Hecarim Build Guide

In Depth Jungle Hecarim Guide (Now with Solo Top Chapter)

Uploader Mysperson
Updated 4 years ago
  • 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

Ever since his release Hecarim has stood out to me as one of the most game breaking champions in the game, with excellent jungle speed, incredible ganks, and hilarious amounts of damage, while still being able to take a beating, Hecarim is one of the strongest junglers in my eyes. What does Hecarim bring to the table? Hecarim exemplifies mobile high impact fighting. Hecarim is able to dish out a lot of damage in a team fight by hitting multiple targets with many abilities. He is able to lead the charge in a team fight because of his natural tankiness, ultimate, and life steal. Hecarim is also a strong chaser because his abilities allow him to attack enemies while on the move. Also, early game Hecarim has very good gank potential that should be utilized. What makes Hecarim a strong pick for solo queue where the game comes down to relying on your teammates? Hecarim is one in a hand full of champions that caress the power to single handedly control the flow of the game. Because Hecarim has such a strong early game he can quickly turn the tides in his teams favor. Hecarim also has a game breaking ultimate in his arsenal. With his ultimate he is able to initiate, disable, damage, chase, retreat (if needed)... this ultimate does everything and anything you want it to do. This guide will be entirely how I personally play Hecarim in the jungle, I have seen many guides do it differently but I strongly believe that my runes, masteries, and skill order are able to bring out Hecarim's full potential. Pros [.] Fast and safe jungle clear [.] Strong counter jungler [.] High mobility [.] Strong ganks [.] Many forms of AOE damage [.] Ridiculous team fight potential [.] Not blue buff dependent [.] More movement speed than rammus when combining [imgsmall=skills/hecarim/e.png] and [imgsmall=summoners/ghost.png] Cons [.] Knockback is hard to master [.] Improper use of Ultimate can cost you dearly [.] Q does reduced damage to minions and jungle creeps [.] Easily kited [.] Lacks escape mechanism (E has long cooldown) [imgext=http://i.imgur.com/rNg7X.jpg]

[imgext=http://i.imgur.com/LjgSc.jpg] This is very standard with the exception of the movespeed quints but, obviously, since Hecarim gains damage from his movement speed this is a great pick. It also allows for jungle speed that many other junglers are not capable of. [imgext=http://i.imgur.com/rziIf.jpg] This is a rune page I have been messing around with lately, it is very offense oriented. It sacrifices late game tankiness for early game jungle speed and damage. I have had great success using this runepage and I have grown to love it.

[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 is an incredible passive! The scaling might be less than ideal but just the ability to ignore unit collision gives Hecarim the ability to pull off some neat tricks. And although weak the damage portion does increase jungle speed initially if you begin with boots and movement speed quints. [title][img=skills/hecarim/q.png] Q: Rampage[/title] [number]Hecarim cleaves nearby enemies, dealing physical damage. (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.[/number] [title]Explanation:[/title] Hecarim's bread and butter skill. This skill does tons of damage to champions because of its low cooldown and mana cost making it easily spammable. In the jungle make sure to try to kill the last creep using this ability in order to keep the cooldown low and increase jungle speed. Also, this ability does not require Hecarim to stop moving, take advantage of this when ganking or chasing. [highlight](updated, solomid is out of date, this spell now does 66% damage to minions instead of 50%)[/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.[/number] [title]Explanation:[/title] Another one of Hecarim's AOE abilities. This is what gives Hecarim and safe jungle. With this spell at only rank 1 you will be able to maintain a very high health poll throughout the whole jungle. In a teamfight this spell should be up as much as possible, because this procs off of your Q you are able to rapidly gain back health, making you deceptively tanky. [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 spell can be a little tricky, If not used correctly you will get flamed by your teammates. The biggest mistake people make with this spell is that the obviously knock the target further away from their team. But they also forget the damage part of this skill. The longer you have it active, the more damage it does. This means that you will benefit even more from running in front or behind your target to knock them into your team. It deals more damage and brings the target to your team. This ability will seperate the good players from the great players. Learn to use this skill properly and watch the games turn quickly in your favor. [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] Hecarim's ultimate, the best thing since sliced bread. To start, the range of it is absurd! meaning that you can engage on enemies from much further away than other champions like Malphite for example. This ability also deals a very significant amount of damage. This is easily among the top three ultimate in the game right now. There is so much you can do with this skill. My favorite of course, is baron steals. Using this skill to fear the enemy team and quickly smite stealing Baron and then ghosting to safety is hilariousn and very easy to pull off if timed correctly.

