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All Guides Hecarim Guides Pony in the Jungle (8.4) - In-depth
123
18
Updated
4 months ago
Views
786K
Comments
7

Hecarim Statistics for Paranoía

Author's performance with Hecarim compared to the ranked average.

Value
Average
Games Played
3
Win %
41
Kills
6.1
Assists
8.0
Deaths
6.3
KA:D Ratio
2.2
Gold Earned
11.1K
Creep Score
146.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Smite

A required spell when you're playing the Jungler role in order to secure Drakes, Barons etc. Also grants buffs from jungle camps when used on them.

Ghost

Hecarim needs ghost to be able to perform efficient ganks, it also synergizes well with his E, granting him more AD from his passive.

New Runes Back to Top

Masteries Back to Top

Ferocity

Nothing much to say here.

Ability damage boost of 2% is pretty nice on Hecarim, combined with the Vampirism, which grants you +2.0% Lifesteal & Spellvamp early to help you clear camps and later on synergizes well with Spirit Visage and the healing granted from the Resolve Mastery Tree. 

Cunning

This whole mastery tree is quite useless for Hecarim, unless you are planning to play him as a full AP jungler, which I definitely do not recommend in the current meta.

Resolve

This is the Mastery Tree for gaining more health and tankiness.

You will be building Hecarim tanky, so the Unyielding mastery is very useful. Explorer grants a nice +15 movement speed when going through bushes/rivers, which also grants more AD from Hecarim's passive. Runic Armor provides nice healing synergy with your W, Spirit Visage and Vampirism mastery as well. Insight is great for reducing your Ghost's cooldown and Smite's cooldown as well. Swiftness provides a great +15% Tenacity and Slow Resist on Hecarim, which makes his E charges more effective. Finally the Strength of the Ages, grants 300 extra hp while farming the Jungle, and is currently very strong Keystone Mastery with tanky junglers like Hecarim.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
9
W
2
8
10
12
13
E
3
14
15
17
18
R
6
11
16

Warpath

Hecarim's passive. You'll gain AD from extra Movement Speed (Quints, Items, Masteries).

Rampage

Hecarim's main damage source. This ability has relatively low cooldown, and it stacks max 2 times when used, and it lowers it CD even more.

Spirit of Dread

This ability heals Hecarim for 20% enemies take from you. Useful for early game farming and extremely good for teamfights and duels.

Devastating Charge

You'll charge with extra movement speed towards your enemies, and first enemy you hit gets knocked back from you.

Onslaught of Shadows

Hecarim's ultimate ability. When used, Hecarim will charge a relatively great distance towards your cursor, and fear and damage all enemies on its path. This is a great ability to engage and disengage teamfights, or to catch up enemy players who are getting away from you.

Items Back to Top

Starting Items

    Best Starting items for Hecarim.
    Warrior is the best jungler item for Hecarim, because it provides extra movement speed for you, which gives ad with your passive and the burst helps you to land kills early on.
    Currently the best choice for Hecarim. It gives HP + HP Scale on extra health items and AoE damage.
    Best choice for Hecarim, because the extra ms gives more AD, and Hecarim needs to be able to stick to his targets.

Core Items

    Trinity Force is a staple Hecarim item. Hecarim benefits greatly from this item, and I would recommend building this over Frostborn Gauntlet. You can still use the old Frostborn Gauntlet build, but it isn't as effective anymore.
    Next you want to build this item. It increases your W's healing significantly, and provides you needed Magic Resistance.
    Best armor option for Hecarim. It gives MS, On-hit damage & Tankiness.
    Best finishing item. Gives Armor & MR. Plus a free revive if you die on the late game engages.

Situational Items

    If you are facing 2 AD champs or more, this item is usually the next thing I build. It's very cheap and it gives you great duelling power and resistance in teamfights.
    A good choice for AD heavy comps.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Hard
  • Amumu
    Medium
  • Evelynn
    Medium
  • Gragas
    Easy
  • Jarvan IV
    Medium
  • Kha'Zix
    Hard
  • Kindred
    Hard
  • Lee Sin
    Medium
  • Master Yi
    Hard
  • Nautilus
    Easy
  • Nocturne
    Hard
  • Pantheon
    Hard
  • Rammus
    Medium
  • Rek'Sai
    Easy
  • Shaco
    Hard
  • Shyvana
    Hard

VS

Aatrox

Hard

Aatrox is a very hard matchup.


He has insane sustain, and he is extremely strong in 1v1 situations.
Try to avoid fighting him alone.

VS

Amumu

Medium

Annoying to win early, but you outscale him hard.

Try to have more pressure in lanes than he has, or counter gank him. If his Bandage Toss isn't available, he is pretty much useless.

VS

Evelynn

Medium

Evelynn can only win you very early.


You outscale her hard.
Try to focus on counter-ganking her or wreck her jungle when you have vision of her.
Try to place Vision Wards to see where she is roaming.

VS

Gragas

Easy

Kinda easy matchup.


He cannot fight you, and your ultimate counters his ultimate hard late game.

VS

Jarvan IV

Medium

He wins you early.


Try to avoid fighting him early, and focus more on farming yourself.
Try to gank when you have vision of him in his jungle or in another lane. 
His counter-ganks are very lethal early.

VS

Kha'Zix

Hard

VS

Kindred

Hard

Very hard matchup.


He can kite you, he is stronger early game, and his ultimate is very annoying.
Try to avoid 1v1ing him, and focus on farming early. You outscale him hard, so that is no prob for the  mid/late game.

VS

Lee Sin

Medium

VS

Master Yi

Hard

VS

Nautilus

Easy

VS

Nocturne

Hard

Nocturne is a very hard matchup.


He has very good early game due to his quick clears and his kit.
Try to avoid fighting him alone.

VS

Pantheon

Hard

VS

Rammus

Medium

VS

Rek'Sai

Easy

VS

Shaco

Hard

VS

Shyvana

Hard
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