Hecarim Build Guide

Tank-Carry Your Way Out of Lower Elo Hell

Updated 3 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 6
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 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

It will not have long lists of all the possible items and different builds you may want to try. What this guide is: This guide is a simple detailing of how to jungle your way out of the lower elo's while using a very simple build that requires very little variation to win every game. When I first started reading guides on this site, I loved all the in-depth guides, but found some of them overwhelming because I didn't know how to process all of the different build information. Also, the guides were mostly written by players in much higher elo's than me and difference in play style and skill is night and day. In much higher elo's, you can count on players having a higher level of skill. However, in lower elo's you don't have the same luxury and have to find a way to make as much of a personal impact as possible, without having to rely too heavily on your teammates, or enemies to act as you would expect them to, had they played correctly. Therefore, I've spent countless hours reviewing all the other Hecarim guides and I've used that knowledge to put together a simpler guide that dominates in lower elos. It also has a list of "common sense" dos and don'ts for general play that many in higher elo's take for granted. Having said all of this, the best way to get better is to play with people who are better you. One of my buddies is Plat I this season and playing with him has helped me improve far more than other source. Having said that, enjoy the guide! What this guide is not: This guide is not for Plat and Diamond players. It does not discuss every possible build variation for Hec. It only features a tank/bruiser build even though damage carry Hec is certainly viable. Hecarim Pros: [.] Innately tanky with [imgsmall=skills/hecarim/w.png] [.] Amazing mobility [.] 2 Initiators and/or escapes with [imgsmall=skills/hecarim/e.png] and [imgsmall=skills/hecarim/r.png] [.] Great AOE damage with [imgsmall=skills/hecarim/q.png][imgsmall=skills/hecarim/w.png] [.] One of the best ults in game [imgsmall=skills/hecarim/r.png] [.] Great mid game [.] The absolute horsey GOD of late game Hecarim Cons: [.] No ganks until 3 or 4 (depending on when you take [imgsmall=skills/hecarim/e.png]) [.] Weaker early game [.] Can be kited/poked (at least until you get [imgsmall=items/frozen-fist.png]) So... Why Hecarim? Because Hecarim is a well balanced jungle with an amazing alt and he has emerged as one of this season's most dominant junglers. In Bronze elo, you are not playing perfectly, therefore, it is best to play a character that will allow you to make mistakes and not get punished with an auto death for being out of position. Also, Hecarim has amazing carry potential, meaning, he can lead a failing team to victory as long as he has his core. There have been a bunch of games this season where my team is being out killed 2-1, and yet when late game arrives, I lead the team to victory through Hecarim's pure beastmode potential (for how and why, look below at why tanky). Finally, his jungle clear time is among the best and with proper leashes, you sometimes arrive at camps a little early and have to wait a few seconds for re-spawns. Hecarim is the full package and an easy mode way to solo-que your way out of Bronze Division. Why build tanky? If you look at other guides, many will suggest going a more aggressive route and playing Hecarim as either an off-tank or as a damage carry. These guides are completely right in that Hecarim can be played as these roles. HOWEVER, these builds are only viable when you have a balanced team with teammates who can be counted on to build correctly. In Bronze elo (although this still happens in higher elo's as well on occasion) experience has taught me that everyone wants to do damage (even supports) and no one wants to do the dirty work, i.e. play strategically and tank or support. As a result, 9/10 times, your team will not have a legitimate tank and at best an off-tank or two. This is certainly viable but it will not allow you to exploit the bad play that is often seen in low elo's; that being that people will focus the first guy in front of them, even if it's the tank (you). While in theory, everyone knows you are supposed to kill carries and ignore tanks, very few in Bonze do. This means that you can use this knowledge to your advantage by building tanky and initiating right into the middle of the team (assuming your team is also in position to follow up), which will lead their entire team to try and burst you down while your team blows up their carries. With [imgsmall=skills/hecarim/w.png], you heal for 20% of all damage dealt in the area, that includes damage done by your teammates! In most situations, by the time I'm at 25% health (through my tank stats and the beast healing from [imgsmall=skills/hecarim/w.png]), my team has already killed two opponents leading a successful team fight. So, what have we learned class? That lower elo players will blow all their cooldowns on a tank and allow you to draw the enemy team's attention while your damage dealers rain hate. So bottom line, don't worry about damage, let your teammates worry about that. Your job is to absorb as much damage as possible and keep their team busy while getting everyone around you low through your awesome aoe damage. Every second they attack you is another second your carries are raining hate unimpeded. REMEMBER, this may not work once you get into higher elos, but it works almost every game in Bronze. Finally, another great reason to build tanky is because as the guy in the front lines, you can help direct your team's focus by attacking the correct targets. Many teams need help focusing correct targets and building tanky items will allow you the time to direct your team properly.

