly spamable AoE Q Great late game potential High scaling with AP on W and Ult Cons: Easily kited Has virtually no CC(durations of actual CC are far to short) Q is weak in jungle High CD on everything but his Q No mana sustainability E's duration is low(compared to rammus powerball) Weak early game Weak passive Q forces you to “hug” targets Requires specific team comps Tiny amounts of Ad scaling on Q and E Stats [highlight]Health [/highlight] 440 (+95) [highlight]Health regen.[/highlight] 8 (+0.75) [highlight]Mana[/highlight] 210 (+40) [highlight]Mana regen.[/highlight] 6.5 (+0.6) [highlight]Range[/highlight] 175 [highlight]Attack damage[/highlight] 53 (+3) [highlight]Attack speed[/highlight] 0.670 (+2.5%) [highlight]Armor [/highlight] 16 (+4) [highlight]Magic res.[/highlight] 30 (+1.25) [highlight]Mov. speed [/highlight] 320 Also, of note, is Hecarim's great presence in Dominion games. Because he works well in Dominion, I have provided a section at the end of this guide for playing him in Dominion. [youtube]http://www.youtube.com/watch?v=6DVGJm-u6To&feature=g-vrec[/youtube] While Phreak does things different than a lot of us, the spotlight video still offers a bit of helpful insight for newer/lesser skilled players.

[imgext=http://imgur.com/mJQ6w.jpg] Built to allow you to clear the jungle faster. Move speed quints offer you not only the ability to travel between camps much faster, but it offers you a small bit of bonus AD. the Attack speed marks give you a small boost to help speed up your AA to clear the camps faster. [imgext=http://imgur.com/ql8lc.jpg] Just a small variant on the above rune set up. Trading out one MS quint and adding in a single AS quint. it grants a small AS boost by taking a nick out of your MS. You can clear the jungle a bit faster with this set up. [imgext=http://imgur.com/7ctXZ.jpg] This set up trades out the AS marks for Armor pen marks. This is built more towards someone that plans on ganking often and engaging in fights frequently. However, because Hecarim has such poor AD scaling, this rune setup may not be ideal at all.

