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Ahri Statistics for Ahri

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

Author
ArchangelPT
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  • Guide Details

Summoner Spells

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6.png

Functions as gapcloser and even a small steroid due to your passive.

11.png

Essential for your early jungle clear and later for objective control.

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Your ult already serves as a good enough tool for both initiation and escape, i personally find ghost to be the clearly superior choice.
Read Author Notes

Runes

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Quintessences:


Movement speed is already fantastic on most junglers, on hecarim who scales off of it... well, enough said. Flat AD or Amor Pen quints serve as viable alternatives but ideally you'll always want the ms runes.


Seals:


There isn't much to be said here, the current state of the jungle dictates you must have armor yellows if you want to survive your early clear.

Glyphs:


Magic Resist isn't as essential as armor for your clear so i like to take scaling runes, you're also free to take flat runes for slightly stronger early ganks but this is my personal preference.

Marks:


For marks you have plenty of alternatives:

- Armor Pen: The preferred choice given that Hecarim's abilities have poor AD ratios and that you usually won't be building any armor penetration via items

- Flat AD: A viable alternative especially if you value faster clears

- Attack Speed: These are good on just about any jungler, if you're making a generic jungle page you'll probably want to take these.


If you're starting out and still building your rune page start with with the armor seals and then work your way from there, Hecarim can make plenty of rune pages work but these are essential.
Read Author Notes

Masteries

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0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1
Offense: 0
0/2
2/2
0/2
2/2
0/1
3/3
1/1
0/1
1/1
2/3
1/3
3/3
1/1
0/1
0/1
1/1
3/4
0/1
1/1
Defense: 21
0/1
3/3
0/3
1/1
3/3
0/1
1/1
0/3
1/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 9

Invades are less rewarding, early game is less important and powerful dueling junglers will have a harder time snowballing; time to build for the late game.


Lets analyze this per mastery tree:

Offense: It seems to focus too much in scaling your AD and like it's been stated previously Hecarim's ratios are pretty poor. The combination of spell and blade weaving, the double penetration and Havoc masteries might be quite useful to his kit but other than that there's nothing here for Heca.

Defense: It's almost hard finding a mastery that doesn't meld well with your kit here, Perseverance and Second wind go amazingly well with your W, Swiftness reduces the power of slows for a single point and it just gives you so much durability from the early to the late game that i deem this by far the superior tree when building our Pony.

Utility: Although superior to the Season 3 utility tree it still isn't worthwhile to go through it simply for the extra movement speed, especially now that Wanderer is only effective out of combat.

If you have a more passive playstyle i recommend a 0/21/9 build, it will let you keep your buffs longer and strengthen your potions. If you tend to give all your buffs away past the first clear consider replacing Runic Affinity with Culinary Master.

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Read Author Notes

Abilities

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Slot 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
 
Passive
Q
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
E
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
R
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
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Most people know this passive as one who provides with bonus AD from increased movement speed but often forget it also allows Hecarim to ignore unit collision, which is arguably the best part. When escaping and ganking never forget to make full use of this.

sddsad.png

This will be your main source of damage, in more ways than one. The way it's spammable allows you for a decent amount of AoE along with plenty of Trinity Force and Iceborn Gauntlet proccs. For the best possible jungle clear spam it in camps, and then use your E to reach the next one with the cooldown reduction stack still ticking. This spends a fair amount of mana however so be careful.

asdsadfdcscsf.png 

A magnificent ability which seems basic and quaint but is actually quite hard to use at its maximum potential. Its role in your jungle clears and early ganks will be that of a simple dps tool who also just happens to heal you for a bit, use and spam Qs as you wish. Note that using smite while W is up will serve to apply the maximum capped heal instantly.

In the mid and late game however is where it truly shines. Most people underestimate its healing power due to the cap applied to it when just farming or even ganking a lane, they don't consider the ridiculous amount of damage that is being thrown out in a team fight and how you can recover 20% of that in health through careful use of your W. Do not simply click w whenever you engage, you wait for when shit really hits the fan in the form of your team mates ults and AoE damage. To give you an idea of the true power of Spirit of Dread, simply consider how a well timed Miss Fortune or Galio or even Jynx ultimate (any good form of AoE really ) can bring you from near death to full health with the click of a button.