[title][img=skills/hecarim/p.png] Passive: Warpath[/title] 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. Explanation: This is a pretty strong passive. The unit collision ignore is incredibly powerful as you can either get to or away from an enemy through creeps. The second part just gives you AD the more movespeed you have which is why we take movespeed quints and go deep in the utility tree. [title][img=skills/hecarim/q.png] Q: Rampage[/title] Hecarim cleaves nearby enemies, Hecarim cleaves nearby enemies, dealing 50/85/120/155/190 (+0.6 per bonus attack damage) physical damage to nearby enemies (reduced against minions). 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. Cooldown: 4 Seconds Cost: 25 mana [title]Explanation:[/title] This is why Hecarim's clear times are so great. But most importantly, using this skill doesn't hamper movement and can be cast while moving. This means that while you are running around you can still do full damage against all nearby enemies. Also, this skill will apply the dot from [imgsmall=items/spirit-of-the-elder-lizard.png] to everyone hit. [title][img=skills/hecarim/w.png] W: Spirit of Dread[/title] Hecarim surrounds himself with the Spirit of the Dread for 4 seconds. Hecarim deals 80/125/170/215/260 (+0.8) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source. Heals from damage to minions is capped,whereas healing from player damage is not. Cooldown: 22/21/20/19/18 seconds Mana: 50/60/70/80/90 [title]Explanation:[/title] Remember, this heals by the amount of damage that is done to all enemies in the area, not just damage you deal. So, at all ranks this will heal you for 20% of the damage your teammates are doing to everyone around you. This spell is simply redic for tanking the whole enemy team and acting as a huge damage soak. Combined with [imgsmall=items/spirit-visage.png] this heals so much! If you get too low in a fight, instead of going back, just find a camp of nearby creeps and try to heal up then get back in the fight. Remember, you don't need a bunch of health, you just need enough to not die while you absorb all the healing from a full duration [imgsmall=skills/hecarim/w.png] so you can continue to provide cover for your carries (who are doing most of your teams damage late game). Usually, I will stay for long on-going team fights as long as I have at least 25%, I will just play very carefully and always be ready to [imgsmall=skills/hecarim/e.png] or [imgsmall=summoners/ghost.png] out if I'm getting blown up below 15%. This essentially just keeps you in the frontline all game. The insane power of this spell is also why its so huge to max cdr by late game, so you can keep this up as much as possible. Of course, this will proc the dot from [imgsmall=items/spirit-of-the-elder-lizard.png]. Tip: You can [imgsmall=summoners/smite.png] a mob while this is up for the extra heal, but only do this if you are confident you will not need the smite to secure the objective (i.e. sure enemy jungler isn't hiding waiting to use his own to steal it). [title][img=skills/hecarim/e.png] E: Devastating Charge[/title] Hecarim gains 75% extra movement speed 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 charges duration. Cost 60 mana Cooldown 24/22/20/18/16 seconds [title]Explanation:[/title] This is Hec's main ganking tool. It will give you enough time and speed to get out to an enemy and ideally, get in front of them to knock them back into your team. Also, its mini-ghost you can use all game to get around the map and especially as an escape. This has saved me countless times! Advanced Play: You first pop [imgsmall=skills/hecarim/e.png] and immediately [imgsmall=skills/hecarim/r.png] your target. The charge + fear component should put you in front of your target, making your first auto attack immediately knock them back into your team and/or away from your adc. I do this all the time in the laning phase to make sure they can't get under their tower. [title][img=skills/hecarim/r.png] R: Onslaught of Shadows[/title] Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.8 per ability power) initial magic damage and 50/125/200 (+0.4 per ability power) shockwave damage. Cost 100 mana Cooldown 140/120/100 seconds [title]Explanation:[/title] This is the mack daddy of all ults, it has a wide charge path and can easily hit 4-5 enemies at a time. It does great damage, but most importantly is the fear. This sets up your team to follow up and blow up their squishies. It also places you right in the center of the enemy team allowing you to harass the ADC or APC as well as present a big target for the dumb Bronze people to attack while your actual damage dealers dump or their carries. So in short, MAKE SURE YOUR TEAM IS READY TO FOLLOW UP (otherwise, you charge, your team is too far away and you get raped violently by a whole team). When your team is ready charge in, dump on their carries and waive your arms and run around presenting a huge target and watch as your teammates melt the other team. The cd on this is really long which is why it is important to max cdr. Also, it acts as a flash in that you can charge over walls to initiate or escape so when needed, never be afraid to burn this spell to jump a wall to get away. Also, always try to wait til the enemy is grouped up to hit as many as possible, but having said that, never be afraid to ult only one or two people when they are damage carries if it can lead to a quick 2v3 or 3v4... A one man advantage is a great thing to try and get quickly, but it primarily only works on squishy targets.