[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 skill only grants bonus AD off of your Bonus move speed, which at all points of the game isn't going to be much of anything really. Not a passive that you can abuse. Its rather unique, and can be much better if it receives some form of a rework. Not useless, but not super great either. [highlight]_______________________________________[/highlight] [title][img=skills/hecarim/q.png] Q: Rampage[/title] [number]Hecarim cleaves nearby enemies, dealing physical damage. This skill deals only 66% 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. Physical Damage: 50 / 85 / 120 / 155 / 190 (+0.6 per bonus attack damage) Physical Damage to Minions: 33.33 / 56.66 / 80 / 103.33 / 126.66 (+0.4 per bonus attack damage) Cost: 25 mana Cooldown: 4 seconds Diameter of AoE: 350 [/number] [title]Explanation:[/title] [imgext=http://imgur.com/2avY0.jpg] One of two of Hecarim's abilities that scale off AD. This ability has a very low CD and it's ability to lower its own CD when it connects with an enemy makes it highly spammable. The ability is an AoE attack, but the AoE range is small, and you're often forced to actually "hug" your target to actually hit them with it successfully(though you still can hit them at a distance, but that distance is small), which can be just as harmful to you as it is to an enemy. When jungling, this ability is incapable of dealing it's full damage to jungle creeps, doing only about 5/8ths of it's total damage to them. Maxing this ability over his W depends on your play style. This Skill received a buff that not only gave it better AD scaling, which it needed, but also increased the damage dealt to minions and monsters from 50% to 66%. [highlight]_______________________________________[/highlight] [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. Magic Damage Per Second: 20 / 31.25 / 42.5 / 53.75 / 65 (+0.2 per ability power) Maximum Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power) Damage to Heal Ratio: 10 / 15 / 20 / 25 / 30% Minions Healing Cap: 60 / 90 / 120 / 150 / 180 Cost: 50 / 60 / 70 / 80 / 90 mana Cooldown: 14 seconds Diameter of AoE: 525 [/number] [title]Explanation:[/title] [imgext=http://imgur.com/xHxCt.jpg] Hecarims strongest ability. When activated, it creates a large AoE field(hard to see normally, impossible to see in teamfights) that deals damage to all enemies within it for 4 seconds. during this duration, Hecarim is healed for a percentage of the damage it deals + any other additional damage dealt to enemies with in it back. While capped against minions and monsters, when used against an enemy champion, the amount of sustain this skill can provide him is insane, especially combined with an item like wriggle's. The ability also carries a rather high AP scaling ration of 80%. However, this ability's CD duration as rather long and you may only get to use it once in a team fight unless that fight lasts for a particularly long time. Because of it's CD, you should consider whether you want to take this first over his Q. [highlight]_______________________________________[/highlight] [title][img=skills/hecarim/e.png] E: Devastating Charge[/title] [number]Hecarim gains 75% movement speed, starting with initial 25% upon cast, over the course of 3 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. Minimum Damage: 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage) Maximum Damage: 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage) Cost: 60 mana Cooldown: 24 / 22 / 20 / 18 / 16 seconds [/number] [title]Explanation:[/title] [imgext=http://imgur.com/ydQ7F.jpg] This is Hecarim's utility spell. While akin to rammus's powerball in that Hecarim gains an increasing speed boost, its duration however is shorter than that of powerball. As Hecarim travels further, the damage he can deal once colliding with a target goes up(to a cap), and once he collides he carries the target forward with him. This knock-back however is very short, too short actually, and isn't very good for preventing an escape. This ability, like his Q, scales with his AD, . This ability for all intents and purposes is inferior to rammus's Powerball. This ability does make for a good escape mechanic however. Like his Q, this ability has also received a scaling fix. [highlight]_______________________________________[/highlight] [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. Initial Magic Damage: 100 / 200 / 300 (+0.8 per ability power) Shockwave Damage: 50 / 125 / 200 (+0.4 per ability power) Total Magic Damage: 150 / 325 / 500 (+1.2 per ability power) Cost: 100 mana Cooldown: 140 / 120 / 100 seconds Range: 1000 [/number] [title]Explanation:[/title] [imgext=http://imgur.com/pcvoD.jpg] Like his W, Hecarim's ult has very good AP scaling. the first portion of the attack carries an 80% scaling ratio, while the second portion carries a 40% scaling ratio(to match the fact that the second half does half the damage of the first half). His ult is adjustable in its distance that Hecarim himself can travel, and the spirit riders will continue the full distance when Hecarim stops moving. Effectiely, you can force Hecarim to move a short distance to strike only the enemy you're currently engaging, while the spirit riders charge forward to damage approaching enemy units. When activated, his ult carries him forward at a very high rate of speed, which can make it rather difficult to dodge without flash(or being far away) when aimed properly. This ult also allows Hecarim the ability to jump over walls, effectively giving him the ability to attack from an unseen location, or escape pursuers. In a team fight, his ult makes for a rather great initiator. However, this ability has it's downfall in the fact that it's fear duration is short, lasting only 1 second at all levels. This means that your team has a very short window of opportunity to engage targets, forcing your team to be close to initiating the team fight as a whole to ensure they can make use of that 1 second of fear.

[img=skills/hecarim/q.png] Levels: 1, 3, 5, 7, 9 Your main source of early game damage, and what makes trinity force so useful on hecarim. It has the shortest Cool down of all his abilities. The point of leveling this first is the need to increase it's damage output. [img=skills/hecarim/w.png] Levels: 2, 8, 10, 12, 13 Your greatest source of sustain. It's cooldown doesn't get any shorter, but it's his most powerful form of AoE on single activation aside from his ult, damage wise. [img=skills/hecarim/e.png] Levels: 4, 14, 15, 17, 18 Good for initiating as it's an MS steroid. However, its a cool down is massive, and being a utility spell, it should never take priority over other spells. [img=skills/hecarim/r.png] Levels: 6, 11, 16 As with any Ultimate, it takes priority the second it becomes available for an upgrade.