TL;DR: Spam in the early game, use it intelligently in the late.

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This is your one point wonder ability and a fantastic ganking and escape tool. Ideally you'll want to use knock back to its fullest extent by positioning yourself in between your enemy and his turret, do this well and you'll certainly end up with either a kill or burning his flash. It can also be used in conjunction with your ultimate to push an enemy into your team, do this to a carry and you'll have just won a teamfight.

Never use it when dueling as the damage is already low even at max range and even more pitiful when close, use this ability merely for its utility.

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This ability is in my opinion one of the strongest initiations in the game, second only to Ashe's ultimate. It can be used to peel for your carry, then isolate an enemy champion and along with E push it into your own team, as a escape, as a gap closer for dragon and baron steals, etc. What it isn't however is a nuke, do not use it simply with the purpose of delivering damage, learn how to land the fear to your advantage and wreak havoc to the enemy's front and backline. It's also important to note that while ulting you're impervious to crowd control, so time it well to escape fizz ults or bypass a Vayne's knockback for example.


All these picture were taken from Hecarim's page in the League of Legends Wikia. Check it out if you haven't already, it's a great website.
Read Author Notes

Items

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Start With
Core
Situational

Most of it is pretty self explanatory but let me go into a couple items in detail:


3209_64.png

Spirit of the Elder Lizard: Back in the end of S3 i often complained about how Hecarim players kept rushing this item even after its successive nerfs and how much of a weak pick it had become. Well obviously Riot has been reading my guide and wanted to make me happy because in its current state it's better than ever on everyone's favorite pony, lets look at the stats:

  • 30 attack damage - Negligible seeing as Hecarim's ad ratios are pretty terrible, but always nice to have since you mostly do physical damage.
  • 14 hp regen and 7 mana regen - Always nice to have in the jungle, especially seeing how mana hungry Hecarim can get before you start your Iceborn Gauntlet 
  • 10% cooldown reduction - Along with the rest of your build you'll hit that perfect 40% CDR sweet spot, perfect for Q spam and getting more than 1 W per teamfight (which is huge when used correctly)
As for the passives:
  • INCINERATE: Deals an addition 14 + (2 × level) bonus true damage over 3 seconds on dealing physical damage. - You won't believe the amount of damage you get out of this due to Q spam, it helps clearing the jungle incredibly faster and makes you a damage threat in teamfights even when building pure tank afterwards.
  • BOUNTY HUNTER: Champion kills, assists and epic monsters grant 40 gold and large monsters grant 10 bonus Gold. - Throughout this guide i stress the importance of snowballing with Hecarim, trust me those 40 and 10 gold will come in handy.
  • BUTCHER: Damage dealt to monsters increased by 30% - A necessity given how harder it is to clear now.
In conclusion, not a single stat wasted. Rush this as fast as humanly possible.

3078_64.png or 3025_64.png

Trinity Force: This item is absolute beast on Hecarim, but it is a snowball item. It will allow for monster damage through all stages of the game but know that if by mid and late you do not have other tanky items you'll simply be blown up and be useless in general. This is why i advise starting with sheen on the build path, if you think you can have a trinity before lets say, the 19-20 minute mark ( my personal record is 10:59, went 7/1 after snowballing from a first blood invade and bought it on first death along with boots ) then by all means go for it, but if not then simply build into a Iceborn Gauntlet and let your carries do the damage as you tank it.

Iceborn Gauntlet: There isn't a single stat lost on Hecarim when you buy this item, the armor and cdr go great with his kit, the mana is wonderful to spam Q and even the ability power is useful on the jungle for extra damage on W. It's important to note the passives on TF and IG don't stack, which is why it's almost never worth it to buy both. 

Season 4 makes snowballing harder which works both for you and against you, Trinity Force is now more of a situational buy for when you're ridiculously ahead and even then you might prefer going for Iceborn Gauntlet depending on how much physical damage the enemy has.