Reds: Armor Pen runes will allow you to ignore more armor and deal more physical damage on your auto's and your [imgsmall=skills/hecarim/q.png][imgsmall=skills/hecarim/e.png]. Because of the S3 changes to how ArP is calculated these are simply the best choice for Hecarim. Attack damage runes are not terrible, they just won't give you as much damage because of the way Hecarim scales with AD which is not that great. Attack speed runes, terrible choice. Hecarim has nothing in his toolkit that benefits from AS like [imgsmall=champ/skarner.png] or [imgsmall=champ/warwick.png]. Yellows: Flat armor. Always and forever. Less damage taken in the jungle (very important at early levels) and easier early ganks. Blues: Magic Resist per level, these are great because you don't really need much MR early game and will help you survive mid and late game AP burst when you need it most. Flat Magic Resist, also good but taking all flat MR will give you more MR then you need early game and will hamper you late game. Therefore, I like to do a balance of 2 or 3 flat MR runes for early game and 6 or 7 MR per level for late game. Quints: Movement Speed, stacks really well with [imgsmall=skills/hecarim/p.png] and will allow to get around the map quicker for ganks. Quite simply if your jungling with Hecarim these are a must.

Summary: [imgsmall=items/spirit-stone.png] + [imgsmall=items/boots-of-speed.png] -----> [imgsmall=items/spirit-of-the-ancient-golem.png] + [imgsmall=items/ninja-tabi.png] [imgsmall=items/glacial-shroud.png] (for tankiness) or [imgsmall=items/sheen.png] (if ahead) -----> [imgsmall=items/frozen-fist.png] OR (depending on if mid game is being dominated by AP's or AD's) [imgsmall=items/kindlegem.png] (most of the time) or [imgsmall=items/negatron-cloak.png] (if apc's are raping) -----> [imgsmall=items/spirit-visage.png] [imgsmall=items/giants-belt.png]/[imgsmall=items/wardens-mail.png] -----> [imgsmall=items/randuins-omen.png] optional: [imgsmall=items/runic-bulwark.png](f heavy AP)/[imgsmall=items/thornmail.png](if heavy AD) + [imgsmall=items/the-black-cleaver.png]/[imgsmall=items/atmas-impaler.png] Easy Mode Core: [imgsmall=items/ninja-tabi.png][imgsmall=items/spirit-of-the-ancient-golem.png][imgsmall=items/frozen-fist.png][imgsmall=items/spirit-visage.png] START: [img=items/hunters-machete.png] + [img=items/health-potion5.png] or when afraid of an early top lane gank with a top lane you have zero confidence in [img=items/hunters-machete.png] + [img=items/sight-ward.png] + [img=items/health-potion2.png] However, going this route only leaves you 2 pots which might result in you not having enough health to gank after clearing camps and before having to recall first. This should only be used in limited circumstance against an enemy jungler like [imgsmall=champ/shaco.png], [imgsmall=champ/leesin.png], or [imgsmall=champ/rengar.png] who are known for their level 2 or 3 ganks. If you do, after killing blue, run up and ward your top lane. Personally, I go [imgsmall=items/hunters-machete.png] + [imgsmall=items/health-potion5.png] 95% of the time unless in champion select, my top laner got counter picked/has no espaces and didn't buy a ward in opening buy. A player like this will require you to buy wards for his lane all game. Just do it, its better to have the vision and deny your enemy the kill than on principle let your laner die and decrease your team's chance of winning. FIRST BACK: [img=items/boots-of-speed.png] + [img=items/spirit-stone.png] + [img=items/sight-ward2.png] + [img=items/health-potion.png] (I usually get 1-4 depending on how much gold I have left). The boots you get around to ganks quicker and for the AD from [imgsmall=skills/hecarim/p.png]. However, sometimes if I have enough money, I will skip boots and complete my [imgsmall=items/spirit-of-the-ancient-golem.png] so you have that great early tankiness with decent map crossing from quints/masteries/[imgsmall=skills/hecarim/e.png] so the boots can wait if need be. You need the spirit stone for the sustain and for the 20% bonus damage to creeps which will make your jungle clears even faster. You need wards to keep your lanes from getting crushed. Simply, vision wins games. Try to always keep 2 or 3 wards in your inventory because generally, warding is the primary responsibility of jungler and support. In a perfect world, your teammates would help out with wards (and they do in higher elos), however, you are in Bronze and usually people don't buy wards. I can't count how many times I play with a support who doesnt buy a [imgsmall=items/sightstone.png]/[imgsmall=items/ruby-sightstone.png] because they want to build damage. So don't be that guy and no matter what role you are playing always keep a couple wards on you... Bronze ftw. You need a couple pots to keep above at least 60-70% health before ganking. SECOND BACK: Try to finish your [imgsmall=items/spirit-of-the-ancient-golem.png]. This will help you gank lanes and have even quicker clear times. If you don't have enough to finish your [imgsmall=items/spirit-of-the-ancient-golem.png], then you may want to finish your boots first: [img=items/ninja-tabi.png] great for tankiness and less damage in the jungle. Get this when the enemy team is heavy AD damage, especially when top/mid and jungler are AD. [img=items/mercurys-treads.png] DONT GET THESE! You already get tenacity from [imgsmall=items/spirit-of-the-ancient-golem.png] and there are better sources of MR. [img=items/boots-of-swiftness.png] only if your'e fed. The move speed will help you get to lanes faster for ganks and the extra movespeed feeds you AD from [imgsmall=skills/hecarim/p.png]. [img=items/boots-of-mobility.png] gank city bitch, gank gank city bitch THEN: Finish BOOTS [img=items/ninja-tabi.png]/[img=items/boots-of-swiftness.png]/[img=items/boots-of-mobility.png] AND [img=items/spirit-of-the-ancient-golem.png] THEN: [highlight]OPTION A[/highlight]: IF AT MID GAME THE ENEMY AD CHAMPS ARE DOMINATING: [img=items/frozen-fist.png] (or consider [img=items/randuins-omen.png]if enemy AD's are REALY raping) [img=items/glacial-shroud.png] buy this competent first if you want the tankiness, the cdr and