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HECARIM BUILD GUIDE: Earning a Blue Ribbon for Jungling. (S4) by Deimosaur

by Deimosaur (last updated 2 months ago)

186,828 Views 15 Comments
9
Greater Mark of Attack Speed(+15.3% attack speed)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed(+4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details

Starting

5

Full Item Build

View Item Details
9
21
0
mastery 1 0/1
mastery 2 4/4
mastery 3 0/4
mastery 4 0/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 1/2
mastery 2 2/2
mastery 3 0/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 3/3
mastery 2 1/1
mastery 3 1/1
mastery 4 0/1
mastery 1 1/1
mastery 2 0/4
mastery 3 0/1
mastery 2 1/1
21 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Warpath
QRampage
WSpirit of Dread
EDevastating Charge
ROnslaught of Shadows
View Skill Order Details

Introduction

Hello, and welcome to my Hecarim Guide! This is for jungling, and has been updated to the preseason of S4.

In Season 4, Hecarim can either choose to be gank-heavy or farm-heavy. Either way is fine, as Hecarim is above-average in both ganking and scaling in comparison to some other junglers (who may beat him in either category, but not both).

Hecarim's mid and late-game power is exceptional, but his early game (about levels 1-6) is weak in direct engagements. Hecarim's ultimate is godlike at ganking and initiating. You probably can't win the early game by yourself, so the gameplan here is to avoid brawling in the early game and win it later through your excellent ganking and teamfighting.

Hecarim can seize a single moment of a vital enemy being out of position and ruin the enemy team's positioning with his ultimate, scattering them to all directions. Sure, or can initiate with similar AoE crowd control, but you have sustained dps to back it afterwards as well, making you a threat even without your ultimate.

Looking at Hecarim's damage scaling might initially disappoint some people. There are near-pointless AP ratios on and , and a low AD ratio on . However, 's cooldown, area of effect, and the fact that you can move or attack while using it means that a little scaling goes a long way.

This guide is specifically for jungle Hecarim. Your objective, be it in lane or jungle, is to get through the early game and abuse your good mid and late game, unless your opponent is even weaker than you early.

Hecarim is not a duelist. His kit revolves around teamfighting.

Let's get started.

Runes

These Runes are my personal preference, as I use them for many ganking junglers that need attack speed. Vi, Jarvan, and Volibear are some other Champions I use with this set, however, any of the following are viable in my opinion.
Marks: Attack Speed, Armor Pen
Seals: Flat Armor
Glyphs: Flat CDR or Scaling Magic Resist
Quintessences: Armor Pen or Movement Speed

Masteries

mastery 1 0/1
mastery 2 4/4
mastery 3 0/4
mastery 4 0/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
9 Offense
mastery 1 1/2
mastery 2 2/2
mastery 3 0/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 3/3
mastery 2 1/1
mastery 3 1/1
mastery 4 0/1
mastery 1 1/1
mastery 2 0/4
mastery 3 0/1
mastery 2 1/1
21 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
Spell Weaving in the Offense Tree goes well with Hecarim's style of spamming . Defense Tree offers good sustain and durability, both of which Hecarim enjoys. Crowd Control reduction is always welcome on a bruiser.

Summoner Sets

Primary Set


Explanation:
You can run on Hecarim. It gives you a little bit of AD from your passive and more chasing power, along with strengthening your ability to gank from lane.

You can also run and rely on your ultimate and to get out of sticky situations, but the cooldown on your ultimate is punishing enough where using it to run away is depressing. If you feel that you need to be able to gank well earlier, or disable a champion (, , , etc), take .

is taken over those two options when you want to extend the effective range of your initiation. It is also is capable of helping your ganks, giving you the ability to blink ahead of a champion and smash them back with . It also helps you deal with ganking champions who are also carrying . Without your ultimate, all you can do against someone disappearing over a wall without yourself is to shake your fist in anger.

And, of course, is taken by junglers. Not just for your clear, but to secure buffs and objectives. Always take it when you're jungling. If you don't, you will lose Baron sometime to a jungler with and your entire team will blame you. And they will be right.