[imgext=http://i.imgur.com/qqbs8.png] You want to prioritize Q over your other skills (beside you ultimate) because it is you main source of damage. Max it first, taking a point whenever possible except level 1. You take one point in W at level 1 because it offers both more damage and sustain in the jungle. Your Q only deals partial damage to jungle creeps, this means that it will only be hitting for 28 damage at level 1, and although it is spammable, you will not get as much out of it as you will from your W because it offers more damage and great sustain aswell. E should be maxed last, taking a single point at either level 3 or 4 depending on if there are any ganks available. Generally take a point at level 4 after clearing your jungle. You take a point in R each chance you get (6, 11, 16) because it provides a lot of additional effects for those levels. So Basically [img=skills/hecarim/r.png] > [img=skills/hecarim/q.png] > [img=skills/hecarim/w.png] > [img=skills/hecarim/e.png]

[center][title]Starting Items[/title][/center] [img=items/boots-of-speed.png][img=items/health-potion3.png] Advantages [.] More Damage [.] Faster clear time [.] More effective ganks [img=items/cloth-armor.png][img=items/health-potion5.png] Advantages [.] Safer Jungle [.] Stronger counter jungling [.] More ganks [highlight]Start with boots 8/10 times. The other 2 times you will either be counter jungeling a weak enemy jungler, or fear being countered by a strong enemy jungler.[/highlight] [center][title]Core Items[/title][/center] [img=items/wriggles-lantern.png] Advantages [.] Faster jungle clear [.] Sustain [.] Free ward [img=items/trinity-force.png] Advantages [.] Hecarim benefits from every stat [.] Amazing passive effect because you will be spamming Q [.] Extra movement speed is always fun [center][title]Boots[/title][/center] [img=items/mercurys-treads.png] Advantages [.] Magic resist [.] CC Reduction (Always Strong) [img=items/ninja-tabi.png] Advantages [.] Armor [.] Defense against auto attacks (Tryndamere, Gangplank) Generally you'll build into Mercury's Treads. [highlight]You will eventually end up taking Mercury's Treads in 99/100 games but Ninja Tabi can be better is certain situations.[/highlight] [center][title]Optional/Situational Items[/title][/center] [img=items/philosophers-stone.png] Advantages [.] Gold per 10 in case you are behind [.] Health and mana regeneration [.] Builds into shurelyas-reverie (More movement speed!) [img=items/heart-of-gold.png] [.] Gold per 10 in case you are behind [.] More durability (Health) [.] Builds into Randiun's Omen to help shut down auto attackers [center][title]Post-Core Items[/title][/center] [img=items/maw-of-malmortius.png] Advantages [.] Buffer from casters [.] Great passive since you are good at staying at low health without dying [img=items/frozen-heart.png] Advantages [.] Shuts down auto attackers [.] Copious amounts of armor [highlight]Better against enemies who don't focus you[/highlight] [img=items/thornmail.png] Advantages [.] More armor [.] Reflects Damage [.] Cheap [highlight]Better against enemies who focus you[/highlight] [img=items/frozen-mallet.png] Advantages [.] Slow on attack [.] Deadly when combined with movement speed [.] Health [img=items/randuins-omen.png] Advantages [.] Lots of defensive stats (Health, armor, health regeneration) [.] Passive shuts down Auto attackers who hit you [.] Active shuts down Auto attackers, even if they arn't hitting you [img=items/force-of-nature.png] Advantages [.] Shuts down AP casters [.] Health Regeneration [.] Movement speed! [img=items/guardian-angel.png] Advantages [.] Magic Resist [.] Armor [.] Second life [img=items/wits-end.png] Advantages [.] Magic Resist [.] Attack speed [img=items/youmuus-ghostblade.png] Advantages [.] Cooldown reduction [.] Amazing active effect [img=items/shurelyas-reverie.png] Advantages [.] Good item to build Philo stone into [.] Health and cooldown reduction [.] Great active effect [img=items/spirit-visage.png] Advantages [.] Great synergy with W in team fights [.] Counters any AP caster through mid game [.] Did I mention the synergy with W? literally heal from 200 hp to full in seconds! [img=items/sword-of-the-occult.png] Advantages [.] Huge amounts of attack damage if stacked (6 or more to be cost effective) [.] At 20 stacks you get movement speed [highlight]Most builds will end up something like this[/highlight] [img=items/mercurys-treads.png][img=items/wriggles-lantern.png][img=items/trinity-force.png][img=items/maw-of-malmortius.png][img=items/frozen-heart.png][img=items/guardian-angel.png] This build gives you ridiculous amounts of durability without sacrificing any damage. This set up offers the most effective health possible on Hecarim, which is huge in team fights. Of course depending on the enemy team you might have to mix your buildup a little. It's generally good to have some of each resistance, but you can drop some of the excess. Sometimes if the game is going your way you might not need any more resistance than Guardian Angel. You just have to build according to the game.

