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All Guides Hecarim Guides 6.7 Horsepower, That Team Has a Hecarim in it.
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Hecarim Statistics for Devkarven

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

Value
Average
Games Played
55
4
Win %
60
42
Kills
7.5
6.0
Assists
8.5
7.9
Deaths
4.1
6.2
KA:D Ratio
3.9
2.2
Gold Earned
12.5K
11K
Creep Score
54.0
146.0
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Flash- Its just too strong of a spell not to consider on any champion, if you take this spell more power to you is super useful for engage and escape and the strongest summoner spell out there. 


Ghost- Very strong on Hecarim in general as unlike other champions it benefits his passive increasing Hecarim's damage while active, this is the only reason to ever consider this over Flash, however I will say I prefer the utility of Flash over this, Ghost is a little one noted as it can be good for engaging but a little underwhelming for escaping CC, also you cant go over walls with ghost got to take the long way around :(

Smite- You're in the jungle baby -Axel Rose  

New Runes Back to Top

Masteries Back to Top

This is the build I prefer Its give you that I can ult the middle of their team and survive feel as well as good early jungle clear and damage. 


Cunning Tree
--------------------------------------------------------------------------------------------------------------------------------------------------
 
Savagery- Just for the better early jungle clear. Wanderer doesn't really give you much, you could gap close with your E, Wanderer will only give you a little extra damage on first hit and if you get tagged by range before you get to the enemy you lose it. 

Runic Affinity- Highly preferred over the other 2 choices, Hecarim has some long CDs and eats alot of mana so just benefiting from a extended blue buff is great. Stash you have access to blue buff and E for sustain in the jungle, Assassin, you should never gank a lane unless ally is helping or if you are doing clean up and at that point the enemy will already be low. 

Merciless- Dealing more damage is great on Hecarim as he does have AOE spells and can really help on sealing the deals on ganks. Meditation is ok, but you do have access to blue buff when needed and as mana hungry as the pony is its really hard to tell if meditation even makes a difference early and you also start 1039.png for regeneration anyways. 

Dangerous Game- Keeps you in the fight longer, also you do build some health items on Hecarim so it scales later and the mana back is a massive help due to the high mana usage this pony has. 

Resolve Tree
--------------------------------------------------------------------------------------------------------------------------------------------------

Unyielding- Build armor and MR items on Hercarim so scales really well with the items he gets way more useful in the later game than Recovery, and also isn't useless in the jungle.

Explorer- In brushes and river receive a AD bonus from your passive and have better sticking potential is way more valuable than the 2 less damage from basics provided by Tough Skin.

Runic Armor- Increases the healing from your W so great option there, also and shields and heals from your teammates are stronger so have more value depending on your teammates champion selection. Veteran Scars is good but doesn't provide the values of Runic Armor. 

Insight- Give more of those Flash E knock backs for singling out targets or Ghost for chasing, also with Hecarims W he stays pretty healthy in the jungle as is. 

Legendary Guardian- This one is really preference and I will admit I probably chose the less popular of the two, Tenacity and Slow resistance is really good don't get me wrong the help it provides with sticking great, but here is the reasoning behind me taking LG, Hecarim has a lot of Gap closers between his E,R,Flash/Ghost, so having this summoner will let me build my damage Items when I'm ahead while still providing me some protection, One thing you have to remember in solo Q is that just cause you're ahead doesn't mean the rest of your team is, and if I want to build damage items cause I'm ahead, that in no way means the potential to be bursted down isn't there during skirmishes, also i Put myself in the middle or back of the enemy team all the time with my R during team fights so having a little extra protection while your W heals you up is not a bad thing at all. 

Strength of Ages- Great ability 300hp (800 gold value), which you gain just from clearing camps like you are suppose to do. This ability is really great, stacking HP on tanky engagers like Hecarim is popular, what I really like about this ability is whenever I make a item that doesn't provide health I always have in the back of my mind, hey I have free health from Strength so it really lets you build any item you want and still know you will have tanking potential. Grasp is strong for top laners and Bond is definitely a support ability and doesn't have much use outside being in a duo lane during laning. 
--------------------------------------------------------------------------------------------------------------------------------------------------


Abilities Back to Top

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

This passive is allows you to build AD based off your movement speed items which is extremely strong for junglers. Your ability to stick to the enemy champion during ganks is everything you want to do while jungling, so being able to build movement speed items while also scaling your damage is a really strong passive for a jungler to have . 