Speaking of -stealing objectives, Hecarim is remarkably good at that. Rush in with your ultimate, fearing anyone else who could possibly stop you from smiting it, and ride away into the sunset.

With the low cooldown on Smite, use it often, be it on the big wolf, the wight, or the golem brothers.

Item Builds

Starting Build(s)
Default Starting Build
5
Start: hunters-machete health-potion5

Desirable Items Early: spirit-stone -> boots-of-speed

Pick up the Warding Totem so you can be safer from invades and aggression, and to protect your lanes from the enemy jungler if you feel that a certain lane will be targeted. Get the Sweeping Lends later. The free ward is more important in the early game, the ability to clear the opponent's vision becomes more valuable as the game goes on. Once you switch from the Totem, start buying wards.
Final Build(s)
Standard Final Items
Snowballing with a jungler is pretty strong with Spirit of the Elder Lizard, but you want tank before finishing your Black Cleaver and such. For more armor and utility, substitute for .
Build Order
After Spirit Stone, either spirit-of-the-elder-lizard or should be built, according to your own personal preference. The burn on Elder Lizard is great, but the durability on Ancient Golem will help you live longer to deal damage. Spirit of the Lizard Elder gives a significant amount of damage on Hecarim and enables snowballing potential, while the Ancient Golem is safer. After that, pick up Sheen and your boots of choice. are an option if you opted for Elder Lizard, for the tenacity you would otherwise be missing out on.

Once tat's done, go for your next items, listed below.

Utility:
Upgrade boots-of-mobility to if you like the ability to get back into the action from base faster. Late-game, this time can be crucial.
if you want utility as well as durability over full tank items.
Sell the Warding Totem after a few uses and pick this up. Start buying (more) wards.

Damage Core:
sheen -> frozen-fist/trinity-force Sheen is very strong on Hecarim, you will constantly be activating it while fighting due to your . Pick up either one of the upgrades if you need more damage.
the-brutalizer -> the-black-cleaver Armor Penetration scales better on Hecarim than Attack Damage. Black Cleaver will help your Marksman kill the enemy, as you'll be debuffing anyone hit by .

Defensive Core:
spirit-visage Hecarim synergizes very well with Spirit Visage, as he likes cooldown reduction and benefits from the increased healing passive.
randuins-omen This will make it harder for the enemy Marksman to kill you.

No build should be static, change your build according to your and the enemy's composition. Consider building defenses against the enemies that are doing well.

Situational Items

Banshee's Veil
Fed burst caster like or ? If they're instagibbing you, pick up this item. is still good no matter what, though, so grab that first.
Thornmail
Your last hope against a fed Marksman. Get first, in that scenario, however. Also good if the entire opposing team is Attack Damage-based.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Warpath
QRampage
WSpirit of Dread
EDevastating Charge
ROnslaught of Shadows
Rampage is your priority damage and clearing ability. Max it first. Spirit of Dread is important for survival in teamfights in the mid-game, but Devastating Charge gives Hecarim a bit of burst to start a fight with. I personally prefer Spirit of Dread for the healing, but it is an option. You want your ultimate ranked up at every opportunity, for the decrease in its cooldown and its increase in damage, to make a bigger splash in ganks and teamfights.