[highlight]Introduction To Jungling[/highlight] As a jungler your role is to control the map. You can do this in many different ways Helping ward, Controlling the enemy jungler, and of course Ganking. You also need to Keep timers on enemy buffs and your buffs, Dragon, and Baron. Finally make Early game calls. You are going to have to adapt to each game as they will all be different. [highlight]Example Jungle Paths[/highlight] Hecarim is extremely flexible in the jungle due to his fast clears and high sustain so there are many different routes that you can choose from. Option 1 (Power leveling) - Wolves -> Blue -> Wraiths -> Wolves -> Red -> Wraiths -> Golems Option 2 (Early Gank) - Wraiths -> Red -> Wolves -> Blue -> Gank top or mid or head back to Wraiths Option 3 (Counter Jungling) - Wolves -> Blue -> Enemy Red Option 4 (Aggresive Counter Jungling) - Enemy Wraiths (leave 1 small) -> Enemy Red -> Enemy Golems -> Gank or go to Blue In the majority of games you will go for the full clear and level 4 (Option 1) But because of Hecarim's flexibilty it is fun to mess around and try new things, so I have listed a few options that you can feel free to try if you are adventurous enough. [center][title]Jungle Demonstration[/title][/center] [youtube]http://www.youtube.com/watch?v=sheAoTMERHQ[/youtube] This is a nice short clip of how to effectively jungle Hecarim to level 4. All credit for this video goes to Stonewall008. As you can see, Stonewall does not use the same exact set up as I do but this video is only to give you a good reference point for how fast and safe Hecarim is in the jungle. The video also proves that it is more than possible to jungle without a leash, and Stonewall does a good job od throwing in some helpful tips in his video. Thank you Stonewall008!

Mid Game is either the same as early game or as late game. Mid Game can revolve around a list of things: 1. Farming 2. Roaming 3. Dragon Control 4. Baron Control 5. Buff Control Farming is very easy for Hecarim mid game because of his AOE damage, he is also a beast in 1v1 fights so just relax and farm lanes and jungle if needed. Now if your teammates are having troubles then you might have to roam. Figure out if a lane is in trouble and go give them a gank to relieve some pressure. Just get suprer agressive and try to help your team win their lanes. There are 3 objectives to control. Dragon Control can start generally as early as 7 minutes but sometimes as early as 4. At level 9 you can solo the dragon with ease so make sure to keep your eye open for opportunities. Dragon is incredibly essential if you want to win games. Wards on Dragon are very important, use your Wriggles Lantern to keep vision on it so it doesn't get stolen. Buff control is also an important aspect of mid game. Keeping the enemy buffs warded can result in some very easy smite steals which can lead to big advantages. If you have extra wards I would strongly recommend warding the enemy red and blue. [highlight]Buff Timers[/highlight] [.] Red and Blue Buff: 5 minutes after being cleared [.] Dragon: 6 minutes after being cleared [.] Baron: 7 minutes after being cleared [.] Small camps spawn every minute after being cleared