the mana (which will allow you to spam [imgsmall=skills/hecarim/q.png] and use [imgsmall=skills/hecarim/e.png] and [imgsmall=skills/hecarim/w.png] mostly on cd; especially when you are giving your second and later blue buffs to your mid) [img=items/sheen.png] buy this component if you are ahead, and want more damage to keep snowballing Tip: the extra AD from [imgsmall=items/sheen.png]/[imgsmall=items/frozen-fist.png] procs works against towers/structures! So spam your [imgsmall=skills/hecarim/q.png] to keep proccing [imgsmall=items/sheen.png]/[imgsmall=items/frozen-fist.png] even though [imgsmall=skills/hecarim/q.png] itself won't do any damage to the turret. Tip: If the enemy AD's are just pubstomping and you are the only tanky person on your team, consider skipping [imgsmall=items/frozen-fist.png] and first building a [imgsmall=items/randuins-omen.png]. The auto attack slow is just too good and it will help your team a bunch not to mention the aoe slow active of [imgsmall=items/randuins-omen.png] for peels. [highlight]OPTION B[/highlight]: IF AT MID GAME THE ENEMY AP'S ARE DOMINATING: [img=items/spirit-visage.png]+[img=items/hexdrinker.png] Usually start [imgsmall=items/spectres-cowl.png] since its such a solid item against AP's. You can always just buy [imgsmall=items/spectres-cowl.png] then sit on it and finish another core item like [imgsmall=items/frozen-fist.png] if you want the extra damage and chase potential. But remember that a completed [imgsmall=items/spirit-visage.png] is a really solid boost to the healing from your [imgsmall=skills/hecarim/w.png] so I usually just finish that before moving on. Also, consider buying [imgsmall=items/hexdrinker.png] right after finishing your [imgsmall=items/spirit-visage.png] because it is so good against AP and it pays for itself without the shield proc. However, if you are buying [imgsmall=items/hexdrinker.png], DO NOT upgrade into [imgsmall=items/maw-of-malmortius.png] until your 6th item. It is a very expensive upgrade and you only get 15 more MR. There are better 5th items to buy. Finish your [img=items/frozen-fist.png]/[img=items/spirit-visage.png] With just [imgsmall=items/ninja-tabi.png][imgsmall=items/spirit-of-the-ancient-golem.png][imgsmall=items/frozen-fist.png] and [imgsmall=items/spirit-visage.png] you become a behemoth and can start to carry the game. This is because your speed with always allow you get to an enemy and with continuous [imgsmall=items/frozen-fist.png] procs, your target will never be able to escape you. Personally, [imgsmall=items/frozen-fist.png] is the most powerful ganking item in the game and it is an absolute core item for Hecarim no matter what build type you use. However, be careful, because you are not a full tank like a [imgsmall=champ/shen.png] or [imgsmall=champ/maokai.png] and can't just rush into a team balls first unless you have backup. Don't try to tank their entire team until you have [imgsmall=items/spirit-visage.png] and your entire team to follow up. At this point, you are a tanky bruiser until you get one or two more tanky items, then you are an unstoppable god unless their team is too fed. Final 2 Slots: [img=items/randuins-omen.png] 95% of the time this is my 5th item choice. This item is so good against ADC's its stupid and the health is just solid. Consider getting [imgsmall=items/atmas-impaler.png] or [imgsmall=items/thornmail.png] after this if the enemy AD's are the real threats. [img=items/the-black-cleaver.png] You benefit from everything this offers and your [imgsmall=skills/hecarim/q.png] will apply aoe armor shred for your adc. [img=items/maw-of-malmortius.png] a solid item against heavy AP comps with its fatty magic shield and bonus AD when you are lower health. However, it is really expensive to complete so it should only be a 6th. The reason I put it so high on the list is [imgsmall=items/hexdrinker.png] is just so good and cost effective. Buy [imgsmall=items/hexdrinker.png] early against AP and just sit on it all game. [img=items/locket-of-the-iron-solari.png] always a solid and balanced choice for team tankiness, really good against heavy AP teams. A safe pick when in doubt. Also, think about getting this instead of [imgsmall=items/frozen-fist.png] if your team is way behind. GENERAL RULE OF THUMB! If you are losing, just build tanky. The idea is to build tanky, hope the other team gets cocky and you can win a team fight at a turret because of your tankiness or your tanks can all dive their adc and take him out quickly then survive long enough for your carries to kill their tanks. [img=items/atmas-impaler.png] A great item with a mix of offensive and defensive, works well with all the health from your other items. [img=items/thornmail.png] the bane of ADC's and [imgsmall=champ/tryndamere.png]. Only get this after you have built [imgsmall=items/randuins-omen.png] so you have enough health to make the armor worthwhile. By this time, you will have health from [imgsmall=items/spirit-of-the-ancient-golem.png][imgsmall=items/spirit-visage.png] and [imgsmall=items/randuins-omen.png] so all that armor and damage from [imgsmall=items/thornmail.png]is scary for an adc. [img=items/sunfire-cape.png] meh, there are better items for Hec, see above for explanation. [img=items/warmogs-armor.png] you should really only get this if you already have [imgsmall=items/randuins-omen.png]/[imgsmall=items/runic-bulwark.png] and you need more straight tank stats Realistically, games will rarely go long enough to get more than your core [imgsmall=items/ninja-tabi.png][imgsmall=items/spirit-of-the-ancient-golem.png][imgsmall=items/frozen-fist.png][imgsmall=items/spirit-visage.png] so you won't have to think about what to get after this. As you become more comfortable with the game, and get into higher elos, I strongly recommend you look at more advanced guides and vary your build depending on your team comp and your enemy's comp. Realistically, you should never just auto-build, however, at lower levels it simply works too well and it will help you get to a more playable landscape with teammates and opponents who are more competent and upon whom you can rely to play well.