Skills

Warpath
Hecarim essentially gets free AD for buying move speed, but you shouldn't specifically buy movement speed with the hopes of doing mad dps. It's a bonus, but it's not too impressive. The ability to ignore unit collision, however, is very nice for a bruiser like Hecarim. You can gallop right through the enemy's front line and chop up their whole team, and you won't be blocked by minions while ganking.
Rampage
Hecarim's primary method of doing damage, and activating his Sheen for a meer 25 mana all game. Once he gets stacks, the cooldown is 2 seconds without CDR, which is quite impressive. Keeping up stacks in a teamfight is mindlessly easy, so there's no need to even worry about that. The cool part about this skill is that you can autoattack or move while using it, allowing you to damage enemies while chasing after them. The range, however, is depressingly small. Sometimes you'll see Hecarim swing his blade in an arc, obviously hitting someone with the tip...but no damage. Spam it throughout the entire game whenever you need dps, be it in a 1v1, against minions or creeps in the jungle, or in a full-scale teamfight.
Spirit of Dread
This is an incredibly lackluster spell in the jungle, but it's your only form of sustain and it's still a bit of damage on the camps. However, where this spell is incredible is during teamfights. You effectively gain lifesteal and spellvamp, up to 20%, on everything within your area of effect for 4 seconds. The kicker? It doesn't have to be your damage. Your allies can blast down the enemy team while you're eating damage and will bring your health back up. Also, using on a creep when it's in range will instantly heal you up to the cap, possibly saving you from ticks or other such abilities.
Devastating Charge
At full 'charge' and max rank, this gives Hecarim a little bit of burst damage as he bashes into one person. The only things that scale up when you level it are its cooldown, which is still extremely high at rank 5, and its damage, which means you can leave it at level for a while if you so desire.
The purpose of this skill is to gank. No matter how long ago you started the skill, if you hit someone with an autoattack in that 3 second period, you will knock that person back. This lets you act like a bit of a mini-Alistar when it comes to ganks - if you get behind them, you can slam them forwards into the range of your ally. However, the charge doesn't knock them that far, and you have a fairly small window to execute the gank in before the skill goes on cooldown. You can past the enemy and attack them from there to knock them towards a desired direction, but you should make sure that they don't have flash or they have already used it before you try something so bold.
In idle times, you can use this skill to make your transit from one place to another faster, but be sure to save it in enemy territory in case you need a quick getaway. Once you have , you can use this skill to position yourself for ganks with the move speed buff before charging in, possibly even just running in from the lane and popping your ultimate.
Be careful, though. Like an Alistar headbutt, you can accidentally facilitate an enemy's escape by smashing away from your allies, so don't use it mindlessly.
Onslaught of Shadows
This is a very cool skill. If you're using this skill for damage (for some reason...) keep in mind that the 'spectral riders' charge forwards all the way to the end of the range, no matter how far Hecarim actually travels. Casting it on your feet will give you the fearing shockwave immediately and the riders flying forwards to do damage.
The main uses of this skill, however, is to gank early-mid game, and to initiate teamfights mid-late game. The cooldown on this skill is quite punishing, so think before using it. If you can, try to gank without using it and hit them after they waste their escapes.
You can fly through walls and such with it. Keep that in mind if you're rushing to a teamfight already in progress, or if you want to initiate a dive on an enemy.
-> gives you an effective range of about 1400.
When ganking, you can target the fear radius so that you end up behind them when you arrive at their destination, causing them to run forwards towards your laner...and then you can punt them further with .

Stats to Prioritize when Considering Itemization

Armor and Magic Resist 'scale' better with Hecarim than flat health. The reason for this is that in late-game teamfights, Hecarim will be healing a lot of health with , granting you more 'effective' regained health with more resists. You should still have a reasonable pool of health to avoid dying to burst damage, of course.

Tilt the Armor/Magic Resists to fit your opponents. If no lane is particularly fed, aim for the defensive items with the benefits you would prefer.

Armor Pen, and CDR scale better than Attack Damage, Attack Speed and Crit Chance, because , which scales poorly on Attack Damage by itself, supplements your autoattack damage and usually your targets will try to run away from you. You won't always be getting an autoattack off every time you have it available, but you WILL be hitting people with Rampage constantly.

CDR also helps you keep up to survive, and to gank, and slightly increases your dps with .

Movement speed items should not be specifically itemized for, because the conversion rate on his passive is not worth rushing movement speed items. They are a bonus to be considered, but not specifically aimed for.

Jungling - The Early Game

h. If you just want an idea of how to get through the jungle as Hecarim, then you should take a look at stonewall008's videos on Youtube. Hecarim is decently versatile, so you can start at wraiths->red if you want to try an early gank on a champion you want shut down.

However, some people aren't content with just farming. Some champions have the ability to screw over your clear, whether it's by finding and killing you as you are trying to clear, or by stealing your jungle camps before you can get to them.