Start with [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] or [imgsmall=items/hunters-machete.png][imgsmall=items/health-potion5.png] On your first backing, You want to buy boots of speed, and purchase a spirit stone. The next items you're going to need to finish with your boots, and you'll want to build either ninja tabi, or mercury's treads. which one depends on your particular defensive need. By now you're going to begin working towards building either a trinity force, or an Iceborn Gauntlet. The one you choose relates to your preference, either way, a sheen is a must build. The last core item for you to finish, is going to be a Brutalizer. This item will build into a Black cleaver, which is a great item for improving upon Hecarim's damage(especially with his Q being spamable). You can pick this up before sheen, but it's probably best to grab sheen first, especially if you plan on building trinity force. For enchantments, you have only one great option, Alacrity. Why? because this option gives you a stable, reliable, boost to your movement speed, turning your movement 2 defensive boots, into movement 3 defensive boots. You could go with homeguard, but that bots doesn't last, and furur is a stupid choice on Hecarim, who's only single target damage comes from basic attacks and his E(hes a more AoE focused champ, and should be treated as such). Once your core has been completed, it is time to move on to the more advanced items, the items that will make you a true terror in the late game. [center][img=items/spirit-stone.png][/center] A great item for increasing your jungle sustain. It grants increase health regen(2.8 per second), and increased mana regen(1.4 per second), helping you to remain in the jungle longer, and recover from camps. It retains, and improves upon the passives that are carried by hunter's machete. These passives increase the damage you deal to jungle monsters(not minions), allowing you to clear the jungle faster, without having to pump gold into high damage items. [center][img=items/the-brutalizer.png][/center] The Brutalizer is a decent item, as it provides some very good benefits early. 25 AD early in the game is strong, but CDR and armor pen are big deals early on, especially CDR. CDR helps to improve your DPS by allowing you to use abilities much more often. [center][img=items/mercurys-treads.png][/center] Mercury's treads grant you increased movement speed over boots of speed, along with additional Magic Resistance. This magic resistance makes it great to use against ability power heavy teams. Another aspect of these boots is it's passive ability which reduces the duration of all debilitation's on your champion. This ability alone can sometimes make these boots the best choice. [center][img=items/ninja-tabi.png][/center] These grant you additional movement speed like mercury's treads, but instead of the bonus magic resist, they give you additional armor. They also pack a very useful passive which reduces all damage from basic attacks by 10%, which makes them very useful against an enemy AD carry for example. However, they do note reduce magic damage nor do they reduce damage from turrets. [center][img=items/trinity-force.png][/center] Trinity force is a great item, which provides numerous boosts to your champion. It also comes with two passive abilities, one which provides a chance to slow the target by 25%, and another which is triggered upon use of an ability adding bonus damage to your next attack. This item is best used on Champions that can use the majority of its stats, as well as abuse its passive ability to increase damage. [center][img=items/frozen-fist.png][/center] While it doesn't provide as many stats as trinity force, it does provide more on it's individual stats then trinity force. It's great for a large mana boost, and armor boost, and