See Hecarim's counters
Patch 26.18jungle

Hecarim Jungle Build & Guide — Patch 26.18

Hecarim

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Fighter / Diver
Patch
26.18

Core Abilities

Warpath
Hecarim converts a percentage of his bonus Move Speed into Attack Damage. Every movement-speed item is also a damage item.
Rampage
Rampage
Cleaves nearby enemies for physical damage. Hits stack a buff that lowers cooldown and boosts damage. Main jungle clear and DPS button.
Spirit of Dread
Spirit of Dread
AoE magic damage zone that heals Hecarim from any damage taken by enemies inside. Sustain in jungle clears and turret dives.
Devastating Charge
Devastating Charge
Ramping move speed plus ghost (walk through units). Next basic attack knocks back and deals more damage the longer you charged. Core gank tool.
Onslaught of Shadows
Onslaught of Shadows
Charges in a line, dealing magic damage and fearing enemies hit at the end. Long-range engage and disengage for teamfights.

Skill Order

1
Q
2
E
3
W
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

EQAARW

Core Items

Mosstomper Seedling
Stridebreaker
Plated Steelcaps
Sterak's Gage
Death's Dance
Black Cleaver

Situational Items

Mercury's Treads
Mercury's Treads
vs heavy crowd control or magic damage (e.g., Lissandra, Syndra, Brand): buy these instead of Plated Steelcaps when CC hurts more than autos
Sundered Sky
Sundered Sky
when a dive needs sustain instead of speed (e.g., vs Ashe, Malzahar): the first-attack crit heals you through the return damage
Ravenous Hydra
Ravenous Hydra
into low-resistance teams when you need wave clear and side-lane pressure (splitpush = pushing a side lane alone to force a response)
Spear of Shojin
Spear of Shojin
vs comps with no real burst (e.g., 4-5 fighters/tanks): more ability haste and stacking ult uptime in long fights
Force of Nature
Force of Nature
vs heavy AP teams (e.g., Brand mid + Karthus + Vladimir): magic resist plus passive move speed feeds Warpath
Guardian Angel
Guardian Angel
when you keep getting focused first in fights: a free second life lets you commit deeper as the engage tool

Runes

Primary · Sorcery
Stormraider's Surge
KeystoneStormraider's Surge
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Scorch
Scorch
Secondary · Resolve
Bone Plating
Bone Plating
Overgrowth
Overgrowth
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Sorcery with Stormraider's Surge: 25% of a target's max health inside 3s is one Devastating Charge (E) into Rampage (Q), and the 48% Move Speed it returns feeds Warpath (P) back into Attack Damage. Manaflow Band and Transcendence keep Q up, Scorch adds 20-40 on the gank.

Why secondary

Resolve secondary: Bone Plating cuts 30-60 damage off the next 3 hits, covering the counter-jungle skirmish where Hecarim commits first, and Overgrowth turns cleared camps into permanent max health, plus 3.5% more once 120 units have died near you.

Win Condition

Use ramping move speed from E and Stormraider's Surge to flank squishy carries (ADCs), follow up with R fear, and keep Q stacked so its cooldown stays short while W heals you through their burst.

Weakness

Weak before level 3 and squishy when E is down. Roots (Morgana Q) and grounds (Cassiopeia W) shut down your engage; Lillia R puts you to sleep, and tenacity does not shorten drowsy.

Overview

Hecarim is a fast diver jungler — a fighter who closes massive distances, knocks the enemy back into his team, then sticks like glue thanks to Devastating Charge (E) and Onslaught of Shadows (R). His passive Warpath turns every point of bonus move speed into attack damage, so movement items are also damage items. The kit is simple to read but demanding to time: you spend most of the game as a roaming threat that punishes overextended carries (low-defense damage dealers like ADCs and mages).

The game plan is repeatable. Clear fast with Rampage (Q) and Spirit of Dread (W) to hit level 3, then look for early ganks down the lane that gives you the best E charge angle (long, straight lanes are best). From mid game on, your job is to flank (enter the fight from a side that nobody is watching) with R, fear the enemy back line, and chain E knockbacks until everything is dead.

Recommended Build

Starting items: Mosstomper Seedling (450g, or Gustwalker Hatchling if you want extra out-of-combat speed) + 1 Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion is a first-back purchase, not a start. Mosstomper gives shielding while out of combat and after killing a large monster — perfect for surviving the first clear.