Late game is close to Mid Game but everyone is now playing a lot safer. This is the point in the game where one mistake can lose the entire game. A general bit of advice when jungling during the late game is, if Baron is up you do not go bot lane, giving up a baron buff because you were bot lane farming can cost you dearly. The general information for late game is simple. 1. (Team) Roaming 2. Baron Control 3. Jungle Control 4. Team Fights (more detailed in Team Fight Section) Roaming is important late game but is no longer safe to attempt by yourself because an enemy will always show up and ruin your fun; this is why you need your team behind you when you roam. Warding the enemy jungle is also key. Buy oracles, and walk around to clear wards, this is also huge in winning games. If you manage to catch 1 or 2 enemies off guard because of wards then it is basically a free win. Baron control is one of the most important aspects of late game. It has it's own priorities however: Ward Baron > Oracles (Clear) Baron > Defend Baron > Get Baron. So basically you need to get your priorities straight and if you do it all right you'll end up with a baron or a win eventually. Jungle Control is basically the same as late game roaming. You ward the entire enemy jungle, but instead of picking up out of possition enemies, you take out their wards and buffs. This will leave the enemy blind to invasion and give them trouble locating kills. This means they will be afraid to roam. As long as you have the enemy jungle warded then you are safe to roam a little to farm or push lanes by yourself, while the enemy team is forced to play extremely safe and tower hug.

Depending on the enemy team, how the game is going, and your build, you will have to handle team fights a little differently from time to time. Here are a few explanations of how you will need to team fight. 1. Enemy Team Has No CC In a game like this you can generally be super agressive and engage for your team with your ultimate, chase people everywhere, towerdive, everything works well in this type of game because the enemy team has nothing to stop you with. You are also tanky enough so that if the enemy team has no CC you can basically ignore everything they do. 2. Enemy Team Is All (or mostly) one type of damage (AD, AP) In a game like this your build will be focused on the type of damage that is the most threatening. This means that you can still be very agressive in team fights. Lets take for example that the enemy team consists of 3 AP champions a support and an AD carry. In this situation you would build mostly magic resist so that you can dive on the AD carry without being harassed by the AP damage dealers. 3. Enemy Team Is Tanky, High Damage, And Has Lots of CC/Sustain This is what most junglers will fear, Hecarim is no exception. With an enemy team composed of Galio, Udyr, Nasus, and whatever else fits the category, can be very annoying. Be cautious of when to engage, only join a team fight if you are sure you won't get blown up, your damage is minimal if the enemy team starts stacking armor. You should be able to figure out what type of game have been placed in. And from there you need to anylize the situation in order to find the proper build and team fight strategy that will furthest benefit you and your teammates. The most important thing to know is how to deal with every situation, like those mentioned above. I have briefly explained a few scenarios but it is hard to guide you through every single game. You will simply have to play games and learn as you go. Once you have identified the game type you are in, strategy will become the biggest part of late game. You team can do all sorts of plans to win and the goal is to kill the enemy and take their turrets. You can do this is many different ways: [.] Ganking [.] Baron (ganking recommended First) [.] Backdooring [.] Straight up Team Fighting [.] Pushing Lanes [.] Split Pushing [.] Etc [title]Ultimate Usage[/title] Do not use your ultimate everytime it is off cooldown. Use it intelligently. Sometimes you manage to catch players out of position with it and trigger a winning fight, but sometimes you're just initiating and getting caught or wasting your ultimate. The majority of the time you will want to wait to use the ultimate until you have a clear shot at a high threat target, or a great lineup to hit and fear all enemy players. This is a very powerful team fighting tool, don't throw it away. The most fun part about using Hecarim's Ultimate is that it makes Baron steals very easy. Simply Jump over the wall and fear as many targets as possible (making sure to hit the jungler to prevent a smite) then simply smite Baron and ghost to safety. This is easier than you think to pull off, and especially if your team is there to back you up after the steal. [highlight]You can also use it to interrupt Katarina/Fiddlesticks/Galio Etc[/highlight]

