The information below will help you get familiar with the game on the Jungle Line HECARIM. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword
+12 Attack Damage
500
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values.
3000
Black Cleaver TIPS: It's effective against tanky opponents and can help shred their armor. Good for champions who rely on physical damage and have the ability to quickly apply multiple stacks of the item's passive.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Glorious Enchant
Increases Movement Speed
Glory (Active): Gain +15% Move Speed for 4 seconds, increasing to 75% towards enemy champions or towers. After 4 seconds or reaching an enemy champion emits a shockwave that slows nearby enemies by 50% for 2 seconds. (45s Cooldown)
500
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
800
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values.
3000
Black Cleaver TIPS: It's effective against tanky opponents and can help shred their armor. Good for champions who rely on physical damage and have the ability to quickly apply multiple stacks of the item's passive.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Death's Dance
Delays damage taken
+35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of physical damage received (12% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead.
3000
Death's Dance TIPS: Effective against champions with high burst damage or who rely on abilities to deal damage, such as assassins like Zed, Kha'Zix, Talon. The item's passive damage reduction and healing can help mitigate their burst and sustain through extended fights.
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Eclipse
Gain a shield and deal bonus damage
+55 Attack Damage
+20 Ability Haste
Ever Rising Moon: Hitting an enemy champion with 2 separate attacks or abilities within 1.8s deals bonus physical damage equal to 6% of the target's max Health(3% for ranged champions), and grants you a shield that absorbs damage equal to 140 + 35% bonus Attack Damage (70 + 18% bonus Attack Damage for ranged champions) for 2s. (6s Cooldawn)
2900
Eclipse TIPS: Is good for assassins who want to burst the enemy down quickly.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.
Jungle Expertise:
+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.
+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.
Restore 40 Health over 5 seconds when dealing damage to jungle monsters.
Restore 4 Mana every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).
Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9 for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
Triumph
Execute, Heal
Champion takedowns restore 10% of lost health and 10% of maximum mana and energy.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Legend: Tenacity
Tenacity, Slow Resist
Gains 3% Tenacity and 3% Slow Resist. Takedown monsters, enemy champions, or minions to gain up to an additional 15% Tenacity and 20% Slow Resist.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
(Q) RAMPAGE
4.5/4/3.5/3s 28/32/36/40
Charges his halberd for up to 0.75 seconds, increasing the area Hecarim deals damage to. Automatically casts when fully charged, dealing 65 physical damage (5/15/25/35 + 110% ).
If Hecarim hits an enemy champion or a large monster with a full charge, he critically strikes them for 120% damage and gains a 30% Movement Speed bonus that decays over 3 seconds. This also empowers Hecarim's next Rampage within the next 8 seconds to deal 120% damage.
Deals 60% damage to minions.
(W) SPIRIT OF DREAD
16/15/14/15s 50/60/70/80
Gains 6/12/18/24 Armor and Magic Resist , and heals himself for 5 Health (5/10/15/20 + 1% ) . Deals 15 magic damage (15/20/25/30 + 20% ) over 4 seconds to nearby enemies.
Dealing damage to enemies heals him for (20% of damage dealt + 0.02% bonus ) % of his Health.
Healing from minions and monsters is reduced by 50% and capped at 90 Health.
(E) DEVASTATING CHARGE
18/17/16/15s 60
Gains 25% Movement Speed, wich increases to 55% over 4 seconds.
Hecarim dashes toward the enemy if his next attack is withing 5 seconds, dealing 5 physical damage (5/10/15/20 + 30% bonus ) and knocking them back. He will also pursue the enemy that was knocked back. The remaining duration of this ability is paused during Onslaught of Shadows.
(R) ONSLAUGHT OF SHADOWS
100/85/70s 100
Hecarim summons spectral riders and charges forward, dealing 150 magic damage (150/250/350 +100% ).
Hecarim unleashes a shockwave at the end of the charge that Fears for between 0.75 to 1.5 seconds, increased by charge distance.
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle HECARIM. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Jungle HECARIM in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Randuin's Omen
Attack to heal from enemy Critical Strikes
+400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor ) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: Makes you tankier while slowing and dealing damage to enemies.
Dead Man's Plate
Increases Movement Speed
+250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second.
2800
Dead Man's Plate TIPS: Great for tanks and bruisers who need extra movement speed and durability. Also provides excellent burst especially in combination with spellblade items (e.g. Divine Sunderer).