hecarimrapidslash.png
Rampage

This is your go to damage spell it will be how you distribute most of your damage among the enemy team and jungle camps. The CD on this spell decreases 1 second per strike on a enemy up to 2 stacks (4 second CD), so try and make sure these always connect so you can spam it on the enemy, also it is a AOE ability so its not really hard to hit something as long as your in range. 

hecarimw.png
Spirit of Dread

This is how you will sustain yourself through your early jungle clears and survive getting in the middle of enemy teams its drain health from enemies for 4 seconds and heal Hecarim for 20% of that drained, this is per unit so the more around you the more health back you will receive it is on a long CD (22-18 secs) and takes quite a large amount of mana to activate so having blue is really great. 

hecarimult.png
Onslaught of Shadows
Onslaught of Shadows is one of the best engage and diving tools I have seen its definitely up there with 54.png and 32.png for team fight initiation and puts you either right in the middle of the enemy team or behind them onto their carries. In desperate situations using this as a escape over a wall or just out of range is also a option. 



Items Back to Top

Starting Items

    Starting Items not really negotiable, you could possibly start with just regular potions for more sustain but more value out of refillable throughout early game.

Core Items

    These are honestly the only 2 items I always want to take.
    Each have their merits and depending on your goals as a jungler will determine which one is more useful to you.
    I build this item at least 90% of the time, sometimes I skip it for Thornmail against heavy AD and if laning ended early.
    Providing vision in the jungle for your lanes can save someones life by revealing gank routes.

Situational Items

    Can be a personal preference, but I really go off of if im ahead or behind if i want more damage or if i need more protection, both are really good for sticking to the enemies.
    Cinderhulk is great for Tanking and spreading AOE Damage, Runic Echoes great for more burst and mana sustain in the jungle, Warrior for higher physical damage and using your spells more often. Preference 101
    I go Swiftness more often than not even if they are a heavy AD team I will take Swiftness over Ninja Tabi, Treads are made in case of a lot of CC on the enemy team and has its values.
    Gives great stats and extra heal off of passive, Hecarim literally makes use of everything off this item. Its probably one of the strongest items to build on him right now.
    These Items are something to alway consider especially if your enemies composition has more than 1 ADC on it (graves, corki, kindred) do fill multiple roles.
    Only build this over Spirit Visage if your support doesn't, I hate when support don't build this amazingly strong item....
    Split pushing with Hecarim 1. Hard as hell to chase and catch if he doesn't want to be? check. 2. Builds Sheen item and has a spam spell to proc it? Check 3. Benefits from both of these items? Check
    Against Heavy AD compositions this can be built early and you still have health from Strength of Ages to make use of it.
    If i want to dish out more damage and still be a bit bulky these 2 items strong in that role
    I know this is strange, but if the team is just out healing your teams DPS on ganks or in team fights with one of those annoying compositions Hecarim does put himself in there and deals physical damage so not bad just for utility if you need it.
    Example Final Build vs AP heavy. ( not in particular order)
    Example Build Vs heavy AD.
    Split Pushing Power Build.
    High Damage build
    Example Balanced build. about what i look like in late game.
3009.png
These boots are the best boots for Hecarim Jungle. They give you a higher move speed than any other boot besides 3117.png, without the drawback of losing it in combat. Swiftys are great for Hecarim's passive and sticking to targets. 

1409.png
Cinderhulk and Trackers Knife are the combo I always run on Hecarim, and I know they are other options out there, but as a player this fits my playstyle as a supporting tank out of the jungle which is what I've always aimed to do on Hecarim. I transfer over kills, provide vision in the jungle, peel, and provide a solid frontline for my team, that being said taking the damaging smites aren't really something I want to do as I try and give my allies as many of the kills provided from my ganks as I can, and wont be actively trying to get the kill unless its securing purposes. 

3742.png
Magnificent item on Hecarim, provides movement speed, a slow proc, health, and armor, holy crap this is the item I've been wanting on my tanky junglers ever since Cinderhulk made Sunfire Cape obsolete on your tanky junglers. 

3078.png3025.png
I want to go over these items together as they do have a flexibility on which one to make if you go into them properly. First buy 3057.png this will increase your damage output during ganks, then finish your 3742.png before deciding. this will make deciding if your team is ahead enough for you to take 3078.png and close out the game quicker, or you need the bulk of 3025.png to survive team fights. 

3065.png
This Item is really just a blob of goods stats and a useful passive on Hecarim, heavy AP teams and balanced teams I recommend picking this up 4th item depending on what is fed on the enemies team. 

3190.png
You will almost always build 3065.png over this item, but they are the rare occasions when your support player doesn't build one of these and your team really needs it, in that case rush this it does give you some stats for surviving and helps the team keep from being bursted down. 