[img=champ/leesin.png] [title]Lee Sin[/title] Start Cloth 5 against a lee sin because he will often try to counter jungle, make sure that you get someone to watch your red buff because it is prone to invasion as well. In a 1v1 situation, lee sin has the advantage early game because of his cripple. Try to avoid a fight and just clear your jungle before he steals it. [img=champ/nunu.png] [title]Nunu[/title] Although he is not a common pick now a days he is still very annoying to deal with because he is able to steal your jungle with ease. Just like Lee Sin make sure to have red guarded when starting to jungle. In a 1v1 situation Nunu isn't a threat he is just annoying and won't die. [img=champ/shaco.png] [title]Shaco[/title] The most counter jungle happy jungler there is. A good Shaco will make your life hell. Cloth 5 strongly recommended to maintain the highest health pool possible so that he is not able to get an easy kill on you. Make sure to keep red guarded because Shaco can steal it in the blink of an eye. [img=champ/amumu.png] [title]Amumu[/title] Whenever you see an Amumu in the jungle, pick up cloth 5 and go counter jungle. You should be able to start at his wraiths if it's not guarded, move on to red and have it cleared before he is done with blue. He is very slow in the jungle, take advantage of it! [img=champ/skarner.png] [title]Skarner[/title] Skarner is another jungler who can give you trouble, he is able to clear your wraiths within seconds, delaying your level 4 which is big. He is unmatched in a 1v1 scenario. Try to avoid an encounter with Skarner in the jungle. You can still start with boots 3 because he does not have a hard cc so you can simply out run him if he engages on you. [img=champ/udyr.png] [title]Udyr[/title] Doesn't die, super fast, clears camps instantly. This guys is just frustrating, a good udyr will not be able to be counter jungled and in some cases will come to steal your red. Be weary of these invasions and make sure he does not succeed in an early red buff steal. Either starting item will work fine. [img=champ/drmundo.png] [title]Dr. Mundo[/title] Dr. Mundo has recently become a fan favorite, and with good reason. His clear speed is unmatched because of burning agony. His 1v1 potential is very strong because of % current health damage and more damage the lower health he is. He is also very good at quickly stealing wraiths and then running away so make sure to have enterence guarded at beginning of game. 1v1 you will not beat Dr. Mundo so just focus on your own jungle. [img=champ/nocturne.png] [title]Nocturne[/title] Nocturne can clear wraith camp very fast with ease but other than that he is not a threat, 1v1 you will out damage him and if he invades you can punish him. Counter jungling Nocturne is difficult however because he maintains full HP and clears camps rapidly. [img=champ/olaf.png] [title]Olaf[/title] I have been seeing a lot of Olaf is the jungle recently so I decided to add him to my list. Whenever you see an enemy Olaf you should grab cloth armor and 5 health potions because you are going to get first blood no problem. Start at your wolves, grab blue and quickly run down into the brush by his red. Patience is key, Olaf jungles with low health so make sure he does not see you before he starts red. Once red buff is low on health you smite steal it, and with you newly acquired red buff, you first blood Olaf. [img=champ/gangplank.png] [title]Gangplank[/title] Really weak early and mid game, just go kill him and take his jungle camps. He has no CC to stop you and you can simply run out of his ultimate if needed. [img=champ/fiddlesticks.png] [title]Fiddlesticks[/title] If fiddlesticks get one single blue buff the whole game then you are not doing your job right. Keep his blue buff warded and on a timer and make sure you are there to steal it. Counter jungling fiddlesticks is hard as he stays at full health through his entire clear. But make sure to take those blue buffs from him and you will wreck fiddle! you can interrupt his drain with E. [img=champ/warwick.png] [title]Warwick[/title] Warwick stays at full health so don't try to kill him, however he is very slow at clearing the jungle so it is easy to sneak a wraith camp here and there. Late game, try to interrupt his ultimate when he dives on your squishies. [img=champ/xinzhao.png] [title]Xin Zhao[/title] Early game he can be a pain to handle, he will beat you in a 1v1 scenario. Late game however he will do nothing in team fights but get himself killed. [img=champ/shyvana.png] [title]Shyvana[/title] Very fast jungle clears and strong 1v1 potential, this is a tough match up if they know what they are doing. Have your mid laner guard wraith camp so it doesn't get stolen, and then try to avoid shyvanna in the jungle. She is very hard to counter. Late game you are basically identical, both of you will be built tanky, both will have an initiation, and both will put out tons of AOE damage. [highlight]There are many more junglers but these are the one's that I felt deserved the recognition in this chapter, learn from experience how to handle each matchup.[/highlight]

