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HECARIM BUILD GUIDE: Season 3 Jungle Hecarim by Cobalted

by Cobalted (last updated over a year ago)

765,199 Views 7 Comments
9
Greater Mark of Armor Penetration(+11.52 armor penetration)
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))
2
Greater Quintessence of Armor Penetration(+5.12 armor penetration)
1
Greater Quintessence of Movement Speed( +1.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
0
21
9
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 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

Runes

Masteries

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

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

Champion Matchups

Please Read

I am not amazing at League. I am not a professional, my elo is terrible, but I wanted to get some feedback on the guide I've been using since season three came out. I plan on seeing how far this build can take me (75% win rating on Hecarim and no losses since the new items came out), and will be adding new items as I work them in.

I especially am having trouble finding good sources of magic resist. I used to get , but obviously that isn't an option anymore.

I will add more sections after I finish finals.

Special thanks to Stonewall008 on youtube for providing the youtube videos that taught me how to jungle.

Machete Upgrades

First off, why not buy

This would be a good item if Hecarim was an attack speed jungler like Warwick or Udyr. Instead since his primary damage output is done through his Q, and his sustain comes from being tanky, this item is pretty much useless.

Now it's time for my reasoning behind the two potential upgrades for


Pros: +500 Health, +30 Armor, Tenacity
Why I do not use it:
  • and all upgrades from it give more than enough armor, ruling out as useful boots.
  • become the logical choice in terms of first magic resist item.
  • also have tenacity, making the tenacity on Ancient golem irrelevant. The tenacity mastery will stack with items, but only one tenacity item will work at a time.


Pros: +50 Attack damage, Unique Passive Incinerate: apply 15-66 true damage burn.
Why I use it:
  • +50 Damage translates into doing 30 extra damage per hit with on champions, 20 damage per hit to minions/creeps.
  • Incinerate applies on hit with all or almost all of Hecarim's abilities. This burn also applies to enemy champions, not just minion camps, and I think you apply multiple burns if you also have red buff. Your early ganks become more powerful, and the scaling damage with level helps you keep up a little through midgame.
  • Incinerate demolishes lesser creeps. Auto attack the main wraith while spamming q, and the entire camp will die within second of each other. Season 3 jungle seems to be focused on finding the right trade between farming jungle and ganking successfully. The faster you clear jungle camps, the more often you can gank at a lower cost to your farming gold.
  • In season 2, most people learned not to focus a tanky character with tons of bonus health. Having a smaller health bar than your AD casters makes you a tempting target to focus. and make you tanky enough to survive an initial salvo, and slow the enemy down enough for your team to clean up.
  • Can keep you alive in a teamfight if your team can do damage. It is useless if they ignore you completely. Using this damage item, if they ignore you, you will hurt, and the burn helps you chase down low health champions that manage to escape the battle.


Too long, did not read:
Having deceptively low health baits them to attack you freeing up your team. Having damage punishes them for ignoring you.

Jungling

The standard start order is wolves, blue, wraiths, wolves, red, wraiths, gank. If nobody accidentally steals a wolve or small minion from you, you will hit level 4, leveling skills as q,w,q,e.

Start with and kill wolves. Have people focus on the large wolf and take care of the small ones to prevent stealing crucial early experience. After killing blue, you should be level 2, take to help sustain you a little. It is a one point wonder because the minion heal cap makes it not as useful as heals from items. Taking wraiths and wolves will allow time for your smite to come off cooldown and get you ready for taking red. Level 3, take level 2 . It helps you clear camps faster, and you take less damage because of that. After red, head to wraiths and gain level 4. Place a point into and look to lanes to gank. I usually gank mid due to proximity, and an early lead for the mid lane can allow them to roam and gank the other lanes, increasing any lead gained.

A more risky start is to covert ops steal a buff. If I know I am against a blue start jungler, I can start wolves, and smiteless blue with help from my team, and I immediately run to their red to steal at level two. You can enter their jungle near their wraiths, but be sure to go around the back of red buff camp. If they are doing red, you have smite to steal it and bully them out of the jungle. Generally they would not be there yet, and you can bring the camp with you to the edge of the bush on the back side, so the camp would appear to be empty if they were walking past. A lot of junglers, upon seeing their red buff stolen, would immediately invade your red, so be sure to secure yours as soon as smite is off cooldown. If successful, you have gained a hefty experience bonus over your opposing jungle. Also try to keep stealing their jungle camps synchronized with your own, so once you finish one, you can know to head over to theirs and continue to build on your advantage.

Comments

May 23, 2013 - 03:17 PM #1

I often use spirit visage for the healing, mr and cdr. the health is just an added bonus. i also really recommend sotel. my prefered full build is : boots of swiftness+alacrity, spirit elder, iceborn gauntlet, youmuus ghostblade, sunfire cape and Maw of mamortius/randuins omen depending of their damage

May 14, 2013 - 06:41 PM #2

Arent you supposed to get Boots of mobility on Hecarim?

April 8, 2013 - 12:16 PM #3

In the jungle part wouldn't it be better to get level 2 W than Q?

That way u can have more sustain overall?

And u can stay in the jungle longer after a gank or 2?

February 15, 2013 - 07:39 PM #4

I got everything here but added solari, golem spirit, and lucidity with homeguard. (had to bring the game back) and it stomped hard. Your guide gave me an idea of how to build him thanks.

December 10, 2012 - 05:21 PM #5

Mercury's treads, lol. Always called them Merc treads.

December 10, 2012 - 01:29 PM #6

But then the tenacity from Mercenary treads is wasted.

December 10, 2012 - 08:31 AM #7

A very good MR item is Spirit Visage. Also, Spirit of the Ancient Golem is a lot better on Hecarim.

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