3512.png3060.png
Split pushing is a very viable option for Hecarim and both of the "6th man" items do benefit him. With wave clear potential of 1409.png and hecarimrapidslash.png , the tower pushing power of 3057.png, and the strong escape of hecarimramp.png and hecarimult.png Hecarim can be a extremely strong split pushing threat and the benefits you receive from building 2053.png with your passive is worth a mention, but beware Hecarim doesn't dual extremely well so never underestimate what's coming up to stop your split push. 

3143.png3110.png3075.png
Randuin's and Frozen Heart are pretty much for the full tank build, If your enemies have a fed ADC pumping out fast crits and you want to be able to stand in front of them and let your team get as much damage out as possible on them you will need to pick these. I build Thornmail into most AD compositions ahead or not.  
 

Matchups Back to Top

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

  • Diana
    Medium
  • Dr. Mundo
    Easy
  • Elise
    Hard
  • Fiddlesticks
    Easy
  • Gragas
    Hard
  • Graves
    Easy
  • Kha'Zix
    Easy
  • Kindred
    Hard
  • Lee Sin
    Hard
  • Malphite
    Easy
  • Maokai
    Easy
  • Master Yi
    Easy
  • Nidalee
    Hard
  • Nocturne
    Easy
  • Nunu
    Easy
  • Poppy
    Medium
  • Rammus
    Easy
  • Rek'Sai
    Medium
  • Rengar
    Medium
  • Sejuani
    Easy
  • Shaco
    Medium
  • Shyvana
    Medium
  • Skarner
    Easy
  • Tahm Kench
    Hard
  • Vi
    Medium
  • Volibear
    Easy
  • Warwick
    Easy
  • Xin Zhao
    Medium
  • Zac
    Easy

VS

Diana

Medium

Pre 6 Is pretty even so running into her in the jungle isn't super scary, since she doesn't have her dianaR.png for gap close yet, but post 6 you have to be really careful on invades and may have to use your hecarimult.png to escape running into her cause you don't have a lot of dual potential vs her unless she is behind and you are ahead. 

VS

Dr. Mundo

Easy

Just kinda bash into each other, after all  Mundo goes where Mundo wants, you do have about equal clear and while invading Mundo runs a lot more risk pre 6 with no real escape while you can clear and just run away if you don't want any. He is a heavy farm jungler so try and make something happen in a lane if possible. 

VS

Elise

Hard

Elise with all her abilities are pretty scary for you she has alot more burst a gap closer and hard CC, try and avoid her and if invading proceed with caution and make sure your escape CDs are up so you can get away. 

VS

Fiddlesticks

Easy

Not fast clear champ and no escape. If he starts channeling hisdrain.png just give him a swift hecarimramp.png and from there you will be able to dual him. 

VS

Gragas

Hard

Has a pretty sub par clear pre 1410.png, the things to worry about here is he does have a gap closer (that goes over walls), a slow, and a knockback, these can put you in the position to be bursted down by gragasdrunkenrage.png and 1410.png, with very little return kill potential of your own unless he is low.

VS

Graves

Easy

If you survive the Initial burst you can escape, If you catch him weak in the jungle he cant escape your hecarimramp.png without a lot of effort, If you invade his camps and he shows up you can leave easily  on your own free will, I will say however don't straight up dual him as he does have burst, usually builds a lifesteal items, and if you get too low he can catch you with graveschargeshot.png on the way out. 

VS

Kha'Zix

Easy

You build tank items, have a way better early clear, and he lacks CC and the movement speed needed to catch you, I will say beware of surprise ambushes while counter jungling, cause he does have a high amount of burst with both khazixQ.png khazixpassive.png, and can stay on you long enough to inflict the damage especially if you are low or CDs are down from clearing. 

VS

Kindred

Hard

This guy will invade you and ambush you early since you will only have hecarimramp.png as a gap closer earlly I recommend not dueling him in the jungle as he will simply kindredW.png and use kindredQ.png to kite you out or chase you down. If he ambushes you in the jungle and he ambushes you with kindredE.png he will have enough damage to burst you down with kindredQ.png,kindredW.png, and 3715.png. I suggest running rather than engaging, but always try and contest hunts on neutral monsters, he will have CDs down and you do have a opening to interrupt stacking.

VS

Lee Sin

Hard

If Lee Sin can hit his blindmonkqone.png you can't run away from him, and he does have a early advantage on you and will invade you more than likely, watch for the early invade if he doesn't invade your current location he's either waiting on you at or has taken your next buff stop. 