CDR on Hecarim is very useful, but its the secondary effect of the passive that is so nice. While it does 25% less then trinity force in terms of bonus damage, it has another effect, which creates an aura around the user. This aura lasts for 3 seconds, and slows all enemies inside of it, allowing you to keep your target closer to finish them off, or to disrupt an entire team. [center][img=items/the-black-cleaver.png][/center] The new version of black cleaver is so much better then before. Dropping it's AS boost was a great idea, as it traded that out for a much better passive. While granting AD, Health, CDR, and flat armor pen, its passive allows it to shred armor even further. Before, it's passive would shred by only auto attacks and as a flat amount instead of as a percentage. Not it shreds on percentage, and whenever you deal physical damage, meaning that Rengar's skills can trigger the shred(the exception being his W). a very strong item that should be taken. [center][img=items/maw-of-malmortius.png][/center] This item gives you additional Attack damage, and additional magic resistance. It's first passive gives you additional attack damage for each 2.5% of health you're missing, which can possibly make a difference in a fight, the determining factor of whether you're the winner or loser. It's second passive is an improved version of it's base item hexdrinker. When your health drops below a certain point, You're granted a shield which will absorb 400 magic damage. This makes this a great item to have when facing a team heavy in AP reliant champions. [center][img=items/quicksilver-sash.png][/center] Provides a good boost to your magic resistence, and it has an activated ability that can be priceless against specific enemy team compositions, namely those with multiple champions possessing hard crowd control effects. Upon activation, all debuffs and crowd control effects are removed. This is very handy during team fights for keeping you in a state capable of of not being melted due to slows, stuns, defensive debuffs, etc. It's relatively low price makes it affordable even if you should be having gold issues. [center][img=items/spirit-visage.png][/center] Spirit Visage is a great item, for it's price, it grants you additional magic resistence, Bonus health, cool down reduction and an increase to all of your regeneration effects. If you find yourself in a situation early on in which the enemy team's AP champion/s are putting forth more damage then you expect, you may need to pick this up. It's increase to your health regeneration will also provide you with a better sustain, effectively allowing you to stay in the jungle longer. [center][img=items/guardian-angel.png][/center] Upon death, Guardian angel will revive you with 30% of your maximum health, thus the more health you have, the better off you can return with. This carries 2 benefits, as well as a draw back. It gives you a second chance to fight the enemy, allowing you to either reduce their numbers, or reduce their health enough for your team to finish them should you die again, or you're able to escape alive. It allows you a chance to maintain your killing streak, should you be able to stay alive and escape. It's draw back however is that competent players will wait for you to revive and then instantly kill you again. Keep that in mind when considering it's use. [center][img=items/spirit-of-the-ancient-golem.png][/center] It carries the health regen and mana regen of its predecessor item, as well as improving upon it's "butcher" passive(increasing it by 5%). What it brings on it's own, is a hefty health bonus, some decent armor, and a Tenacity. These three stats improve your ability to survive fights and it is capable of being bought early on, though should never be bought over more important items on ADC oriented champions.