Communicate and spell it out: Remember your teammates are not TSM. This means you often have to hold a few hands and I find its best to be explicit with these kinds of people. Therefore, tell your team before the game starts or during character select what your jungling plan will be. So, I start each game by asking for a "smiteless leash on blue." Its better safe than sorry, so just say it. If your team thinks you being annoying for typing that out since its "common knowledge" ignore them, because getting it right is all that matters. The second thing I always tell my team is "passive ganks until 6." This is because Hecarim can't really gank until lvl 4 when you take first point in [imgsmall=skills/hecarim/e.png], or until lvl 3 if an enemy is way out of position and you are close enough to capitalize then you can take [imgsmall=skills/hecarim/e.png] early. Otherwise, the best way you can help your team is to just rush to 6 to get your ult [imgsmall=skills/hecarim/r.png]. Once you have your ult, you ganks will basically be auto-kills as long as you time it right. I try to save my first ult for a bot lane gank since you can usually hit both the support and adc at the same time, sometimes leading to a double kill. Just remember, Hecarim's early game is not that strong so try to get to mid game as fast as you can and only gank when the opportunity presents itself. This will usually only be when an enemy laner has their lane pushed closer to your side and they are far from their own turret. Turret dives: DON'T FORCE GANKS AND DON'T TAKE EARLY TURRET DAMAGE. Early tower dives (lvl 1-4/5) and forced ganks will almost always result in your death or your partner's and can even result in a double kill for the enemy. Then, not only have you not ganked your partner's lane, but have left him with a fed laning opponent. However, once you are level 6-ish, you can already ult in under a turret against moderately low health targets with a team laner to secure kills. You have health and tankiness so don't be too scared of turret damage mid game as long as its in small increments. However, before you hit level 6, turret hits will be nasty and you can't afford to take more than 2 or 3 max so care. Also, never underestimate the range of [imgsmall=skills/hecarim/w.png]. There have been plenty of times where the enemy laner gets to their turret with 2% health and I just [imgsmall=skills/hecarim/e.png] to get into range, pop my [imgsmall=skills/hecarim/w.png] (and maybe get off a [imgsmall=skills/hecarim/q.png] or two) kill them, then speed off without auto attacking them so I keep the full duration of the movespeed buff from [imgsmall=skills/hecarim/e.png] to make getting out of turret range easier. Either case, don't play too much with turret damage until you are comfortable with how much damage you will take and you can accurately gauge when you can and can't charge under to finish kills. Remember, even if you don't get a kill, forcing the enemy laner to go back will deny them cs and experience which by itself will help your teammate get ahead. You can start to largely ignore short/mid term turret damage around level 12ish. Kill trades: Suicide kills. It is almost never worth it to get yourself killed just to kill an enemy. The only exception is high priority targets like the adc or apc. If you know you can secure a kill against the enemy adc then do it, because this will let your adc snowball their lane. But if its a tanky top laner, the enemy jungler or the support, its usually not worth it to trade. Don't leave unattended lanes: Wasted XP. All the time, I see junglers leave a lane unatended and continue in their jungle instead of holding an empty lane. Don't be that guy. Whenever possible, cover people's lanes while they are gone. You will get all that XP and gold and then can still go back to your jungle after. I will usually hold a lane if a teammate dies until they get back, or after a gank, I will let them go back first and wait til they get back. In these kinds of situations, its generally fine to push mid lane and kill all the creeps as soon as you can. But for top and bot lane, don't be that A-hole who pushes the lane and then leaves. Only last hit minions if the lane is in the middle or in a good spot. If top or bottom are already pushed, then finish pushing them into turret so it kills all of the friendly creeps and denies them gold and experience. However, having said this, after successful ganks, there are times when you will want to push the lane all the way and try to get in hits on the enemy turret. Its all about judgment and using Tab to keep an eye on the spawn timer and see how long you have until they get back. Basically, just be a lot more careful about pushing top and bottom lane when they are in a good position, i.e. at halfway point or closer to your side. [I feel like this last portion might be up for debate so let me know if you disagree.] WARDING: Super important! Check the jungling guide I mention below for great gank and warding tips. Knowing where to place wards is instrumental in a game so get on it. Warding is not the jungle and support's sole job, but it is primarily so try to always have around 2 wards on you at all times of the game. Until level 6 or so, don't worry about warding objectives like dragon but after that ward dragon and baron (starting at level 11-12ish) when they are up. However, it