LiveUpdated 15 hours ago26.22
Jungle

Hecarim Build 26.22

B

Everything about Hecarim keys off move speed: his passive converts it straight into attack damage, so the faster he is moving, the harder he hits. Middle of the pack at 50.6% and climbing, he is built to arrive from off-screen, Devastating Charge into the back line, launch a target on impact, and fear the rest with his ult. Cut off his speed and he is just a horse, give him a runway and he ends fights before they start.

#29 of 87 jungle this patch · 5.9k games
Win rate50.6%+0.6Games5.9kPick rate5.2%Ban rate8.8%Last 8 patches−0.1 since 26.15Damage profilei
AP
AD
AP 15%AD 82%True 3%
DifficultyiModerateRewards fundamentals
ClassicModernARAMCounter

When Is Hecarim Strongest?

The early game is the peak, before the enemy team comes online, and games at this rank average around 27 minutes. Hecarim wins by snowballing early ganks into a speed lead, so use the strong window to pressure the map and pick off anyone caught out of position before the enemy carries come online.

Game timeline · Hecarim drag or hover to scrub · space plays · ←/→ step
your power minute by minute · gold = item spikes · small = components · dashed = objectives
Camps1:30Drake / Grubs5:00Herald14:00Baron20:00Avg end27:11
Ambush zone2:54–4:24 Power spike 19:39
6:436:4313:0219:39
0:00 10:00 20:00 30:00 40:00
At 12:00
Power 61/100 · Even
Core 1/3 items
Gold ~5.7k
Phase Lvl-6 window
Next spike Spear of Shojin · 13:02

Hecarim Item Build

Hecarim is a momentum bruiser who turns raw move speed into damage and runs enemies down before they can group. The build stacks move speed, health, and ability haste so his charge hits like a truck and his cleave comes back up almost instantly.

Standard loadout · Hecarim The consensus path — reliable spikes, no dead time.
Starting items 450g Gustwalker Hatchling×1Stealth Ward×1 Core path · click an item for its recipe ››› Boots Ionian Boots of Lucidity84% · 49.5%Mercury's Treads16% · 53.3%
Situational items pick an opponent in the bar above — the right swaps light up
vs AP threatsbuy this gameTheir damage is mostly magic — stack magic resist before their second item.MMaw of Malmortius1.0k54.9%
vs stacked resistsbuy this gameWhen resists stack, penetration beats raw stats — swap a damage slot.SSerylda's Grudge34264.9%AAxiom Arc36063.6%VVoltaic Cyclosword17560.0%
vision controlbuy this gameFights are decided a minute earlier by the team that sees first.EEye of the Herald5983.1%OOracle Lens4.6k50.8%SStealth Ward1.2k49.0%

Best Hecarim Runes

Stormraider's Surge is the natural keystone, since it feeds the one stat his whole kit runs on, move speed. Land the combo and the extra speed both chases down the target and pumps his passive damage even higher. Keep the rest of the page pointed at getting into fights fast and staying sticky once you are there.

The pre-game page Stormraider's Surge · Sorcery + Precision · keystone + 5 runes + 3 shards
Sorcery Primary Stormraider's SurgeDealing 25% of a champion's maximum health grants a burst of MS and Slow Resist. Nimbus Cloak98% · 50.7%Celerity86% · 50.4%Waterwalking89% · 51.2% Keystone plus three minors from Sorcery, two from Precision, then three shards — no runebook, no masteries.
Precision Secondary Legend: Haste95% · 50.9%Triumph95% · 50.9%
Stat shards OffenseAdaptive Force+9 Adaptive ForceFlexAdaptive Force+9 Adaptive ForceDefenseHealth Scaling+10–180 Health (by level)
Shards give +18Adaptive Force+10–180 Health (by level)
Build toward Spear of Shojin into Death's Dance, which is where his damage really turns on. You want an early lead here, so punish your winning matchups fast. Once Death's Dance comes online around 20 minutes, his charge-in combo hits hard enough to blow up a carry on contact, and every fight becomes a coin he is happy to flip. Full-clear efficiently, hit that timing, then start hunting picks.

Hecarim Skill Order

Points at 1, 3, 5, and 7 all go to Rampage while the other two basics sit on a single rank; the ability already lowers its own cooldown whenever it damages something, so stacking ranks early gives Hecarim a clear that barely lets up.

Skill order · Hecarim R at 6 / 11 / 16 — always
PriorityRR›QQ›WW›EE›Max Q first; W at level 2.
Lv 123456789101112131415161718
Q13579max 9
W28101213max 13
E414151718max 18
R61116max 16

Hecarim Abilities

Spirit of Dread is the sustain engine nobody talks about, handing Hecarim armor and magic resist while siphoning health from a slice of whatever damage nearby enemies take. Feed it the cleave from Rampage in a clustered fight and every enemy bleeding to that AoE tops him back up.

Abilities · Hecarimpatch 26.22 base numbers · click an ability · all ranks shown
WarpathPassivePRampageMax 1stQSpirit of DreadMax 2ndWDevastating ChargeMax lastEOnslaught of ShadowsUltRRank-up levels here match the skill order below.
RampagePhysical damageMax 1stStatLV 1rank 1LV 3rank 2LV 5rank 3LV 7rank 4LV 9MAXDamage+30 per rank+90% bonus ADlv 160lv 390lv 5120lv 7150lv 9180Cost-2 per ranklv 128lv 326lv 524lv 722lv 920Constant at every rankCooldown4ssame at all ranks

Hecarim Base Stats

Base stats · HecarimPatch 26.22
Base statslevel 1 · +per levelAD66+3.7AS0.67+2.5%MS345Range175HP625+106HP57+0.75Armor32+5.45MR32+2.05MP280+40MP57+0.8

Hecarim Matchups

Hecarim struggles against ranged bullies who poke him out before he builds up speed and against hard crowd control that stops his charge cold. He runs over immobile, melee-heavy opponents who cannot escape his engage or peel him off once he commits.

Lane matchups · Hecarim click any opponent to retune the console
Hardest lanes · click to tune
Best hunting
How to lane vs tank junglers 01Do not duel them extended, their tankiness outlasts your Q rampage damage02Respect their gank threat, ward and counter-gank once they commit CC03In fights ignore the tank, use E speed to reach their carries Win rate by game lengthHecarim overall · all matchupsUnder 20 min53.6%20–28 min51.5%28–35 min49.5%Over 35 min46.9%
Look out for Rek'Sai, Karthus, and Udyr early, the junglers who can invade Hecarim and beat him before he has stacked the items and speed his ganks rely on. Play patient, full-clear, and pick your engages instead of forcing coinflips. He runs over Zac, Nocturne, and Jarvan IV, so once you have a lead, use that map speed to camp their side of the jungle and snowball the game.
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