[img=items/phantom-dancer.png] Why? Well for starters his passive doesn't scale very well, thus the additional AD you would get from buying this isn't substantial, not to mention that Zeal is better put to use building Trinity Force, an item far better on Hecarim then PD. This isn't to say that Phantom dancer is not a good item, Its just better left to a carry who can make better use of it, mainly those who are AA based, which Hecarim is not. [img=items/boots-of-swiftness.png] Not worth the money. The AD you would get is tiny, and you get no additional survivability. Having the additional survivability from merc treads, or tabi makes a much better impact during team fights then additional movement speed does. [img=items/boots-of-mobility.png] Same as boots of swiftness, except worse. If you take a hit, you lose over half of the bonus MS it grants, creating a drop in your AD. Your gold is better spent elsewhere. [img=items/frozen-mallet.png] While some may argue that it should have a place with him, I feel this item is pointless on Hecarim. Yes it grants a guaranteed slow on hit, and gives you 700 bonus health, but Trinity force pushes this item out of the way. Frozen Mallet is a great item, but better with other champs, mainly AD bruisers. [img=items/guinsoos-rageblade.png] This item, while it does have a growing AS/AP passive that triggers with your AA, it's just not good enough to spend the gold on with Hecarim. Spend your money elsewhere.

[imgext=http://imgur.com/sP9hM.jpg] There are several entry points in which you can contest/be contested from at dragon. 1. The Southern wall: While not all champions can gain entry into dragon from this point, there are several that can(including you). You wont have to worry as much about someone jumping that wall that exact point, but a ward in the tri bush situated at the wall will give you great insight to any enemies approaching from from points 2 and 7. If you took flash, You can enter from this point, smite dragon then flash over entry point 2 to escape. an unexpected angle of attack. 2. The Southwestern wall: Any one can jump this wall with the help of flash. This is a the most common entry point used for stealing dragon. A player will either use an ability they posses to jump the wall, or they'll flash over it, smite dragon and then either stay to fight as their team is nearby(or its a winnable 1v? fight) or they'll try and escape. 3. The Northwestern wall: like the southern wall, this point is accessible to only a handful of champions. A ward at the river entry near or in the bush above red buff makes for a great visual aid for spotting oncoming enemies. 4. Mid lane entrance: Anyone coming down from mid lane or wraiths must pass through this entry point if they are incapable of jumping walls. 5. Northern river entrance: Purple's most used entrance from mid lane. Blue wont use this entrance to get to dragon unless they've just finished taking a tower. 6. Blue river entrance: A straight entry to dragon from purples blue buff. When taking dragon as blue team, it's important to check purple's blue buff to see if its there or not. If its absent, you may not have to worry so much about them coming in from this entrance. However, if its there, you can either attempt to steal it, or drop a ward in the area to give you vision. 7. Bottom lane entrance: Like mid lane's entrance, anyone coming from bottom lane or tri bush must use this entrance. Keeping control of dragon. Keeping control of dragon starts with the simple task of keep it warded. A single ward in front of point 6 gives vision of dragon and blues entry. A ward in the tri bush and the wraith river entrance also provide additional, and very help coverage. Map control is the most important aspect of keeping control of dragon. Use your free ward from wriggle's or a wards you've bought to ward the blue entrance if your team's support has yet to do so. If it has been warded by your team, and you feel the other team may still try to take baron soon, use any ward you have to obtain vision of one of the other important points of the river the could come in from. But even with the best warding possible, you still need to be able to present a physical presence in the area. Alone you can not prevent a team from taking dragon unless that team has power map control. If your team is unable to keep up a visual presence that displays to the other team that they can and will contest Dragon, then you be prepared to steal dragon.

[imgext=http://imgur.com/pKcth.jpg] Like dragon, Baron has multiple entry points in which you can contest/be contested from. 1. Northwestern wall: Like dragon's southern wall, not everyone can jump in from here like Hecarim can. Having a ward in the tri bush will grant vision of enemies attempting to com in from the river or entry point 2. 2. Northeastern wall: anyone with flash can jump this wall. Along with point 3, its a popular angle in which to steal baron from. 3. Eastern wall: Same as with entry 2. 4. Wraith river entrance: Purple's wraith entrance to the river. A ward in this area will grant vision of points 3, 4 and part of 2. expect anyone coming from mid lane to pass through or near this point. 5. Southern river entrance: Blue team will often approach baron from this entrance. The bush in this area also happens to be a very popular spot for hanging around in before taking/contesting baron. A ward in the bush is priceless as it will reveal anyone waiting in the bush, and when placed correctly, grants vision of the whole river entrance. 6. Blue river entrance: Blue teams river entrance from blue buff. Treat this entrance the same way you would treat purples blue buff entrance. 7. Northern river entrance: Players coming form top lane will use this entrance. Players who cannot jump walls coming from top will most likely pass by point 1 before entering this point. so again, a ward in the tri bush as well as the river gank bush will ensure your not taken by surprise. Keeping control of baron Akin to Dragon, ward ward ward. But unlike dragon, keeping a physical presence at baron means hanging out by him in an attempt to coax the other team into a fight. When the other team fails to take the hint, you will generally have yourself a free baron.