You can get into the action later in the game, but if you suspect that they want to take your red buff when they spawn, you can ask bot lane (if you're blue side) or top lane (if you're purple side) to keep an eye on them for you, or even ward it if they're generous.

This is another reason to run . Junglers that excell at murdering you early and tear through the jungle quickly (, ) often run to crush you 1v1 even harder, but provided you can get to a wall you can run.

If you are being invaded, ping like mad and try to kite them away with 's slightly higher range - hopefully your laners are on the ball and can help you against early aggression.

Assuming you got through the clear safely and at reasonable health, you can try to gank a lane. There will be more on that later, but for now I'll just say that, usually, you should not try and hang around too long at any particular lane in the hopes of getting a gank off. Doing so can make you fall behind the other jungler in experience and gold, and if they know that you're waiting on any particular lane, their jungler has free reign over YOUR jungle. Just because you're capable of ganking at level 4 doesn't mean that you have.

You won't be able to catch anyone and stick to them without red, and even with red some champions can slip away from you. Once you have your ultimate, that changes.

Try to cooperate with your team, to help them if they should require you to hold the lane for them and prevent tower damage. Your gives you a little bit more mobility than other champions, so you can get around faster than other junglers (some exceptions, like img=champ/rammus.png]])

Give the second blue buff, and any later ones, to the neighboring lane that needs it and is doing well. Otherwise, take it for yourself. Red buff can go on yourself, as you will like it when you gank.

Ganking pre-6 is fairly reliant on your lanes. Hecarim does well with champions that have hard crowd control before level 6, as they allow him to circle around from behind and bash them back towards your side of the lane. Champions that can do this include , , , with many others, obviously.

Try to be adaptable. If the enemy invades your jungle with all five to take your blue early, see if you can go take their blue or go do red instead. If you find your jungle ravaged and all the camps taken by the enemy early, go gank or try to steal from the enemy instead.

The real fun comes when you hit level 6. is one hell of a toy.

Jungling - The Mid Game

This is where the fun starts. and will be putting a hurt on enemy champions and is clearing minions pretty well, and combined with will allow for some pretty slick moves. At this point in the game, you should remain alert of the following, in no particular order.
1. Your allies, their current status in the lane, and whether or not their lane is gankable.
2. Your enemies, most importantly the position of your rival, the enemy jungler.
3. The status of buff camps and dragon.
All the while, farming your jungle and taking whatever you can from the enemy's.

An example of this would be, if you are blue side and the enemy jungler just ganked top, you could slip into their jungle and punish their jungler for showing their face top by stealing their wolves, or even blue buff if it's up. If it's not, you could throw down a ward and be there as soon as it spawns to ambush them. Be aware of what is going on and set up opportunities for yourself. Things won't always go as planned, but as long as you're not locked up by crowd control and have , , or , you should be able to get out of any scrape provided you have warning.

Remember the timers for buffs and neutral objectives. 5 minutes for the neutral buffs (provided you take the first blue on time, it should respawn at about 7:10-7:30). If you have the timer on their buffs, try and get a ward on it before it spawns. Dragon respawns 6 minutes after it dies. Baron respawns 7 minutes after it dies. It should be easy to remember. Neutral buffs 5, Dragon 6, Baron 7.
If you forget the Baron timer, you can also try to remember it by knowing that 3 minutes after the Baron buff disappears, Baron will be back up.

The range on is insanely long, you would be surprised at how many ways you can gank a lane with it. Be creative. It's Malphite's with a pushback effect away from you. You don't always need to open up with it, try asking your teammate to bait their opponent into fighting as you approach and open up on them before they can run.

While doing all of this, FARM. Farm your jungle, and push to the enemy tower with your laner after you kill their opponent in ganks. If you're using , keep those Conservation stacks down!

Late Game

Pay attention to your team. Stay grouped. If you are grouped as five and you see one of the enemy off farming in another lane, just go initiate with , pop to absorb the retaliatory damage, and try to smash them in the 5v4~. Typically, however, save your ultimate for a good opportunity, be it hitting as many enemies as possible, or gunning straight for a high priority target.