is a priority that top and bottom river stay warded so if your laners aren't warding, pick up the slack. Don't scoff at the 75g its worth every penny, gold w/e. Advanced play: Buy [imgsmall=items/vision-ward.png]/[imgsmall=items/vision-ward2.png] for dragon and baron. Denying enemy vision is often as important as having your own. Again, don't scoff at the extra 50g from a reg ward because this can often lead to a sneaky grab by your team. In mid/late game, I try to keep around [imgsmall=items/vision-ward2.png] in my inventory at all times. Failing lanes: By all means, try to help losing lanes as you can, but don't baby sit a failing lane. Let them bitch and complain all they want. But if they are 0/4 then there is nothing you can do to get them back in the game. Your only choice is to let them fail and just try to snowball your other lanes. It will probably result in an early tower take on this lane. It's not good, but not the end of the world. This was a hard lesson for me to learn but babysitting a failing lane will almost never work. Many of the top tournament players advocate for this philosophy and it really is the right play. Its always your fault: Everybody blames everything on the jungler. Get used to it. The worse the player is, the more he will blame everyone else. But ultimately, everybody ends up blaming the jungler for everything. There are games where I gank for a lane 3-4 times before level 10 and they complain that I never ganked for their lane and that's why their enemy laner got fed. Happens all the time. Either way, don't force ganks, it will just lead to a death, not a kill. Be patient, play smart, and wait for big plays. Jungler/Support are typically the most under appreciated roles but they are also arguably the most important since they can have such a strong impact on the game when played correctly. Remember, this isn't about getting credit, its about winning. Stealing kills: When you are ganking for a lane, try to give them the kill so they can snowball their lanes, but don't make it a priority. The only lane this is a priority for is bot lane. Your adc needs every early kill they can get. If they aren't fed, your team will have no late game damage so let them take kills. If a support keeps stealing kills, call them out. One way I make sure my adc gets the kill is I run next to the target and just hang out waiting for the adc to secure the kill. However, only wait for the adc when its safe to do so. NEVER feel bad about grabbing a kill if the enemy would/might get away. In the beginning its probably safer for you to just go balls out, but as you get more comfortable, try to feed your lanes your kills, it will really pay off. If your laners have more gold, they can more easily dominate their lanes and survive ganks and you are still getting assist gold. Jungler is the ultimate team player so do what's best for your team when you can. HOWEVER, if you know that your teammates are dumbasses then by all means grab every kill because Hec can definitely carry late game with him Easy Mode Core. Dragon: A huge priority for the team, i.e. 190 gold for each person, just like turrets/structures. Already around level 13-15 with your core you can solo dragon so don't be afraid to do so if the enemy is half dead or you know they are not nearby (stuck in their base) and if your team can't come help. Don't be too cocky though because it will take you a little while, you just have the sustain to solo, not the damage to melt it super fast. It's often best to make sure your [imgsmall=skills/hecarim/r.png] (or [imgsmall=summoners/flash.png] if you took it) is up to be sure you can jump through the wall and escape if you get caught by the enemy. Split pushing: This is when your team is attacking the turrets in one lane and you attack another lane trying to push a second turret. I usually don't do this because my team needs me to tank and my ult is too important in team fights. However, sometimes its the right move. But, if your not sure, just stay with the team. Mid/late game, 90% of the time it is better to stay with your team than roam alone. Play it safe: Watch your positioning. Don't get caught on the enemy side trying to take a turret when you dont know where the enemy is. If the enemy is all taking dragon or dead then by all means. But all too often a person will get taken out because they stayed on the enemy side too long after a gank while trying to get a turret. Turret Guarding: Always keep an eye on your turrets and try to anticipate which turret the enemy team may try and target. However, when you are defending a turret, remember that just being underneath it does not make you invincible. Once mid game and late game arrive most champs can afford to eat a decent amount of turret damage and they WILL dive you if they have a sufficient advantage such as a 3v1, 4v2 or 5v2 (even 5v3 if the enemy is beefy enough) so if you don't have enough people to guard a turret just retreat and leave it. If the enemy is already going to take the turret, there is no reason to stay and give them free kills as well. Just be aware of when you can and can't defend a turret and don't be afraid to retreat and live to fight another day. No man left behind... sometimes. Back up your teammates, but if one of your teammates makes a terrible engage decision DO NOT suicide after them. Don't throw good money after bad