Stealing a dragon or baron from the other team often results in your death. Because of this, Careful timing is required to ensure a successful steal, and some slick skills to make it out alive.Hecarim's ult gives him the ability to steal dragon/baron from any entry point, and the fear on his ult gives you that one second breather to smite dragon/baron before they can finish it. [center]Dragon[/center] Assuming the other team has multiple players at dragon, you will most likely use your ult to jump in and take dragon, thus your mode of escape is lost unless you took flash. However, even with multiple enemy players present, you can still steal dragon with out using your ult and instead use your E. You will need to build up speed first, so starting your E 2 seconds prior to entering the area should give you a good start. Ignore everyone but the enemy jungler if they're present. Your knock back upon hitting them should warrant you the opportunity needed to use your smite for the steal. once you've taken dragon, you can use your ult to escape the area with your life, especially if dragon wasn't pulled(escaping over the wall to safety). [center]Baron[/center] There will almost always be multiple players at baron, thus your chance at living drops significantly compared to stealing dragon. You have the options of jumping in with your ult, or flash if you have it, or charging straight in with your E. If you lack any form of escaping after going in for the steal, Just fight it out. Barons big advantage over dragon is that baron is capable, and does attack all players engaging him, where as dragon focuses a single target. If you're strong enough, and if baron has put out enough damage(or the enemy walked in without full health) you can turn a steal into a kill/multi-kill, which you may or may not survive. [center]Failing at the steal[/center] If you don't get a successful steal, meaning the other team still gets the dragon/baron, you're probably going to die unless you have an escape method. It is possible however to take out players. While they may still get the gold/exp, you in turn score a bit of gold, and possibly cost them a baron buff(or several). This is why careful timing is important when it comes to a steal. Yes it is hard to gage the health of baron or dragon without vision of the area, but it's not impossible. It just takes practice.

[imgext=http://imgur.com/9fTsv.jpg] You wanna start at wolves, asking for a teammate/s to apply damage to the wolves as well. From there you want to move on to blue. Here you may have to ask for hard leash(unless your team is familiar with you and does it for regardless). the purpose of getting a hard leash at blue is to minimize the damage you take and save you a potion for later. After blue, head to wraiths, than to golems, and lastly to red. If your teammates are awesome at wolves and blue, you should have at least 1 potion left by the time you make it red. With your blue buff and remaining potion, you should be able to take red with out worry and than either go back to the fountain, or continue on in the junlge by heading over to either the wolves again or the wraiths.

Hecarim's early game is rather weak, regardless as to whether you're jungling or laning, as he is built more for mid to late game. Start off by getting a teammate to put damage onto wolves and leash your blue. If you choose to smite blue(which you should), you should have about 8 seconds or more left on smite's cool down by the time you make your way to take red buff. Once you've hit lvl 4, be aware of all lanes, as you should be ready to try and gank when the time calls for it. Your ganks pre-level 6 aren't as powerful as ganks after level 6, so keep in mind many of your ganks will end up with the enemy escaping. This is still a good thing however as it provides your teammates in lane some form of relief to farm without harassment. Build into your wriggles asap, after which finish your boots. The boots you chose depends on the enemy team's composition, and begin working towards a phage, sheen, or zeal for trinity force(a lot to ask yes, but if your team is playing successfully, it shouldn't be to much trouble). If you find it possible to do so, grab dragon, especially after successful ganks to bottom lane. It may also be a good idea to try and force an early team fight at dragon depending on the strength of your team. A forced fight can give you team a good advantage if your team wins the fight. If you cannot force the fight, then its a free dragon for your team.