3265_64.png or 3260_64.png

Regarding boot enchantments, Homeguard is probably your best option most of the times for defending. If you don't need to defend then you're winning and your gold is better spent somewhere else besides tier 3 boots.

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Upgrade your red trinket once Baron starts becoming a feasible objective, not before.
Read Author Notes

Matchups

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0
1 year ago
It's a nice guide but I personally think that you should add more matchups.There are other playes that Hecarim can't gank easily and also other junglers that can shut him down.Also you could add an early game jungle/mid-late game fights section as well as a counterjungling section.This would make your guide even better ^^ !
1
1 year ago
I'm updating the matchups as we speak and will look to add more sections afterwards.
1
1 year ago
Very good guide. Might actually help me practice my Hecarim. By the way. I think Aatrox should be considered a very hard matchup as his early game is monstrous and he will destroy anyone who is weak early such as Hecarim.
Other than that fantastic guide.
0
1 year ago
You know what, you're absolutely right. I was only considering Aatrox as a top laner and not as a jungler.

Thanks
1
1 year ago
I'm curious, why do you take Q at level 1? I was under the impression from other guides W was better at level 1 and then Q maxed first, just curious your thought process/reasoning on it.
1
1 year ago
You'd level w first because it's basically a free health pot when doing your first buff, i start with q because it allows for a quicker clear of the first buff which in turn leads to a faster first gank.

1
1 year ago
Ya so the last line if this guide? What exactly is crow control? And is that the only thing that his ultimate can go through?
1
1 year ago
Crowd control*, so stuns/snares/slows/knockups/etc. He's completely immune to them all during his ult.
0
1 year ago
Exactly this, thanks for clarifying.
0
1 year ago
What do you think about armor pen reds versus straight AD?
0
1 year ago
What do you think about actually reading the guide?
1
1 year ago
I am floored with this guide's quality. Usually guides hit 95% of everything you need to know about a champion, and only small things need changing. However, I am struggling to find fault here.
0
1 year ago
Thank you for your kind words.
0
1 year ago
I think you should rethink labeling Sejuani as "Easy". She's a direct counter to everything Hecarim. Also, since patch 3.03 it doesn't make sense to level W second. It does what it does best (20% health regen.) after leveling it only once. Having a smaller cooldown and more AP damage from his W does much less than maxing E second.
0
1 year ago
She's beefy and disruptive but Hecarim outscales her into the late and she won't be a threat (to you at least) in the early.

And you max W second for the increased healing cap versus minions meaning more jungle sustain and because extra points on E are virtually useless.
0
1 year ago
Hmm.. I do agree that Hecarim scales better than Sejuani, but getting a strong initiation off on Sejuani is incredibly difficult. At the elo that I play, most Sejuani players arent influential. But in the games that Ive met strong Sejuani players Ive had a lot more difficulty in winning teamfights than most every other jungle. Im still not convinced Sejuani should be an "easy" match-up! :P

Maybe its a play-style difference, but I tend to max my E because my ganks become more successive and powerful. I find that having a shorter cooldown and more damage from "Devastating Charge" gets me around the map where and when I want to be so that I make a greater impact on the game. I only ever max my W when I'm behind or when I decide to change my game strategy. :D

Maybe in Season 4 I'll actually be able to carry from the jungle and I wont need to gank so often to get the kills I normally needed in Season 3.
0
1 year ago
Well-written guide, but it doesn't work for me at all. I feel like I do 0 damage early, can't farm, and become useless. I think you went a little too heavy in the defensive masteries.
0
1 year ago
You melt through the camps like butter after you have your Spirit of the Elder Lizard. As for early damage, obviously it will be lackluster compared to other junglers with better early games but i given your scaling into the late game that's understandable.

Don't know what to tell you, i for one have been doing fine with these very same masteries and consider the Season 4 changes to be an overall buff to Hecarim.
1
1 year ago
Hello, I am very new to League of Legends but have been using this website to help me get started. I wanted to say that this had been the by far most useful guide I have read. I really appreciate the thoroughness demonstrated within.
Cheers
1
1 year ago
great guide enjoyed the vast amount of info love playing hecarim myself thanks bunch! tho definitely need some good teammates to follow up on the ganks early on