Hecarim Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Hecarim Jungle

Hecarim Jungle Guide

Updated for Patch 7.3E
S Tier

Hecarim Jungle Wild Rift overview and best build snapshot

How to play

  • Keep clearing between ganks Use your movement speed to reach lanes quickly without leaving your camps untouched.

  • Get behind the enemy before hitting them Activate your 3rd ability to speed up, then move behind the enemy before attacking to push them toward your team.

  • Approach teamfights from the side Use your ultimate to fear important targets when your team is ready to follow.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Mobility that snowballs: bonus speed becomes damage, so he closes gaps, chases kills, and reaches fights nobody else could arrive at in time.
  • A long-range engage on Onslaught of Shadows (Ult) that fears a group, starts dives, and turns a far-off lane into a free gank.
  • Strong sustain from Spirit of Dread (2nd) keeps him topped up through clears and wins the drawn-out brawls shorter-fused junglers lose.

Weaknesses

  • He needs room to build speed before he engages, so hard crowd control, slows, and walls strand him mid-charge with nothing left.
  • His ganks are easy to see with vision, and a team that wards his approach brush simply walks away before he arrives.
  • His clear is steady but not the fastest, so early-game predators can beat him to scuttle and the first skirmish.
Advertisement

Hecarim Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Hecarim Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage. His passive also converts move speed into attack damage, so both halves of his scaling start early.

BOOTS

Immortal Treads

Move speed is not a throwaway stat on him. His passive turns bonus move speed directly into attack damage.

CORE BUILD

Trinity Force

Spellblade triggers on the empowered attack his E (3rd) gives him, which speeds up his clear. The move speed also becomes damage through his passive.

Manamune

Turns his mana pool into attack damage, which matters because spamming his Q (1st) drains mana fast.

MuramanaTransforms into Muramana once Tear is fully stacked
Serylda's Grudge

The slow keeps a target inside his Q (1st) radius, and the armor penetration keeps those repeated hits meaningful. The slow only applies below 60% target Health.

Spear of Shojin

Ability haste means more Q (1st) casts, which is his clear speed and the empowered follow-up his damage needs.

Death's Dance

Spreads burst damage out over a few seconds, which gives his W (2nd) time to heal it back while he keeps fighting.

SITUATIONAL ITEMS

Black Cleaver

Replace Serylda's Grudge when Hecarim can repeatedly hit armored opponents and his team has other physical carries. Health and haste support longer fights, while repeated physical damage reduces Armor for your whole team.

Sundered Sky

Replace Spear of Shojin when Hecarim can weave attacks into several melee opponents after his charge and needs extra recovery. The first attack against each champion delivers an empowered hit and a heal, with a separate cooldown per target.

Sterak's Gage

Replace Spear of Shojin when Hecarim is the primary engage and needs to survive the first return burst. Health, permanent Tenacity, and a bonus-Health Lifeline shield help you survive the return damage. Choose this or Maw of Malmortius for your Lifeline slot.

Maw of Malmortius

Replace Death's Dance when an AP burst champion threatens to kill Hecarim before his healing takes effect. Magic Resistance and a magic-damage Lifeline shield preserve offensive pressure against AP burst. Choose this or Sterak's Gage for your Lifeline slot.

Force of Nature

Replace Death's Dance against repeated magic damage; the movement speed also helps Hecarim chase and benefits his passive. Repeated champion magic damage stacks extra Magic Resistance and movement speed, making it a sustained-magic-damage answer.

Randuin's Omen

Replace Death's Dance when crit carries are the main threat during Hecarim's backline dive. Reduces physical critical-strike damage, so prioritize it against fed crit carries rather than purely on-hit damage.

Chempunk Chainsword

Replace Spear of Shojin when enemy healing wins the brawl; Hecarim's repeated area damage can keep anti-heal on several champions. Physical damage applies Grievous Wounds while Health and haste suit a bruiser. Buy Executioner's Calling first if healing is urgent, then finish after your early core.

Armored Advance

Replace Immortal Treads when physical attackers punish Hecarim's engage before he can heal. Use the defensive boot line against physical attacks so you survive the entry and keep fighting.

Chainlaced Crushers

Replace Immortal Treads when magic damage or repeated disables prevent Hecarim from staying beside his target. Use the defensive boot line against magic damage and reducible crowd control that interrupts your follow-up.