Death's Dance
Delays damage taken
+35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of physical damage received (12% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead.
3000
Death's Dance TIPS: Effective against champions with high burst damage or who rely on abilities to deal damage, such as assassins like Zed, Kha'Zix, Talon. The item's passive damage reduction and healing can help mitigate their burst and sustain through extended fights.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Bramble Vest
Reflects damage and reduces enemy healing
+30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda's Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration .
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
3100
Serylda's Grudge TIPS: There is a need to slow down enemy champions and improve their kiting potential. A good item to build if you want to control the pace of the fight and peel for your team.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+70 Ability Power
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
2700
Rylai's Crystal Scepter TIPS: This item will allow you to slow the enemy whenever your abilities deal damage to them. Pick up on champions with lots of AOE.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor ) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: Makes you tankier while slowing and dealing damage to enemies.
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
The Pro Hecarim Jungle path is a full clear that starts with the Red Brambleback. It's one of the most popular routes because of the modularity (you can start Raptors if you have no leash from the team). In any case, you'll want to unlock (Q) RAMPAGE as your first skill and once Red Brambleback is dead you'll be level two, unlocking (W) SPIRIT OF DREAD. Next up you'll clear the Krugs and Raptors, granting you level three which upgrades (Q) RAMPAGE for faster clear speed (if you see yourself getting invaded or needing to pick up a free kill on Middle lane, don't hesitate to unlock (E) DEVASTATING CHARGE instead). Head over to the Blue Buff side of your jungle and clear Murk Wolves, Blue Sentinel and Gromp. These grant you level four, unlocking (E) DEVASTATING CHARGE if you still didn't get it. Now it's time to clear the Rift Scuttler and then gank one of the nearby lanes and/or steal the enemy's Raptor camp before recalling. A great tip is to use SMITE when (W) SPIRIT OF DREAD is active because it heals you more when it's active!
4.5/4/3.5/3s 28/32/36/40
Charges his halberd for up to 0.75 seconds, increasing the area Hecarim deals damage to. Automatically casts when fully charged, dealing 65 physical damage (5/15/25/35 + 110% ).
If Hecarim hits an enemy champion or a large monster with a full charge, he critically strikes them for 120% damage and gains a 30% Movement Speed bonus that decays over 3 seconds. This also empowers Hecarim's next Rampage within the next 8 seconds to deal 120% damage.
Deals 60% damage to minions.
16/15/14/15s 50/60/70/80
Gains 6/12/18/24 Armor and Magic Resist , and heals himself for 5 Health (5/10/15/20 + 1% ) . Deals 15 magic damage (15/20/25/30 + 20% ) over 4 seconds to nearby enemies.
Dealing damage to enemies heals him for (20% of damage dealt + 0.02% bonus ) % of his Health.
Healing from minions and monsters is reduced by 50% and capped at 90 Health.
18/17/16/15s 60
Gains 25% Movement Speed, wich increases to 55% over 4 seconds.
Hecarim dashes toward the enemy if his next attack is withing 5 seconds, dealing 5 physical damage (5/10/15/20 + 30% bonus ) and knocking them back. He will also pursue the enemy that was knocked back. The remaining duration of this ability is paused during Onslaught of Shadows.
100/85/70s 100
Hecarim summons spectral riders and charges forward, dealing 150 magic damage (150/250/350 +100% ).
Hecarim unleashes a shockwave at the end of the charge that Fears for between 0.75 to 1.5 seconds, increased by charge distance.
Though it's rare to end up in a melee fight without using your (E) DEVASTATING CHARGE first, it still counts as an AA reset meaning you can use it to quickly turn around and burst someone who might face check or chase you. Get the Auto Attack (E) off, then chain the knockback into your (R) ONSLAUGHT OF SHADOWS + (Q) RAMPAGE
If the enemy is a bit too close, (W) SPIRIT OF DREAD then AA and quickly press your (E) to reset the Auto. AA again and (R) then (Q) followed by an AA for maximum damage.
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Hecarim is a spectral fusion of man and beast, cursed to ride down the souls of the living for all eternity. When the Blessed Isles fell into shadow, this proud knight was obliterated by the destructive energies of the Ruination, along with all his cavalry and their mounts. Now, whenever the Black Mist reaches out across Runeterra, he leads their devastating charge, reveling in the slaughter and crushing the foe beneath his armored hooves.