[Tutorial] Hecarim Jungle, Recommended Items | Masteries | Runes | Summoner Spells | Ability - (Mode 5V5)

Champion Info (Hecarim jungle 5v5 )

Hecarim Hecarim Stats

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

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

Smite Smite

Consumable: 0

Cooldown: 15

Range: 500


Deals 600-1200 true damage to target monster.

Ghost Ghost

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

Sorcery
Phase Rush
Hitting an enemy champion with 3 attacks or separate abilities within 4s grants 15 - 40% Move Speed based on level and 75% Slow Resistance.
This is increased to 25 - 50% Move Speed for Melee champions.
Duration: 3s
Cooldown: 30s - 10s
Nimbus Cloak
After casting a Summoner Spell, gain a Move Speed increase that lasts for 2s and allows you to pass through units.

Increase: 5% - 25% Move Speed based on the Summoner Spell's cooldown. (Higher cooldown Summoner Spells grant more Move Speed).
Celerity
All movement bonuses are 7% more effective on you and gain 1% Move Speed.
Waterwalking
Gain 10 Move Speed and an adaptive bonus of up to 18 Attack Damage or 30 Ability Power (based on level) when in the river.



May you be as swift as the rushing river and agile as a startled Rift Scuttler.
Precision
Triumph
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
Legend: Tenacity
Gain 5% tenacity plus an additional 1.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Adaptive Force
+9 Adaptive Force
Adaptive Force
+9 Adaptive Force
Health Scaling
+10-180 Health (based on level)

Hecarim Starting Items (PROBUILD)

Gustwalker Hatchling Gustwalker Hatchling

BUY: 450

SELL: 180



  • Jungle Companions: Summon a Gustwalker to assist you while in the jungle.
  • Gustwalker's Gait: When fully grown your companion grants Move Speed after entering brush or killing monsters.
  • Health Potion Health Potion

    BUY: 50

    SELL: 20



    Active - Consume: Drink the potion to restore 120 Health over 15 seconds.

    You may carry up to 5 Health Potions.
    Stealth Ward Stealth Ward

    BUY: 0

    SELL: 0



    Active - Trinket: Places a Stealth Ward on the ground that is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards.

    Hecarim Recommended Items (PROBUILD)

    Ionian Boots of Lucidity Ionian Boots of Lucidity

    BUY: 900

    SELL: 630

    15 Ability Haste
    45 Move Speed


    Gain 12 Summoner Spell Haste.

    Spear of Shojin Spear of Shojin

    BUY: 3100

    SELL: 2170

    55 Attack Damage
    300 Health
    20 Ability Haste


    Dragonforce
    Your Non-Ultimate spells gain Ability Haste.

    Focused Will
    Spell hits grant stacks. Your spells deal increased damage for each stack.
    Eclipse Eclipse

    BUY: 2800

    SELL: 1960

    70 Attack Damage
    15 Ability Haste


    Ever Rising Moon
    Hitting a champion with 3 separate Attacks or Abilities within 2 seconds deals additional damage, and grants you a Shield.

    Profane Hydra Profane Hydra

    BUY: 3300

    SELL: 2310

    60 Attack Damage
    18 Lethality
    20 Ability Haste


    Cleave
    Attacks apply additional damage On-Hit, creating a shockwave that deals damage to enemies behind the target.

    ACTIVE
    Heretical Cleave
    Deal physical damage to nearby enemies. This damage increases on low Health enemies.
    Black Cleaver Black Cleaver

    BUY: 3000

    SELL: 2100

    55 Attack Damage
    400 Health
    20 Ability Haste


    Carve
    Dealing physical damage to a champion applies a stack of Armor reduction.

    Fervor
    Dealing physical damage grants Move Speed.
    Sterak's Gage Sterak's Gage

    BUY: 3000

    SELL: 2100

    400 Health
    20% Tenacity


    The Claws that Catch
    Gain bonus Attack Damage.

    Lifeline (0s)
    Upon taking damage that would reduce your Health below 30%, gain a Shield.
    Stealth Ward Stealth Ward

    BUY: 0

    SELL: 0



    Active - Trinket: Places a Stealth Ward on the ground that is Invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards.
    Elixir of Wrath Elixir of Wrath

    BUY: 500

    SELL: 200



    Active - Consume: Drink to gain 30 Attack Damage and 12% Physical Vamp (against champions) for 3 minutes.

    Drinking a different Elixir will replace the existing one's effects.

    Hecarim Active Abilities

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    Warpath Warpath

    Hecarim gains Attack Damage equal to a percentage of his bonus Move Speed.

    Rampage Rampage

    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.

    Spirit of Dread Spirit of Dread

    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.

    Devastating Charge Devastating Charge

    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.

    Onslaught of Shadows Onslaught of Shadows

    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.

    Hecarim SKINS

    Hecarim default
    Blood Knight Hecarim
    Reaper Hecarim
    Headless Hecarim
    Arcade Hecarim
    Elderwood Hecarim
    Worldbreaker Hecarim
    Lancer Zero Hecarim
    High Noon Hecarim
    Cosmic Charger Hecarim
    Arcana Hecarim
    Winterblessed Hecarim

    Hecarim Counters (Over 50% win rate)

    Hecarim Countered By (Under 50% win rate)