Situational choices

The main build spends heavily on damage, so move defensive boots or a resistance component earlier if Hecarim is the only engage. Choose Black Cleaver instead of Serylda's Grudge for teamwide Armor reduction, or replace Spear of Shojin with Sundered Sky, Sterak's Gage, or Chempunk Chainsword for the specific problem in front of you. Pick one alternative per slot. Use Maw of Malmortius for magic burst, Force of Nature for repeated magic damage, and Randuin's Omen for crit attackers. These replace Death's Dance rather than adding a sixth completed item. If choosing Maw, do not also select Sterak's for the Lifeline slot.

RUNES

KEYSTONE

Phase Rush

Move speed is damage on him, so this feeds his passive as well as giving him an escape.

PRIMARY

Axiom Arcanist

His ultimate is the engage his whole game is built around, so amplifying it specifically is worth more to him than to most.

Transcendence

Ability haste means more Q (1st) casts, and his E (3rd) and ultimate both come back sooner.

Nimbus Cloak

Move speed after a summoner spell is straight damage on him, not just mobility.

SECONDARY

Legend: Bloodline

Sustain suits a jungler whose W (2nd) already rewards him for staying in the middle of a fight.

SITUATIONAL RUNES

Overgrowth

Take this over Legend: Bloodline when your team needs Hecarim to absorb focus after diving rather than out-sustain a long fight.

Legend: Haste

Take this over Legend: Bloodline for sustained skirmishes against teams that cannot immediately disengage. More frequent Rampage (1st) and Spirit of Dread (2nd) casts support Hecarim's repeated damage and sustain while he stays beside a target.

SUMMONER SPELLS

MAIN SPELLS

Ghost

Ghost

His charge builds damage as he moves and his ultimate is a long charge, so raw move speed is his damage and his gap closer at once. This is the spell his entire kit is built around.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
Advertisement

Hecarim Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Hecarim Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Hecarim Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Hecarim Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Your first clear is about arriving on time, not clearing as fast as possible. Start on a strong-side camp, max Rampage (1st) first, and keep its empowered follow-up active by hitting large monsters. Lean on Spirit of Dread (2nd) through the bigger packs for defenses and healing, then path toward scuttle and level five. From there you gank while the camps respawn. Come in from a wide angle so Devastating Charge (3rd) has time to build speed before contact. Onslaught of Shadows (Ult) fears and slows enemies around Hecarim when he arrives, making them flee away from him, so aim the landing point to send a target toward your laner rather than expecting them to remain in place. Use Devastating Charge (3rd) for the follow-up knockback, then return to camps when the play ends.

Mid / Late Game

Levels 9+
Onslaught of Shadows (Ult) lets Hecarim reach and reshape an objective fight before a slower jungler. Be the one who arrives first and starts it: fear the enemy off the pit, knock their frontliner away from it, and let your team clean up the panic. Contest both when your team is ahead on early fights. In an even game take Herald, since the tower it buys does not depend on winning a five on five, and save the dragon priority for a team that genuinely wants soul. Between objectives, take short clears and gank while the camps respawn, but never farm a full rotation while a lane is shoved and a kill is sitting there. Counter-jungling suits you because you can charge out of any bad spot the moment it sours. Hecarim does not fall off hard, but the game stops giving him free room to build speed. Scaled carries with peel and a front line that holds its shape can blunt the engage you relied on earlier, so your value shifts toward flanking and timing rather than face-first dives. Build enough speed and resists to survive the trip in, then use the long approach to your advantage: come from an angle their wards do not cover, and the fear plus knockback still scatters a backline that thought it was safe. Baron and Elder fights are where you matter most now, since a clean Onslaught of Shadows (Ult) onto their grouped team can decide the objective before damage is even traded. Watch enemy crowd control cooldowns, because one well-timed root is the difference between a game-winning flank and a wasted body.

Teamfights

5v5 Combat
Build movement speed from a side angle, then use Onslaught of Shadows (Ult) when its fear can disrupt several enemies or separate a carry from peel. Devastating Charge (3rd) can displace the selected target after the fear, while Spirit of Dread (2nd) and Rampage (1st) sustain the follow-up. Track the crowd control that can stop Hecarim after he arrives and wait for allied follow-up before crossing the enemy formation. If the backline angle is covered, peel with the fear and displacement rather than forcing the flank.
Advertisement

Explore more