Although I strongly prefer Hecarim in the jungle he can also be played as a very potent top laner. Hecarim's arsenal revolves around being able to out sustain harrasment in lane with his W, annoy enemy laner by running through minions to harass, and avoiding ganks with his E. Hecarim will also be able to use his Q to the full potential because in the jungle it only does partial damage but it will do full damage to an enemy champion. If you should decide to play Hecarim as a top laner then I will strongly recommend atleast 1, and maybe 2 of the gold per 10 items Listed in the items section. For the most part your build will be identical to that of jungle Hecarim. I tend to build Hecarim as a very tanky damage dealer when I play him top lane, because as a jungler I will be setting up kills for my team and myself, getting fed off of kills and assists which help rush an early Trinity Force. But as a top laner, you will find yourself getting less kills and assists than jungle Hecarim. That is why I cannot stress enough how important it is to last hit properly with Hecarim if you play him Top Lane. Hecarim has the potential to have one of the scariest mid-late games possible, but he needs that farm to get him over the edge. [title][highlight]Masteries[/highlight][/title] [imgext=http://i.imgur.com/3a6t0.jpg] For solo top Hecarim I go with a 19/11/0 mastery page. This mastery page might seem very strange at first so allow me to explain my reasonings behind this. [highlight]This set up revolves around having a strong lane presence.[/highlight] In the current meta, soloqueue is all about early game dominance in lane and snowballing out of control into late game. That is why I choose to build Hecarim like this for the top lane. In a situation where you go to harass you enemy, you will note that the enemy creeps will begin to attack you, you will be taking 12 less damage from each creep hitting you, this will quickly add up to hundreds of damage that would cost you potions. The biggest part is when you have to freeze a lane and all of the enemy creeps are attack you (sometimes 5 or 6 creeps at once) If you do the math, 5 creeps hitting you for 5+ times in a single freeze: [highlight]That would be 5x5x4(100) less damage from one freeze![/highlight] This is my prefered solo top mastery page for the reasons listed above, and it is the one that I will be recommending if you plan on playing Hecarim as a Top Laner. [imgext=http://i.imgur.com/QGXqU.jpg] Alternatively you could go with a 9/21/0 build which will make you tankier in team fights. It comes down to what works for you, but I would use the above rune page 99/100 times because I feel it is a lot more well rounded than going 21 points down the defensive tree. [title][highlight]Runes[/highlight][/title] [imgext=http://i.imgur.com/ulUfa.jpg] I will recommend the same runes that I use for Jungling for Top Lane aswell because I feel they will be your best bet at lane sustain, damage, and utility. Something I have been trying out however, is running with health regeneration quints instead of movement speed. This gives you a stronger laning phase because you will be very difficult to push out of lane, and I find that to be a great advantage, however you would sacrifice the movement speed for late game, personal preference really. [title][highlight]Summoner Spells[/highlight][/title] [img=summoners/ghost.png][img=summoners/exhaust.png] [img=summoners/ghost.png] Ghost for obvious reasons that I have listed in the above section on Jungler Summoner Spells [img=summoners/exhaust.png] Exhaust is my personal preference to replace smite with for soloqueue, I choose to do this because I like having the disable ready for team fights, and this will also help you out in lane in 1v1 situations. [img=summoners/ignite.png] Since Hecarim is not really going to focus on getting an early kill in his lane I would say this is a very situational Pick for when you need the healing reduction. [img=summoners/teleport.png] Personally one of my favorite summoner spells, Hecarim is also a great champion to use teleport on. He is able to teleport in and because of his high movement speed and ultimate, will be able to turn fights around very quickly. Most of the time I will use this when I am either in 5v5 premade or Duo queue, because it can be hard to use well if you are not communicating with your team properly. [img=summoners/heal.png] Heal is always fun because it will allow you to heal bait people into thinking they can get an easy kill. Mid game this summoner spell combined with Spirit Visage and your W will make you an unstoppable force to be reckoned with. [title][highlight]Skill Order[/highlight][/title] [imgext=http://i.imgur.com/l73FX.png] For solo top you can either run the standard skill order of R>Q>W>E Or you can try this one out. This is what I like to run because I like to be able to stay in lane and farm as long as possible, and this offers amazing sustain. Yes, you will be sacrificing a lot of damage by not ranking up your Q first, but you will get farmed and get your items a lot faster this way. As usual it all comes down to your play style, you can also try switching them up a little, and level W when you need some extra sustain and rank Q when you feel can don't, in order to deal a little more damage.