Be sure to communicate, if you're not on Skype or some other program with your team, ping like mad before you jump in.

If you have space, buy 2 wards and place them in locations that would help you set up for a fight at objectives, or in their jungle so you can catch one of their number should they wander off.

Remember that heals you for damage that your allies do within its radius. You'll basically get all your health back if, say, , , etc, lands their combo on 2-3 champions within your radius.

Hecarim is very strong here. As long as you got through the early game, exploited your excellent mid-game, and kept your eye on your goals, you should be able to win.

Priority targets at this point in the game are Baron, towers, and inhibitors. Dragon at this point is an afterthought when none of the others are possible and you have map control.

Good and Bad Teammates

Just because a champion is listed as a 'bad teammate', does not always mean that the champion itself is bad (that COULD be a reason, but whatever). They may simply not contribute as much as other potential teammates to Hecarim's abilities.

Hecarim is not an especially niche champion requiring a team to revolve around his presence, but some champions synergize better than others with him.

General Teamfighting Partners:

These champions all have a lot of area of effect damage, which gives you absurd amounts of healing on . Their burst or sustained area of effect damage all heal you buy 30% of the damage dealt, unlike the reduced amount of healing usually applied to spell vamp on area of effect spells.

Notice that a lot of these champions are AP mid casters. A lot of good teammates here will overlap with some of the mid mages.

Mid:
Good Teammates:

These champions have typically reliable crowd control before and after 6, allowing you to gank for them easily both pre and post level 6.


These mages can enable an easy gank at level 6 with their respective ultimates. Before that, however, ganking for these mages will be a little harder.


These mages possess the ability to control the battlefield with their abilities, creating zones where the enemy does not want to enter.

Bad Teammates:

Heimerdinger has nearly impossible to land crowd control and a bunch of abilities that play towards pushing the lane. He also lends very little to an initiation composition - he's better suited to a team that prefers to be initiated on.

He will be under the enemy tower regardless of how he plays. Also, he likes to take your jungle for additional money during his downtime.

Top Lane:
Good Teammates:

These champions enable ganks on their lane very easily with their crowd control and damage, and/or can follow your initation with their own methods of aiding in the teamfights to great effect.


Their level 6 will essentially mean you are almost guaranteed to kill their lane opponent if you gank. in particular can assist in a gank you are initiating on the other side of the map.


These champions are all helpful at letting you live through teamfights, sustaining off of their damage with , chaining crowd control, or just outright saving you (/)

Bad Teammates:

Fiora cannot help your ganks at all except with pure damage. can give you some health back, but that's not a good enough reason to pick Fiora as a partner.

Much like Fiora, Garen cannot assist your gank in any way besides damage. It doesn't mean you shouldn't gank his lane early, because if he gets in range he will basically provide all the damage required for a kill, but be aware that he won't be doing any enabling for you without summoner spells.

Mordekaiser makes his second appearance here, as he can also go top lane. Not as bad as mid, because you can just let him farm the top lane and devote your attention to dragon and the other lanes, but it's still basically impossible to gank for him unless the enemy laner is dumb.

Bot Lane
Good Teammates:
Support:
These supports can help your AD and you secure the kill on the enemy.
AD:
AD carries with crowd control are quite valuable, even if most of it comes at level 6. The others only really contribute with damage.

Teamfights:
Support:
The following can follow up your initiation with their own crowd control and lock down the enemy for a fairly long time.
AD:
Area of effect damage, as usual, is a wonderful followup on an initiation. AD carries that can contribute that along with their autoattacks are an excellent choice, along with those with initiation ability (Ashe's , Sivir's , Varus's , Urgot's ).

Bad Teammates:
Support:
Basically puts you a man down when it comes to crowd control and damage.
AD:
Contribute less than the other AD champions, but are still workable.

Conclusion

Hecarim has his strengths and his weaknesses, but you can play to his strengths and minimize his weaknesses by itemizing and playing correctly.