VS

Malphite

Easy

Slow clear no kill potential on you, you lack alot of kill potential on him as well but if you catch him low from his bad clears easy fight, and you can invade him freely. He also has ufslash.png post 6 for escape if desperate, so try and save your hecarimult.png for the run down if you think you can secure the kill.

VS

Maokai

Easy

Another easy champ to run into in the jungle and not care about. Hecarim can invade freely but watch for side lanes to come help him cause he is tanky and has a lot of CC between maokaiunstablegrowth.png into maokaitrunkline.pngmaokaisapling2.png to stick to you until they get arrive. 

VS

Master Yi

Easy

I have ran into this guy multiple times in the jungle and his early game just isn't strong enough to deal with you pre 6 he can't keep up with you and if you run into him he is squishy and easy for you to kill as long as you remember to drop your hecarimramp.png into his meditate.png, this will prevent him from having a safety while alphastrike.png comes back up. Post 6 he does have more escape and chase potential on you but if you itemize right and are at least even on gold he won't have a lot of kill potential on you unless ambushed low thanks to hecarimramp.png, but don't take this as Master Yi doesn't hurt cause he definitely can pump out the damage.  

VS

Nidalee

Hard

Can run and poke you, has quite a high amount of burst, probably has more mobility than you and can jump over walls. If you have this matchup in the jungle on Hecarim I feel sorry for you cause it sucks catching a javelintoss.png while trying to escape or just clear a camp and she invades freely.  

VS

Nocturne

Easy

Nocturne has a great clear but, you worry little about him when running into him in the jungle he has a hard time getting nocturneunspeakablehorror.png to land even with nocturneduskbringer.png hitting its target as long as you have hecarimramp.png up and you have better dual potential in a early 1v1 post 6 u can use hecarimult.png to escape or win fights against him. 

VS

Nunu

Easy

Not a lot of kill potential on you as you do have abilities to interrupt his absolutezero.png. I will say every time you poke your head in lane for a gank you will more than likely lose one or two camps cause of consume.png clear being there. invade with caution cause he can ambush with consume.png on what you are stealing and run away with iceblast.png spam so you end up wasting  a lot of time. 

VS

Poppy

Medium

Pretty skill based matchup she your ambushes on her are good and her ambush on you are good she can poppyparagonofdemacia.png to stop your hecarimramp.png so watch out for that it is a skill based matchup. 

VS

Rammus

Easy

Thing about rammus is he has a hard time killing you without his tremors2.png and if either one of you doesnt want the fight you have access to powerball.png and hecarimramp.png so its probably not going to happen. I will say you do have good invade potential on him early with a faster clear so try and steal away as much as you can. 

VS

Rek'Sai

Medium

Shes super mobile can reksaiR.png to you from all the way across the map and contest any invade you attempt, she doesn't threaten you a lot if she isn't making full damage, but she isn't scared of you either. As a side note try not to step on holes before you clear the camp your invading cause its more than likely the player will see that you destroyed a tunnel rather than a ward be in that camp especially the smaller camps. 

VS

Rengar

Medium

This guy is annoying if he catches you in his jungle its really hard to get away between his rengarE.png and rengarpassive.png so invading should only be done when he shows himself somewhere else. While ganking post 6 watch for the counter gank as soon as you see ! above your head you should activate your 3364.png as soon as you see it, this can show his positioning and make him lose valuable time he needs to kill your laners by knowing where and when he is pouncing to react. 

VS

Sejuani

Easy

super slow clr not really threaten to run into even post 6 unless you are low eventually her sejuaninorthernwinds.png is going to hurt upon activating but you should be able to steal camps from her and invade frequently. She does have good ganks and very tanky late game while still doing decent AOE damage and a pretty strong ult so try and get ahead of her. 

VS

Shaco

Medium

Shaco has that annoying hey I'm going to always invade you at your 2nd buff stop and be annoying, once you get a item or 2 on you he almost seems like a joke unless your lanes fed him and his team fight potential isn't nearly as high as yours, I recommend to invade only when he shows himself on another part of the map, deceive.png and jackinthebox.png can literally make it to where you are doing his camps for him.  

VS

Shyvana

Medium

One of the fastest clears in the game, that being said she can eat her whole jungle and yours if you let her and be like 3 lvls up on you when you go to lane, this causes a lot of very small opening to invade as she either already cleared the camp or is on her way right now to clear the camp your at, the downside to her is she lacks CC which you do not and she doesn't have a way to life steal early so your CC and heal is your advantage on her. 