money. So, if your laner tower dives the opponent at level 3 or before and its not a guaranteed kill then don't follow. He can bitch you out all he wants, but don't let bad players make you play bad as well. That being said, there are times when you can help a teammate recover from a bad decision and cover their tracks. For example, often a squishy teammate will get caught out of position during a retreat, if I have enough health, I will usually run into the first person in the team and [imgsmall=skills/hecarim/e.png] to knock them back and immediately bust whatever cd's I have to get out. When in doubt, tank. If your team is losing, build tanky. You will never live long enough to deal the damage you are building for otherwise. When your team is losing try to convince everyone on your team to build tanky except for your adc. Then, just try to play safe and get to late game and you can still pull out a win. 4 tanks/off-tanks and an almost full build adc is redic in late late game no matter how fed the other team is. You just make sure your adc is guarded but dive their adc take him out if its safe to, then guard your adc while he melts the rest of their team, GG. Where were you guys!? Don't be that guy that dives the enemy adc and leaves your own carries unguarded. Just because you can survive, doesn't mean the rest of your team can. You are supposed to be the front line of your team, but not the behind enemy lines. That's usually the assassin's job. Unless you are confident you can make a better play, its always better to stay in front of your team and guard everyone with your [imgsmall=skills/hecarim/q.png][imgsmall=items/frozen-fist.png] perma-slow. Even if it means attacking tanks. Keep your squishies safe, thats where the damage comes from. I can see a lack of vision in the enemies future... [imgsmall=items/oracles-elixir.png] Never underestimate the power of this item. This is the ultimate mid/late game item. Don't let it delay your build too much by prioritizing this every time you go back, but clearing wards wins games. Especially when you are trying to take/bait a baron. Remember, items don't win games, good play and vision does. This is so important that I mention it again in the late game baron section so pay attention.

TIP: The Season 3 MVP Meteos from Cloud 9 stated that his jungle style is to be as efficient as possible when jungling. Thus, he just farms his jungle all day unless he is very confident he can have a successful gank. He does not waste time sitting in bushes waiting for opportunities. Take his advice and farm up unless a true opportunity presents itself, don't force ganks. The early game is Hecarim's weakest point so don't get crazy. Hecarim is relatively weak until level 4 when you get [imgsmall=skills/hecarim/e.png] and comes into his own around level 6 when you get [imgsmall=skills/hecarim/r.png]. So during this time, don't spend all your time ganking for your lanes like [imgsmall=champ/leesin.png] can. Your job is to level to 6 as fast as possible, try to finish your boots and/or [imgsmall=items/spirit-of-the-ancient-golem.png]. Post level 6: Once you have your ult, you should start splitting your time between ganking, farming your jungle, and holding empty lanes until laners get back. Ganking should be your priority, but only good ganks. Don't make bad decisions. Some champs need to snowball early or they fall off. Hecarim is not like this. All you have to do is just not screw up and make it to mid game where he starts to shine. In most games, by level 7 or 8 I've successfully ganked 2 to 4 times. If you are on a roll and have successfully ganked a bunch of lanes early, keep the pressure on and keep ganking. Every gank only puts your laner further ahead with more damage and your opponent further behind and easier to gank. So, if you are dominating ganks, don't retire to your jungle, stay out there and make big plays. Just make sure not to get too overconfident, don't stay out with too little health, and make bad ganking/diving decisions. Use your discretion but remember, this game is all about momentum and snowballing so try to feed your lanes whenever possible. Early Dragon: Dragon is big if you can get it early. You can't tank it until around level 6 but after that whenever you have a successful gank on bot lane and you know exactly where there mid is (hopefully dead), then ping your bot lane to follow you to dragon and get your free gold and recall. Make sure to ward around first so you don't get snuck up on. But remember, if there is a huge play on bot lane around level 6-9, make a decision whether you can push over bot turret (really shouldn't until around 8 because then the turret will stop killing your creeps and denying the opposing team cs and xp) or you should go to dragon. Just anytime your team makes a big play, don't just all recall, look around and see if there is an objective you take. Golem Buffs: Your second Blue buff will be up around level 5-7 and its up to you if you want to give it to your mid. It really helps a mid laner bully and you should strongly consider it. However, Hec is very mana hungry generally and a second blue buff can go a long way so don't feel bad about taking it if you think you need it. Always take your second Red buff. You need the damage and slow for ganking. After this, you should try to always give your Mid Blue buff and your adc Red buff.

