[Tutorial] Hecarim Jungle, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode 5V5)
Champion Info (Hecarim jungle 5v5 )
Attack: 66
Defense: 6
Magic: 4
Difficulty: 6
Health: 625
Move Speed: 345
Armor: 32
Range: 175
Health Regen: 7
Critical Strike: 0
Attack Speed: 0.67
Hecarim
the Shadow of War
Fighter Tank
Hecarim 5v5 jungle
Hecarim 5v5 adc
Hecarim 5v5 top
Hecarim 5v5 mid
Hecarim 5v5 support
JUNGLE
- Tier: B
- Win: 50.64%
- Role: 99.44%
- Pick: 3.49%
- Ban: 2.15%
- Games: 27790
- KDA: 2.60
- Score: 61.60
Hecarim is a spectral fusion of man and beast, cursed to ride down the souls of the living for all eternity. When the Blessed Isles fell into shadow, this proud knight was obliterated by the destructive energies of the Ruination, along with all his cavalry and their mounts. Now, whenever the Black Mist reaches out across Runeterra, he leads their devastating charge, reveling in the slaughter and crushing the foe beneath his armored hooves.
Hecarim Tips (Ally)
- Spirit of Dread restores Health when nearby enemies take damage, including damage dealt by allies. Cast this during a large fight to maximize Hecarim's survivability.
- Devastating Charge deals more damage based on the distance traveled. Try using Onslaught of Shadows or Summoner Spells such as Ghost or Flash to maximize this damage.
Hecarim Tips (Enemy)
- Hecarim gains life from nearby enemies with Spirit of Dread but lacks durability, use burst damage.
- Hecarim's ultimate causes opponents to flee in terror. Spread out to reduce his power in fights.
Summoner Spells
Consumable: 0 Cooldown: 15 Range: 500 Deals 600-1200 true damage to target monster. |
Consumable: 0 Cooldown: 210 Range: 200 Your champion can move through units and gains 24 - 48% Move Speed (depending on champion level) for 15 seconds. |
Hecarim Masteries
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Hitting an enemy champion with 3 attacks or separate abilities within 4s grants This is increased to Duration: 3s Cooldown: 30s - 10s |
After casting a Summoner Spell, gain a Increase: |
All movement bonuses are 7% more effective on you and gain |
Gain May you be as swift as the rushing river and agile as a startled Rift Scuttler. |
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Takedowns restore 5% of your missing health, 2.5% of your max health, and grant an additional 20 gold. 'The most dangerous game brings the greatest glory.' —Noxian Reckoner |
Gain 5% tenacity plus an additional 1.5% for every Legend stack ( Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill. |
+9 |
+9 |
+10-180 Health (based on level) |
Hecarim Starting Items (PROBUILD)
BUY: 450 SELL: 180 |
BUY: 50 SELL: 20 |
BUY: 0 SELL: 0 |
Hecarim Recommended Items (PROBUILD)
BUY: 900 SELL: 630 Gain 12 Summoner Spell Haste. |
BUY: 3100 SELL: 2170 Your Non-Ultimate spells gain Ability Haste. Spell hits grant stacks. Your spells deal increased damage for each stack. |
BUY: 2800 SELL: 1960 Hitting a champion with 3 separate Attacks or Abilities within 2 seconds deals additional damage, and grants you a Shield. |
BUY: 3300 SELL: 2310 Attacks apply additional damage Deal physical damage to nearby enemies. This damage increases on low Health enemies. |
BUY: 3000 SELL: 2100 Dealing physical damage to a champion applies a stack of Armor reduction. Dealing physical damage grants Move Speed. |
BUY: 3000 SELL: 2100 Gain bonus Attack Damage. Upon taking damage that would reduce your Health below 30%, gain a Shield. |
BUY: 0 SELL: 0 |
BUY: 500 SELL: 200 |
Hecarim Active Abilities
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q | Q | Q | Q | Q | ||||||||||||||
W | W | W | W | W | ||||||||||||||
E | E | E | E | E | ||||||||||||||
R | R | R |
Passive | Q | W | E | R |
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Hecarim gains Attack Damage equal to a percentage of his bonus Move Speed. |
Cooldown: 4 Consumable: 28/26/24/22/20 Range: 350 Hecarim cleaves nearby enemies dealing physical damage. If Hecarim damages at least one enemy, he increases the damage and lowers the cooldown of subsequent Rampages. |
Cooldown: 16/15.5/15/14.5/14 Consumable: 50/55/60/65/70 Range: 525 Hecarim gains Armor and Magic Resist. Hecarim deals magic damage to nearby enemies, and gains Health equal to a percentage of any damage those enemies suffer. |
Cooldown: 18 Consumable: 60 Range: 300 Hecarim gains increasing Move Speed and can move through units for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability. |
Cooldown: 140/120/100 Consumable: 100 Range: 50000 Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, causing nearby enemies to flee in terror. |