Hecarim
HECARIMSkills
Tier by Rank
Official- TierWinPickBan
- DiamondD50.1%1.7%3.1%
- MasterD50.5%1.7%3.3%
- GrandmasterD50.8%1.9%4.9%
- ChallengerC51.0%2.2%7.6%
Tencent official (CN server) / Jungle / 2026-09-22
Tier moves D → C across ranks, a 0.9 point spread in win rate. Ban rate also moves 3.1% → 7.6%.
Stats
Drag slider to switch levelRanked 89 of 142 at level 1 and 73 at level 15. Climbs the ranking as levels go up.
Combat Power from stats 9,382 86%
Combat Power from skills 1,553 14%
- AD (12-24% of bonus move speed)450G
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
- Physical damage770G
- Move speed (decaying)231G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Armor185G
- Magic resist185G
- Magic damage729G
- Heal (per hit)486G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Physical damage53G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage197G
- Crowd control (fear)605G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Converted to gold with the same formula as runes. These are bare values, so ratios such as AP grow with the build you make in the Build Lab. Dashes are counted in Mobility as a dash count. Tap a row to see the formula and assumptions.
Build Trends
Items
Physical
Runes
Keystone
Available Skins
—Videos
7 · YouTube
Wild Rift: HECARIM CAN STILL 1V9!!Royal - Wild Rift Gameplay
Wild Rift: THIS is why Hecarim is GOD TIERRoyal - Wild Rift Gameplay
Wild Rift: HECARIM IS BROKEN WITH NEW SPEAR OF SOJINRoyal - Wild Rift
Wild Rift: HECARIM WITH NEW MOVEMENT SPEED RUNE IS BROKENRoyal - Wild Rift Gameplay
Yordle Duskblade Hecarim is Actually OP - Full Damage BuildiTzSTU4RT
SUDDEN IMPACT BUFF MORE MOVEMENT SPEED FOR HECARIM | WILD RIFT GAMEPLAYiTzSTU4RT
YOU GET INSANE MOVEMENT SPEED WITH THIS BUILD Hecarim Wild Rift GameplayiTzSTU4RT