Patch 10.14 5v5 Hecarim Jungle Build Guide

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Welcome to the METAsrc Hecarim Jungle build guide.

We've used our extensive database of League of Legends stats along with proprietary algorithms to calculate the most optimal Jungle build for Hecarim. This algorithm is able to determine the best summoner spells, item build order, skill order, runes reforged, rune stats, counters, and team mates. Reference it during all phases of the game to ensure that you always have an edge over the competition.


WARNING! Data for this page is currently limited. Check out the All Ranks 10.14 or 10.13 Hecarim Jungle Build Guide for more complete data
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Best Summoner Spells

Smite
Deals 390-1000 true damage (depending on champion level) to target epic, large, or medium monster or enemy minion. Restores Health based on your maximum life when used against monsters.
Smite
44%
Ghost
Your champion gains 20 - 40% Movement Speed (depending on champion level) and can move through units for 10 seconds. Ghost extends its duration on takedown.
Ghost
43%

Best Starting Items

Hunter's Talisman

UNIQUE Passive - Tooth: Damaging a monster with a spell or attack steals 30 Health over 5 seconds and burns them for 60 magic damage. While in the jungle or river, regenerate up to 8 Mana per second based on your missing Mana. This item grants Monster Hunter. This item's healing will be increased by 50% when under 30% Health.

Limited to 1 Gold Income or Jungle item.
Hunter's Talisman
44%
Refillable Potion
Limited to 1 type of Healing Potion.

UNIQUE Active: Consumes a charge to restore 125 Health over 12 seconds. Holds up to 2 charges and refills upon visiting the shop.
Refillable Potion
44%
Warding Totem (Trinket)
Limited to 1 Trinket.

Active: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 90 - 120 seconds.

Stores one charge every 240 - 120 seconds, up to 2 maximum charges.

Ward duration and recharge time gradually improve with level.

(Limit 3 Stealth Wards on the map per player.)
Warding Totem (Trinket)
41%

Trinkets

Warding Totem (Trinket)
Limited to 1 Trinket.

Active: Consume a charge to place an invisible Stealth Ward which reveals the surrounding area for 90 - 120 seconds.

Stores one charge every 240 - 120 seconds, up to 2 maximum charges.

Ward duration and recharge time gradually improve with level.

(Limit 3 Stealth Wards on the map per player.)
Warding Totem (Trinket)
43%
Oracle Lens
Limited to 1 Trinket.

Active: Scans around you, warning against hidden hostile units, and revealing invisible traps and revealing / disabling nearby wards for 10 seconds (90 to 60 second cooldown).
Oracle Lens
43%

Best Item Build Order

Mercury's Treads
Limited to 1 pair of boots.

+25 Magic Resist

UNIQUE Passive - Enhanced Movement: +45 Movement Speed
UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 30%.
Mercury's Treads
46%
Trinity Force
+250 Health
+250 Mana
+25 Attack Damage
+40% Attack Speed
+20% Cooldown Reduction
+5% Movement Speed


UNIQUE Passive - Rage: Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. This Movement Speed bonus is halved for ranged champions.
UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals bonus physical damage equal to 200% of base Attack Damage on hit (1.5 second cooldown).
Trinity Force
48%
Enchantment: Cinderhulk
+300 Health
+15% Bonus Health


UNIQUE Passive - Immolate: While in combat, burns nearby enemies for [12 to 29] magic damage a second. Once every 12 seconds, your next immobilizing spell deals [12 to 29] (+3% Your Bonus HP) bonus magic damage and releases a fire nova that also deals that bonus damage around you. Immolate's damage is increased by 300% damage to minions and monsters.
Limited to 1 Gold Income or Jungle item.
Enchantment: Cinderhulk
44%
Death's Dance
+50 Attack Damage
+30 Armor
+30 Magic Resist
+10% Cooldown Reduction


UNIQUE Passive: Heal for 15% of damage dealt. This is 33% as effective for Area of Effect damage.
UNIQUE Passive: [Melee Users: 30% || Ranged Users: 10%] of damage taken is dealt as a Bleed effect over 3 seconds instead.
Death's Dance
71%
Thornmail
+250 Health
+80 Armor


UNIQUE Passive - Thorns: Upon being hit by a basic attack, reflects magic damage equal to 10% of your bonus Armor plus 25, inflicting Grievous Wounds on the attacker for 3 second(s).
UNIQUE Passive - Cold Steel: When hit by basic attacks, reduces the attacker's Attack Speed by 15% for 1 second(s).
Thornmail
67%
Sterak's Gage
+450 Health

UNIQUE Passive - Giant Strength: Gain 50% of your Base Attack Damage as Bonus Attack Damage
UNIQUE Passive - Lifeline: Upon taking at least 400 to 1800 damage (based on level) within 5 seconds, gain a shield for 75% of your bonus Health. After 0.75 seconds, the shield decays over 3 seconds (60 second cooldown).

Sterak's Fury: When Lifeline triggers, grow in size and strength, gaining +30% Tenacity for 8 seconds.
Sterak's Gage
100%

Best Skill Order

Warpath
Hecarim gains Attack Damage equal to a percentage of his bonus Movement Speed.
Warpath
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Rampage
Hecarim cleaves nearby enemies dealing physical damage. If Hecarim damages at least one enemy, he increases the damage and lowers the cooldown of subsequent Rampages.
Rampage
QQQQQ
Spirit of Dread
Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains Health equal to a percentage of any damage those enemies suffer.
Spirit of Dread
WWWWW
Devastating Charge
Hecarim gains increasing Movement Speed and can move through units for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
Devastating Charge
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Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, causing nearby enemies to flee in terror.
Onslaught of Shadows
RRR

Best Runes Reforged

Precision
Improved attacks and sustained damage
Conqueror
Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 6s, gaining 1.7-4.2 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.

When fully stacked, heal for 15% of the damage you deal to champions (8% for ranged champions).
Triumph
Takedowns restore 12% of your missing health and grant an additional 20 gold.



'The most dangerous game brings the greatest glory.'
—Noxian Reckoner
Legend: Alacrity
Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stacks).

Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Domination
Burst damage and target access
Sudden Impact
After exiting stealth or using a dash, leap, blink, or teleport, dealing any damage to a champion grants you 7 Lethality and 6 Magic Penetration for 5s.

Cooldown: 4s
Ravenous Hunter
Heal for a percentage of the damage dealt by your abilities.
Healing: 1.5% + 2.5% per Bounty Hunter stack.

Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.

Healing reduced to one third for Area of Effect abilities.
AttackSpeed
+10% Attack Speed
Adaptive
+9 Adaptive Force
Armor
+6 Armor