VS

Skarner

Easy

Not really a Huge threat in the jungle you can fight him early and win most of the time, he does spam and Aoe and has a pretty strong shield and movement buff on a pretty short CD but your hecarimrapidslash.png does quite a bit of work dueling him earlly. Skarners main goal ganking is to get close with skarnerimpale.png and displace your lanes counter ganking on him when he does this can go pretty well when you counter with hecarimramp.png or hecarimult.png to displace the enemy champions until your champions get better positioning back. 

VS

Tahm Kench

Hard

spamming tahmkenchQ.png is a pain in the ass for you, getting ambushed with tahmkenchW.png is also a pain in the ass for you, your a strict melee champion and tahm hates melee champions and has a second health bar tahmkenchE.png soooo yeah not really a good matchup just from you being you. 

VS

Vi

Medium
viW.png This hurts alot since it does % health, Vi hits extremely hard and builds as a bruiser so isnt squishy either if the Vi player is maxing viQ.png first as you should your escape potential goes now and she will beat your ass with viQ.pngviR.pngviQ.png combo. The good side of this is shes not exactly sturdy either so catching her at a disadvantage happens quiet frequently and she dies way quicker than you do in any kind of gank counter ganks scenario. 

VS

Volibear

Easy

You dont feel alot of pressure on him in the jungle past his first volibearq.pngvolibeare.pngvolibearw.png combo, but from there you need to decide if you want to run or fight, try and poke around to either see if his passive is up or not, if it is you may want to all in him while healing with hecarimw.png u have a advantage, if he does you may just want to pop it and disengage to not feed him a kill and make him more vulnerable ganking while volibearpassive.png is down.

VS

Warwick

Easy

I will say come around lvl 6-8 he gets to the point where he will win 1v1 duels with you head on and its really hard to kill him without help later in the game you almost have 0% chance alone killing him, however your team fight is better, your jungle clear is good enough to effectively invade and keep up and you are faster moving around the jungle. Play to your advantages in this matchup and you will wreck him. 

VS

Xin Zhao

Medium

Fight him early and establish some invades, come about mid game fighting him head on is a bad idea and he can burst you down with xenzhaocombotarget.png and stick to you with xenzhaosweep.png. early game you have the advantage but this is definitely a item based matchup cause once he gets a couple items on you he will start winning 1v1 fights, and if not disengage with xenzhaoparry.png to waste your time. 

VS

Zac

Easy

Seems like a easy matchup to me his clear isn't good enough to effectively invade your camps without popping your head out somewhere else, he has a ok escape but you can catch him after using his zacE.png and run him down. your invade is better and your ganks are better Zac is a strong frontline team fighter though that's where to watch for him so lower his farm as much as possible before mid to late. 

Pros and Cons of being the Shadow of War Back to Top

Want to cover a few pros and cons to being the pony as of lately he has under 50% win rate in ranked games and they are alot behind that as he is constantly up for nerfs on patches the most recent work done on him came in the form of a double edged sword with the knock back of hes E scaling with distants, this itself can have its pros and cons to it depending on where you enter for the gank.


Pros

-Highly Mobile

-Great Engage and Initiation 

-Strong team fighter 

- Scales well into late game

-Scales with movement speed

-Strong AOE CC ult 

-Strong Ganker and Counter Ganker

-Versatile build paths to suit the player 

- Has unexpected gank angles to avoid wards

- Strong sticking power 



Cons

-Weak Early Jungle

- Weak Duelist 

- Weak when behind

- Needs alot of farm 

- Has to use Ult or Flash to go over walls 

- Better CC options for frontline

- Constantly nerfed :(




Hecarim Ganking Videos Back to Top

The Behind the Tower Gank
I really like this gank, its one I use alot and I have seen this video before and its probably why I use it honestly, not alot of champions can run by the enemy tower without minions taking the tower shots during laning and it is one of least expected gank routes due to that fact. Hecarim (and Rammus) on the other hand can and this sets up a very scary gank for the enemy as what they run to for safety is where you are coming from! what to do what to do!

Hecarim Basic Gank Examples
This is a bit dated video but all of these ganks are still very usable. One of the things I would like to point out is how far out of position Hecarim can seem to be for counter ganking and then all of a sudden he is on top of the enemy in lane, as fast and mobile as Hecarim is as long as your on that side of the map and your allies have some resistance against the gank Hecarim can be there with support in the matter of seconds. 


Full Game Play Video
Heres a pretty good full gameplay video to highlight some of the clear paths and gank routes enjoy!!!

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