Core items (in order):

  1. Stridebreaker Stridebreaker — 40 attack damage, 25% attack speed and 450 health. The active is Breaking Shockwave: physical damage plus a 35% slow around you, and 35% decaying move speed for every champion hit, for 3 seconds. That move speed is also attack damage through Warpath, so the active is a damage button as well as a sticking button. It is the difference between a gank that gets the kill and one where the enemy walks out on Flash.
  2. Plated Steelcaps Plated Steelcaps — armor against auto-attack damage. Default boots when the enemy team has 2+ AD threats.
  3. Sterak's Gage Sterak's Gage — health, Tenacity, and a big shield when you take heavy damage. This is the item that lets you commit to a fight (engage fully without backing out) and survive long enough to cycle abilities.
  4. Death's Dance Death's Dance — turns physical damage you take into a slow bleed (damage spread over the next few seconds instead of all at once). It also refills HP on takedowns, which lets you all-in (full commit until kill) and then walk out healthy.
  5. Black Cleaver Black Cleaver — 3000 gold for 45 attack damage, 400 HP and 20 ability haste, with Carve shaving 6% armor per hit up to five stacks. The part that matters only on Hecarim: its Fervor passive gives Move Speed on every hit of physical damage, and Warpath turns that speed into attack damage, so one item pays you in both currencies. Patch 26.16 did split that Move Speed between melee and ranged, but melee kept the number it always had and only ranged champions were halved — nothing moved for Hecarim there, and the buff he actually banked is the attack damage, 45 up from 40.

Situational items:

  • Mercury's Treads Mercury's Treads — instead of Plated Steelcaps when the enemy team has heavy crowd control or magic damage (Lissandra, Syndra, Brand). Tenacity reduces stun duration so you can still cast R.
  • Sundered Sky Sundered Sky — 3100 gold, the price it has always cost, for 40 attack damage and 10 ability haste. Patch 26.16 traded its healing away for more health and a shorter recipe, then 26.17 took that health back plus 5 attack damage, so what is missing against the old version is 5 attack damage and one healing cut — enough that it is no longer the default bruiser slot. Buy it when the problem is surviving the dive rather than reaching it: the guaranteed crit on your first auto lands on the E knockback and heals back what the enemy carry's peel cost you.
  • Ravenous Hydra Ravenous Hydra — when you want to splitpush a side lane (push alone to force a response) and you need extra wave clear plus omnivamp.
  • Spear of Shojin Spear of Shojin — vs slow comps with no real burst. Bonus ability haste means more R fears and more Q spam in long, drawn-out fights.
  • Force of Nature Force of Nature — vs heavy AP teams (Brand + Karthus + Vladimir). Stacking magic resist and the passive move speed double-dip with Warpath: more speed = more AD.
  • Guardian Angel Guardian Angel — when the enemy team focuses you on engage. Revives you to clean up the fight after your team has already used their abilities.

Boots: Plated Steelcaps Plated Steelcaps by default; Mercury's Treads Mercury's Treads when CC matters more than auto-attack damage.

Skill order: Max Q first (waveclear, jungle clear, main DPS), E second (longer ghost duration and lower cooldown for ganks), W last. Take a point in R at levels 6, 11, 16.

Runes: Primary Sorcery with Stormraider's Surge, Manaflow Band, Transcendence, Scorch. Stormraider's Surge is not the old three-hit keystone: it fires when you deal 25% of a champion's maximum health within 3 seconds, and then gives 48% move speed and 50% slow resistance for 4 seconds on a 20 to 10 second cooldown. On Hecarim that means it pays off on a committed E-auto-Q on a target you can actually chunk, not on a poke, and every point of that move speed comes back as attack damage through Warpath. Secondary Resolve with Bone Plating and Overgrowth. Use Conqueror in Precision instead if the enemy team stacks frontline tanks (you want stacking damage in long fights).

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Hecarim beats

  • Slow tank jungler without strong early gank

    Hecarim out-clears him and reaches level 3 first; he can invade Amumu's second buff before Bandage Toss (Q) snare comes online. Warpath (P) speed scaling beats Despair (W) tank stat curve, and Onslaught of Shadows (R) fear pre-empts Curse of the Sad Mummy (R) cast.

    Amumu
  • Squishy enchanter with no self-peel

    Devastating Charge (E) and Onslaught of Shadows (R) run her down from off screen, and the fear breaks the You and Me! (W) attach window. Once she detaches she has only Zoomies (E) sustain and no escape — Rampage (Q) finishes her in two hits.

    Yuumi
  • Squishy enchanter with no self-peel

    Onslaught of Shadows (R) fear catches her during Astral Infusion (W) channel; without a dash she cannot escape Devastating Charge (E) sticking. Wish (R) global heal cannot save the carry once Spirit of Dread (W) drains both targets.

    Soraka
  • Immobile ADC with short hop

    Stormraider's Surge plus Devastating Charge (E) closes the gap before 90 Caliber Net (E) one-hop escape; Yordle Snap Trap (W) is useless once Hecarim is past the minion line. Onslaught of Shadows (R) fear interrupts Ace in the Hole (R) channel.

    Caitlyn
  • Channel-reliant AP jungler

    Onslaught of Shadows (R) fear cancels Requiem (R) cross-map channel, and Devastating Charge (E) runs him down straight through the Wall of Pain (W) slow, which Warpath (P) speed conversion mostly cancels out. Defile (E) tick cannot keep pace with Spirit of Dread (W) drain.

    Karthus

Champions that beat Hecarim

  • Support or mid with a long root that stops the charge

    Dark Binding (Q) is a linear skillshot, not point-and-click: landing it during Devastating Charge (E) collapses your speed and Warpath (P) gives nothing back, so angle the charge to dodge it. Black Shield (E) on her carry also eats the Onslaught of Shadows (R) fear.

