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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Hecarim

the Shadow of War

FighterTank

League of LegendsPatch 26.16JungleRanked Solo/DuoEmerald+NA40,987 gamesSample data

Role snapshot (Jungle)

CTier
46.6%
Win Rate
8.0%
Pick Rate
0.6%
Ban Rate

40,987

Games

High

Confidence

Matchup map (Jungle) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

18,854 games

47.0%Win Rate

FlashIgnite

Reliable build

13,526 games

45.7%Win Rate

FlashTeleport

High observed win rate

4,918 games

49.1%Win Rate

FlashExhaust

Runes

Primary: Precision

  • Fleet Footwork
  • Presence of Mind
  • Legend: Alacrity
  • Cut Down

Secondary: Inspiration

  • Cash Back
  • Biscuit Delivery

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Warpath

    Hecarim gains Attack Damage equal to a percentage of his bonus Move Speed.

    Passive — never cast

  • 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.

    Cost 28/26/24/22/20 ManaCooldown 4sRange 350

  • Spirit of Dread

    Hecarim gains Armor and Magic Resist. Hecarim deals magic damage to nearby enemies, and gains Health equal to a percentage of any damage those enemies suffer.

    Cost 50/55/60/65/70 ManaCooldown 14sRange 525

  • Devastating Charge

    Hecarim gains increasing Move 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.

    Cost 60 ManaCooldown 20/19/18/17/16sRange 300

  • 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.

    Cost 100 ManaCooldown 140/120/100sRange 50000

Scaling — level 1–18

HecarimJungle average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Hecarim

  • Avoid extended fightsits sustain grows with every trade it survives

  • Build percentage damageflat penetration falls off against the stats it stacks

  • Punish the cooldownHecarim is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 6/10, so a practised player gets more out of it than the average

ARAM performance

A
50.3%
Win Rate
0.7%
9.6%
Pick Rate
1.8%
7.5%
Ban Rate
2.6%
Damage dealt
107.3%
Damage taken
97.7%
Healing
112.0%
Shielding
100.3%
Ability Haste
+9

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now-0.1
  2. 26.14Sample win rate across this patch+0.4
  3. 26.11Sample win rate across this patch-0.1
  4. 26.08Sample win rate across this patch+1.0
  5. 26.05Sample win rate across this patch+0.0

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.