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Hecarim Build Guide by Kyster Draven

Jungle Heca jgl guide

Jungle Heca jgl guide

Updated on November 17, 2021
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League of Legends Build Guide Author Kyster Draven Build Guide By Kyster Draven 6,729 Views 0 Comments
6,729 Views 0 Comments League of Legends Build Guide Author Kyster Draven Hecarim Build Guide By Kyster Draven Updated on November 17, 2021
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Runes: CONQUEROR 1

1 2 3 4 5
Precision
Conqueror
Triumph
Legend: Alacrity
Last Stand

Domination
Ravenous Hunter
Sudden Impact
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

LoL Summoner Spell: Ghost

Ghost

LoL Summoner Spell: Smite

Smite

Champion Build Guide

Heca jgl guide

By Kyster Draven
Abilities
Warpath (Passive)


Hecarim Warpath.png
INNATE: Hecarim gains Attack damage icon.png bonus attack damage equal to 12% − 24% (based on level) of his Movement speed icon.png bonus movement speed.



Rampage (Q)
EFFECT RADIUS: Range center.png 375
CAST TIME: NONE
COST: 28 / 31 / 34 / 37 / 40 MANA
COOLDOWN: 4
Hecarim Rampage.png
ACTIVE: Hecarim cleaves his glaive around himself, dealing physical damage to nearby enemies, reduced to 60% against Minion icon.png minions.

PHYSICAL DAMAGE:»
60 / 97 / 134 / 171 / 208 (+ 85% bonus AD)
If Hecarim damages at least one enemy with Rampage, he gains a buff for 8 seconds, stacking up to two times, with the duration refreshing on subsequent damaging hits. The buff increases the damage of Rampage by 2% (+ 3% of 100 bonus AD) and reduces the base cooldown by 1, up to a 4% (+ 6% of 100 bonus AD) damage increase and a reduction in 2 seconds of the base cooldown at two stacks.



Spirit of Dread (W)
EFFECT RADIUS: Range center.png 525
CAST TIME: NONE
COST: 50 / 60 / 70 / 80 / 90 MANA
COOLDOWN: 18
Hecarim Spirit of Dread.png
ACTIVE: Hecarim surrounds himself with the Spirit of Dread for 4 seconds, dealing magic damage to nearby enemies every second.

MAGIC DAMAGE PER TICK:»
20 / 30 / 40 / 50 / 60 (+ 20% AP)
While Spirit of Dread is active, Hecarim is Heal power icon.png healed for 30% (+ 2.5% of 100 bonus AD) of the post-mitigation damage dealt to enemies within the area, reduced to 15% (+ 1.25% of 100 bonus AD) for damage dealt by allies. The healing is capped against Minion icon.png minions and Monster icon.png monsters.



Devastating Charge (E)
CAST TIME: NONE
COST: 60 MANA
COOLDOWN: 20 / 19 / 18 / 17 / 16
Hecarim Devastating Charge.png
ACTIVE: Hecarim becomes Ghost.png ghosted and gains Movement speed icon.png 25% − 65% (based on time active) bonus movement speed for 4 seconds.

Hecarim's next basic attack during this time gains 50 − 250 (based on distance traveled) Range icon.png bonus range and causes him to Dash.png dash towards the target's direction, Reveal icon.png revealing them for 1 second. If the target remains nearby during the dash, the bonus movement speed is consumed and Hecarim Airborne icon.png knocks them back 250 − 450 (based on distance traveled) units, Stun icon.png stuns them for 0.25 seconds, and deals them modified physical damage, increased by 0% − 100% (based on distance traveled).

MINIMUM PHYSICAL DAMAGE:»
30 / 50 / 70 / 90 / 110 (+ 55% bonus AD)
Devastating Charge Fiora Bladework.png resets Hecarim's basic attack timer and can Critical strike icon.png critically strike for (75% + 35% 35%) AD bonus physical damage.

Devastating Charge's duration is paused during Onslaught of Shadows Onslaught of Shadows.



Onslaught of Shadows (R)
TARGET RANGE: 1000 / 300
RANGE: Range center.png 1510
EFFECT RADIUS: Range center.png 315
WIDTH: Range model.png 80 / 480
SPEED: 1100
CAST TIME: NONE
COST: 100 MANA
COOLDOWN: 140 / 120 / 100
Hecarim Onslaught of Shadows.png
ACTIVE: Hecarim summons 5 spectral riders in an arrow formation and Dash.png dashes with Unstoppable icon.png displacement immunity in the target direction with them, dealing magic damage to and Reveal icon.png revealing all enemies in their path for 2.5 seconds.

MAGIC DAMAGE:
150 / 250 / 350 (+ 100% AP)
Where he stops, enemies in a radius around Hecarim are also made to Flee icon.png flee from him for 0.75 − 2 (based on distance traveled) seconds, also gradually Slow icon.png slowing them by up to 99% over the duration. The slow's strength cannot be reduced and is based on how far the affected units are from Hecarim, having no slow at all from very close range.

The wave of spectral riders travels through Onslaught of Shadows's full length, regardless of where Hecarim himself stops.
Mythic?
Triforce is best into squishy teams

Divine is best into tanky teams where you can get some armor pen+ the healing is nice too
Runes?
Which runes is best atm?

conqr is a solid option but atm predator is just better since its op.
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Kyster Draven Hecarim Guide
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