    Morgana
  • Strong early-game invader

    Hecarim is weak before level 3; Taste Their Fear (Q) plus Leap (E) burst combo kills him during the second buff before Warpath (P) speed scaling matters. Void Spike (W) slow kites the Devastating Charge (E) ramp and Void Assault (R) stealth resets the combo.

    Kha Zix
  • Duelist bruiser with anti-attack dodge

    Counter Strike (E) dodges all auto-attacks during the Devastating Charge (E) sticking window and stuns Hecarim afterward; Empower (Q) chip and Leap Strike (Q) gap-close out-trade him 1v1. Grandmaster-at-Arms (R) damage amp turns his commit into a free kill.

    Jax
  • Long-range AP poke jungler

    Javelin Toss (Q) outranges Devastating Charge (E) ramp and chip-pokes Warpath (P) HP bar from outside engage radius. Cougar Pounce (W) and Aspect Of The Cougar (R) kite his sticking pattern; Primal Surge (E) heal sustains through Spirit of Dread (W) drain.

    Nidalee
  • Reflect tank that punishes auto-attacks

    Defensive Ball Curl (W) reflects Hecarim auto-attack damage during the Devastating Charge (E) sticking window, and Frenzying Taunt (E) locks him out of carry chase. Powerball (Q) speed matches Warpath (P) scaling for a head-on collision Hecarim loses.

    Rammus

Key matchups

  • Lillia: Her R does not root: it makes every champion carrying her Dream Dust drowsy for 1.5 seconds and then asleep for 2. Tenacity does nothing against drowsy, so Mercury's Treads will not save the engage. Bait the ultimate by walking up at low health, then commit once she has spent it.
  • Kha'Zix: Strong early invader and assassin. Track him — if his blue buff is missing at 2:30, he is in your jungle. Path away from his expected route until level 4, then group with your laners for the rest of the early game.
  • Jarvan IV: Mirror engage matchup. Whoever ults first usually wins the trade. Keep wards in their jungle so you can spot Jarvan moving and call your laners to back off; never group with allies in a tight spot if his R is up.
  • Sejuani: Tank jungler that scales. You out-clear her and out-pressure her early. Force fights before minute 20; in late game her stuns and team peel are stronger than your single dive.
  • Master Yi: Nothing in his kit removes a fear. Highlander only cleanses and blocks slows and cripples, so R lands on him no matter what he presses. What dodges you is Alpha Strike, which makes him untargetable mid-dash: hold R for the moment he lands rather than throwing it into the animation.

Power spikes & win conditions

  • Level 3 (after first full clear): First gank window. With a point in Q-E-W you can full-combo a target who oversteps. Crab fights are now real — you arrive faster than most junglers.
  • Level 6: Onslaught of Shadows online. Cross-map flanks and turret dives become possible. If a side lane has prio, R in from fog and force a fight.
  • Stridebreaker completion (~ minute 10-12): Big tempo flip. The active Breaking Shockwave lets you stick to fleeing targets without burning E. Push to take Drake right after, and take the Voidgrubs if they are still up: they spawn once at 8:00 and are gone by 14:45. Rift Herald is a 15:00 objective, so it belongs to the next window.
  • Sterak's Gage online (~ minute 22-25): You become the engage tool that survives the first 2 seconds of a fight. Look for picks (eliminating an isolated enemy out of a teamfight) on the enemy ADC or mid laner around objectives.

Common mistakes

  • Q-spamming the camp without auto-attacks between casts. Warpath gives you AD from speed — let auto-attacks land in the gaps. Cancel the animation: cast Q, click the monster to land a basic attack, then cast Q again.
  • R-ing into the front line. R is a flank tool, not a frontal engage. Fearing the enemy tank just sends him back to his ADC for peel. Walk around the fight (use vision or fog), then R through the carries.
  • Engaging without your team in vision range. Hecarim's whole damage is "knock them back to the team that follows up". If your laners are not within 2 seconds of catching up, the kill goes to nobody and you die in their jungle.
  • Building full damage on a 1/3 score. When you are behind and not snowballing (snowballing = stacking kills into more kills), Sterak's plus Black Cleaver keep you useful as the engage. Going Ravenous Hydra second on a losing game just makes you the first target to die on every dive.
  • Wasting E's ghost on minions. E lets you walk through units only during its short window. Save it for when you need to phase through a wave or a ward — don't pop it on cooldown in the jungle.

Advanced tip

Use a "fake-flank" rotation around mid game objectives. Walk into vision in your own jungle so the enemy tracks you on their team's map, then immediately back off into fog of war (the dark areas you cannot see) and loop around the long way. By the time the enemy has rotated assuming you are still where they last saw you, you R in from the side they did not expect. The trick depends on Hecarim's raw move speed: most junglers cannot pull this off because they cannot cover the distance in time. With Stormraider's Surge plus Stridebreaker active you can.

Past patches

No previous versions available.

Related jungle guides