Always remember, League of Legends is a game. Play it to have fun, but not at the expense of others. Treat your teammates well, you need them if you want to win. League of Legends is a team game, after all.

Use one /j at the start of the game, and one at the end if you win, so you can declare that you have been awarded ANOTHER BLUE RIBBON FOR HECARIM.

Good luck! Leave a comment below whether you liked or disliked this guide, and tell me what could be improved.

Comments

February 11, 2014 - 12:25 AM #1

http://sh.st/cM6P

December 11, 2013 - 07:18 AM #2

Gygalon:

Rush movement speed items and you will die before you can do any damage. Just because Hecarim gets a little bit of scaling on movespeed doesn't mean you want to itemize exclusively for it. It's horribly inefficient if you're just building movement speed for Attack Damage.

December 7, 2013 - 12:16 PM #3

i think this item build isnt good of hecaarim because there is not that movemetn speed what heca need so dont buy this items .....

November 16, 2012 - 11:53 PM #4

First game 7-1-5 Well.. i luv poniez' ^^,

August 9, 2012 - 02:29 PM #5

Realy good guide. I tried out heca now on his FTP week and I tested both tanky and more dmg (before I saw this guide) and I feel like dmg is a bit better, but with some tank items. And imo you need CDR badly cuz of the long cd on ult, I mostly start with boots or cloth and rush tabi, getting phage and brut after for the cdr and armor pen is nice too. I prefer mallet over Tri cuz I think you need the slow on hit more and the hp to be able to run in and ingage fights. I get frozen hearth if there ad is fed or they got more ad dmg then AP, if I´m agianst double Ap i get philo stone earli and get shurelias. I almost never get shurelias and frozen hearth cuz I get it mostly for the cdr. Still I loved this guide! 10/10 (Sry for my bad english)

August 5, 2012 - 04:33 AM #6

Nice guide man first game as Hecarim and I used this guide, went 13/3/22! Keep up the good work!

June 27, 2012 - 06:08 AM #7

Hi, I just bought Hecarim a few days ago and the first thing I tried was jungling with him, so I have been looking around for different builds and such, some builds I found aroung and some builds I created.



Wanted to make a suggestion just like some other people have said for you to use ArP and AD runes instead of AS and reading your opinion on them, while yes AS runes increase your single target DPS, you got to remember that ArP will help you deal more damage on buff monsters too since they have 20 armor, so if youre using AS only to increase single target DPs you might find it just as good if not even better to go for ArP/AD on your runes, it will help both your AoE with Q and your single target vs buff monsters.



I would like to know your results if you try something more like all ArP marks and AD quints and 10 ArP on marks and rest AD marks and quints. I tried it myself and saw little difference on the first clear to level four, but seeing your guide it seems like you got a lot of experience with Hecarim (I have only played about 10 games) and would like to know how those setups do after the first clear.



At the time I wrote this comment you had AS marks and ArP quints for 15% AS and 10 ArP



Also would like to say you got a fantastic guide right here, its quite elaborate and explains many match ups unlike the other guides I found here which mostly explain builds and spells, its probably the best Hecarim guide Ive seen so far, please keep it up to date for all other fellow Hecarim players!.

June 25, 2012 - 09:30 PM #8

Jinsen:

I did include move speed quints as an option for runes. It's certainly an option, it improves your ganking a little bit and it'll get you some AD later in the game (the conversion rate of his passive scales with each level he goes up).



Gasparde:

I picked attack speed quints because the early levels of Q only really supplement your autoattack dps. Attack speed helps your single target dps. I haven't been able to experiment yet, but I think AS reds mean you take less damage from blue, red, small golems, etc.



Runes are probably the weakest point of this guide. lol

I haven't been able to experiment very much because I don't buy very many and I only have 2 pages available anyways.

June 25, 2012 - 05:54 PM #9

Why the AS quints when Hecarim jungle is all about his Q?

Getting ArP or AD for reds is imo way superior to AS.

June 25, 2012 - 04:44 PM #10

Honestly, for the Quints, I think it would be much better to get the movement speed quints, to make better use of his passive