It's important to note that early ganking will be hard to accomplish with out the lane being pushed to your tower. As such, a level 2 gank is not really going to occur unless your teammate is playing a champion with some sort of CC. Unless a lane is being pushed hard, you should avoid ganking until you reach lvl 4, Most notably waiting until lvl 6. At lvl 4 Ganking with out any CC is hard, thus the reason for taking exhaust. While it can be done, and be quite successful, it is still not easy as it would be with out some form or CC. When coming in for a gank, You need to be able to situate yourself behind the enemy, so that When you activate your E and collide with them, you carry them forward instead of pushing them away. It is important to use your exhaust after the collision has ended, to prevent them from escaping and allowing both you and the ally in lane to dish out hurt. Performed successfully, it can net a kill. If not, some heavy damage should at least have been laid onto enemy enough to force them to leave the lane, so that your ally can farm in relative piece and push back the lane. At lvl 6 Even with your ult, you still want to be situated behind the enemy. Remember though that the fear duration of the ult is only a second long, so plan accordingly. Remember that his Ult is extremely fast, so it can be difficult for the enemy to avoid it without flash or standing at the very end of it, or unless you poorly aimed the ult. It would be better to actually lead in with your E still, unless ganking a lane with more than one enemy in it. By leading in with your E instead of your Ult, you have the ability to use the ult to escape counter ganks, chase feeling enemies, or deal the final blow.

The first half of mid game is still apart of the laning phase. Keep up with your farming, keep an eye out on all lanes. When the opportunity to gank comes up, do so. Use your wriggle's active, or any wards you bought to create vision. Creating vision of objective points, river entrances, buffs, etc is important to keep your team informed about enemy movements on the map. Work with your team to keep control of and take dragon when possible, push lanes and destroy towers. Also try to focus on finishing your items as you'll soon be approaching the end of the laning phase, and you need to be prepared to handle yourself in team fights. Once the laning phase has completely died its time to start forcing team fights in order to grab that opportunity to finish things. It's vital to stay on your toes at this point because this is the portion of the game where you start to come online. Slip ups here can cause you to fall off late game where you're strongest. Stay with your teammates to give yourself, as well as your teammates, a better chance at survival, you don't want to get caught out of position. However, you will have to break off from time to time to clear enemy minion waves encroaching on your towers.

This is the stage of the game when your either a huge terror or nothing more than a push over. You should still be trying to secure dragons for that gold advantage, and at this point, going for that baron buff. If you have an oracle's, you can force an easy team fight at baron by scanning around baron for enemy wards. If the other team doesn't have any wards present at baron, its still possible to force a fight there(they will eventually notice that none of your team shows up on the map), or secure a free baron. Continue to stick to your team as often as possible, so as not to get caught out of position. Move with them as they attempt to destroy towers, which is vital to you pushing into the enemy base. You will also move with them into taking dragon/defending dragon, and into baron. Taking objects is the main goal in late game, and cannot be done without you working with your team, and your team working together. In the case of late game stalemates(when everyone is trying to afk farm to try and finish some items), keep in minf that map control still remains vital. You don't want to be clearing a minion wave at bot lane only to be jumped on by several enemy players. So use your free wriggles ward(if you still have a wriggles) and maybe pick up a few wards if you have the free space. You can also go the opposite approach and attempt to catch solitary players trying to free farm off guard as well. Being able to catch someone, like a carry for example, out of position by themselves not only nets you some gold, but sets the other team back allowing your team an advantage in trying to take baron or dragon, or push into their base. Its always important to keep map control and be aware at all times.

Hecarim makes for a good initiator for a team fight. You have the option of using your E or Ult to start the fight. Which one to use depends on how the enemy is grouped, and depending on your team's make up. Use yout Ult to start the fight only if you can successfully hit several enemies with it. If they are spread thin, use your E to jump in. Once the fight has begun, activate your W close in on the highest priority and start to spam your Q. while hugging a target is not the most ideal form of fighting, but it would be stupid to ignore using your Q to maximize your damage potential. Your team should follow up by focusing the same target. If you led in with your E, you should still have your ult ready to chase and finish an escaping enemy, or you can use it to hit multiple targets to create damage and allow of your team to apply worry free damage for a second. If you led in with your ult, you have the ability to use your E to push a priority target closer to your team. Because of the high CD on your W and E, you may only get to use them once, possibly twice for your W, so during a team fight, your Q is going to be your biggest source of damage in addition to your auto attacks. Remember that your Q is AoE based, so being able to hit multiple targets is plus, but try not to stray away from any priority target unless they're dead. Once a team fight is over is when the time to push comes. If you're close to death, it may be a good idea to back to the fountain, then push, or if there is a creep wave present, farm it quickly to regain health. However, even if there is a creep wave, if you're out of mana, go back. Without mana, your not going to be able to deal the damage you need to deal. Of course it your team is already at the nexus turrets, or the nexus turrets are down, stay and finish the game.