Mid game starts around level 8 or 9. At this point in the game, you have ganked lanes, maybe pushed over a turret, done dragon and there is more roaming by laners. You now want to get ready to start roaming as a team. By mid game you're much stronger and can start tower diving with your ult to kill low health and squishy targets (don't ult into a full health top lane bruiser under his turret) and you should have your [imgsmall=items/ninja-tabi.png] and [imgsmall=items/spirit-of-the-ancient-golem.png] and working on [imgsmall=items/frozen-fist.png]/[imgsmall=items/spirit-visage.png]. The goal mid game is to win a few team fights and take turrets and dragon. So keep ganking lanes and keep your entrances warded to be sure you have vision to prepare for team fights. Just remember at this point, whichever team wins a team fight will get at least a turret or two and/or dragon so tighten up your play and lead your team as a tank. However, the biggest and most common mistake in team fights is either engaging when the enemy has a one man advantage or when your ADC or fed APC isn't there. If your ADC (your main damage source late game) isn't there then just retreat and re-group. The later the game gets, the longer the rez timers are and every team death get increasingly costly. You should have been warding (preferably with [imgsmall=items/vision-ward.png]) dragon at around level 6-7 and should start warding Baron around level 11.

Late game starts around level 14 and at this point 2-4 turrets should be down on each side, dragon should have been taken once or twice and you should have [imgsmall=items/ninja-tabi.png][imgsmall=items/spirit-of-the-ancient-golem.png] and [imgsmall=items/frozen-fist.png]/[imgsmall=items/spirit-visage.png] finished. With just these items you are already a scary off-tank and can stick to anyone. In team fights, your [imgsmall=skills/hecarim/w.png] will heal you fatty from all your teammate damage dealing and your [imgsmall=skills/hecarim/r.png] is initiating almost all major team fights. Objectives, objectives, objectives. This game is about objectives not kills. So whenever you win a team fight always look for an objective to take. So check the enemy rez timers and try to take an inner turret and inhib with each won team fight. Fight the urge to recall with your 10% health and buy with your 4k gold and take the objective, then recall. Play smart, keep your lanes pushed (keeping the creeps from building up on your side and taking your turrets while your team is away). If a lane is building up, tell one teammate to go kill the creep wave while the rest of the team keeps pushing turrets, don't fight over it, just delegate. Its also good to have your lowest health teammate go back to farm piling up creep waves. Just remember, by late game you should pretty much never leave your base alone so call out teammates who do and roll like a possi. Keep warding your jungle and ward the enemy's as well. To victory! I can haz baron? Before engaging on baron, be sure that you can take it and be sure your team knows, plenty of pings helps. A great time to take baron is when you have at least a 2 man advantage on the enemy team (i.e. 2 or more enemies are dead) and/or when you see the ADC farming bot. If the enemy ADC is bot, type into chat so people know why you want to do baron, start pinging like crazy and head over. Make sure to ward the enemy entrance so they can't catch you in the middle. Like dragon, baron attacks the person who is closest and since you take no unit collision, you should be able to stand in baron and tank using your [imgsmall=skills/hecarim/w.png] to stay up. Alternative: If the enemy team is all alive and you know they haven't warded baron then bait them. This is when a team heads over to baron and waits in the bush nearby and bursts down the other team when they come to investigate. Advanced play: Buy an [imgsmall=items/oracles-elixir.png]. This potion is redic because vision wins games. With an [imgsmall=items/oracles-elixir.png] you can take out the enemy wards on baron, make the enemy think you are taking it and bait them into a slaughter fest trap. Never be afraid to buy one. Remember, it only costs you 400g but it could mean a 4 man ambush for your team and that more than makes up for the slight delay in your build. This is a team game, not a one man show, so be a man and show your team how to lead by making the sacrifices and taking the win.

Not much more to add than what is already mentioned in the guide. Just remember, you are the team tank. First in, last out. If someone has to die, it should be you. However, don't die if you can afford not to, try to get out when you get low and hang around to charge back in if your ADC needs you to suicide. Guard your carries and when possible harass the enemy ADC, this means use [imgsmall=skills/hecarim/e.png] to get enemies off or push the enemy ADC into your team/away from your team when needed. Remember, with [imgsmall=items/frozen-fist.png], you can stick to anyone so follow your squishy target and keep them locked down but try not to get too far away from your team unless the team is doing well without you. Usually, I will initiate a team with [imgsmall=skills/hecarim/r.png] (when my teammates are close enough to follow up) then immediately get on the nearest carry whether ADC or APC and watch my teammates to see if they need me to peel. Since you are the first in, you can usually guide your team to attack the proper target by attacking it first. Provide leadership and keep your teammates from attacking the tanks (like hopefully the enemy team is doing to you). Step 1: dominate team fights and take objectives. Step 2: ? Step 3: profits.

Let me know if you have questions, comments, corrections, etc. Just keep them constructive. Please don't down vote my guide just because you play a more aggressive build and wouldn't use this one. Try it, if it doesn't work then by all means. This guide is simply one way Hecarim can be played to great effect, it is not by any means the only way or "the best" way. For More Information: Below are two great guides that provide more in depth detail on different build ideas and jungling strategies. These are great to supplement all the information I'm providing and were both a big part of creating this guide. http://www.solomid.net/guides.php?g=43277-shadows-hecarim-build-guide http://www.solomid.net/guides.php?g=40469-rentor-hecarim-build-guide <----- Excellent jungling guide!

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