Here is a link to a Lolreplay: http://www.leaguereplays.com/replays/match/521098/ I played this game with my friends the other day and I think it is an excellent demonstration of how effective Hecarim is as a jungler. Many pro players rate Hecarim as an Average jungler and champion but I beg to differ, Hecarim is amongst the top tier junglers and this game should be good proof of that. The current meta calls for fast clear ganking junglers, and Hecarim is great at both of these, I start the game with 2 kills (assists) bot lane and end up with the most CS in the game at 286. [highlight]Final build used in this video[/highlight] [img=items/mercurys-treads.png][img=items/the-bloodthirster.png][img=items/trinity-force.png][img=items/maw-of-malmortius.png][img=items/frozen-heart.png][img=items/guardian-angel.png] [highlight]Note:[/highlight] Sold Wriggles for Bloodthirster as last item because I was so fed. Hope you enjoy the video! It is worth watching!

[.] Hecarim's W heals Hecarim even if it is an ally dealing the damage. It also heals from smite, so using smite while this skill is active will lead to safer jungle clears [.] When clearing a jungle camp make sure that the killing blow on the last creep is with Q to keep the cooldown reduced for the next time, this can significantly increase jungle speed [.] Only initiate the fight when your team can focus down an opponent to ensure they won't escape [.] Due to health regeneration and life steal, Hecarim excels at 1v1 fights. Use this knowledge to your advantage [.] Hecarim is one of the strongest Counter gankers at this time. If you are clearing your wraiths and you see your mid get ganked. It is very easy to blow ghost and E and stop the gank before things get out of hand [.] Due to massive AOE damage it is easy to clear enemy wraiths early in the game to delay the enemy jungler [.] Hecarim's E works on turrets [.] (Mentioned several times above) Baron steal with ultimate!

Thank you for taking the time to read my guide. I strongly believe that Hecarim is a very strong jungler who is viable at all levels of play. If you liked the guide please leave a like rating, it means a lot to me. Comments are also much appreciated, I read every comment and if you leave a question I will get back to you withing a day or two. Hope this guide has helped you in understanding the full potential of Jungle Hecarim.

Comments coming soon!
Copyright © 2009-2015 SoloMid. All rights reserved Back to top