Hecarim doesn't fit into every team, making him a less versatile champ then other junglers such as Mundo, Shyvana, Udyr, etc. However, for that small niche team, Hecarim's flaws can fly right out the window and he becomes a mean SOB. A team should never be built around Hecarim, ever, but having a general knowledge of who Hecarim can benefit from/be a benefit too on your team will ensure that you aren't throwing the game for your team by picking the wrong character. If your playing Solo queue and you really wanna play Hecarim, and your team is letting you jungle, I suggest you grab a champ for another player first. This will allow you to not only see what the rest of your team looks like, but it can help you avoid being counter picked. It would be smart to spend time in normals, preferably with a full or close to full team of friends in order to try out different team comps in order to find out exactly who he belongs with.

While Hecarim may be rather situational on summoner's rift, he dominates on the crystal scar. Not only do you have those wonderful speed shrines to constantly buff his move speed and increase his AD temporarily, but the map is situated in such a manner that it is difficult for many enemies to actually escape you. Hecarim is able to make his presence felt from the start of the game, unlike many others. When the round starts, You should go top. Stop at the first tower and secure it while the rest of your team heads to the very top tower. Once secured, run to the speed shrine, and head around to the enemy side of the lane and charge into a target with your E. Pop your W, and spam that Q. With your AoE damage, and team there, securing the tower should be a piece of cake. Once secured, head to the next tower with your team. If your team can secure it, do so. Once secured, from this point, you will be spending a lot of time away from the towers unless they're being pushed onto. You will mainly be hitting speed shrines and mopping up any stray enemies attempting to sneak through the fogged area of the map. In dominion, I generally Follow the same build, with the exception of build towards a Gunblade. Start [img=items/boots-of-speed.png] [img=items/pickaxe.png] begin building [img=items/bilgewater-cutlass.png] After cutlass, finish boots with either [img=items/mercurys-treads.png] or [img=items/ninja-tabi.png] From there either build [img=items/hextech-revolver.png] or [img=items/zeal.png] and [img=items/phage.png] From here you can choose ti either finish into [img=items/hextech-gunblade.png] or [img=items/trinity-force.png] if the game has lasted this long, after gunblade or Trinity force is done build a[img=items/hexdrinker.png], and then finish which ever of the 2 you didn't finish(normally it's Gunblade for me). Summoners on Dominion [img=summoners/ghost.png] Ghost will give you a needed boost to escape a lost cause, and get to a tower in need of help faster. This is NOT taken for an kind of AD boost, this is solely for its utility. [img=summoners/exhaust.png] Exhaust is taken to prevent an enemy from escaping and hopefully securing a kill under the tower.

Hecarim is fun to play, but not as powerful as he needs to be. He is in need of a few changes. He is a decent jungler and dominates in dominion. I do suggest that players give him a go before laying their judgment upon him. I would like to take this chance to thank a few people for the information, encouragement, and aid they gave to me in creating this guide: FYA Umashi - For all his input on Item's I've suggested. Dolphin trainer - For his insight on Hecarim in general. Etree for his encouragement in me writing this guide. Ilysuiteheart for being my uber awesome proof reader. and all the little people as well :D I will try to keep this guide Updated as much as possible, so expect new information to be added to it in the future. Any questions, comments and inquiries that you might have? PM them to me and I will do my best to answer whatever i can. Thank you.

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