
Hecarim
Hardest matchups for Hecarim in Jungle (Emerald, patch 16.20):
Sejuani,
Cho'Gath,
Zyra. Easiest:
Qiyana,
Brand,
Locke.
Try it in a draftCountersPower curvesIn the tier listWho wins into HecarimOn the pro tier list
Hecarim on patch 16.22
- Jungle49.5%#53 of 74B11,783 games
- steady since 16.21
Hecarim’s main role on patch 16.22 is Jungle: a 49.5% win rate across 11,783 Emerald games, #53 of 74 Jungle champions on the tier list (grade B), picked in 4.8% of games. Since patch 16.21, Hecarim Jungle has not moved by more than chance explains: 0.6 points across 62,385 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Jungle99% of its games | B | 49.2%49.1% raw ±0.5 | 31,441 | 4.5%4.4% banned | 52.9%44.4% first time |
| Top1% of its games | too few games | 46.7%28.1% raw ±7.6 | 167 | 0.0%4.5% banned | 51.2%46.3% first time |
| Mid0% of its games | too few games | 49.7%35.0% raw ±21.9 | 20 | 0.0%4.5% banned | 51.3%47.0% first time |
| Support0% of its games | too few games | 49.8%30.0% raw ±31.0 | 10 | 0.0%4.6% banned | 51.3%47.2% first time |
| Bot0% of its games | too few games | 49.9%33.3% raw ±56.6 | 3 | 0.0%4.5% banned | — |
Matchups
Every matchupHow to read this
Hecarim’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Hecarim, the part not explained by either champion’s strength.
Hardest for Hecarim
Lane leads and team bans
What Hecarim’s team bans
Champions a team bans more often when it has Hecarim than the other team does in the same games (202,899 games). The other team banned before Hecarim was picked, so the gap is the ban spent because Hecarim was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Hecarim is built in this lane, most common first, with the items those builds finish and how they win.
- AD bruiser


49.8%21,259 games - Lethality


50.2%10,702 games - Mana stack


50.6%118 games - Crit


49.8%55 games - Tank


49.9%4 games
Runes and summoner spells
How to read this
How Hecarim does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
34,641 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Ghost + Smite49.0%33,902 games · 98% pick rate · the usual choiceRecommended
Keystones

Stormraider's Surge + Precision49.7%29,409 games · 85% pick rate · the usual choiceRecommended
Conqueror + Sorcery44.7%3,457 games · 10.0% pick rate · same players: −0.5 pts vs the usualRare: not recommended
Stormraider's Surge + Domination41.5%1,222 games · 3.5% pick rate · same players: −2.6 pts vs the usualRare: not recommended
Minor runes with Stormraider's Surge
Nimbus Cloak49.4%100% take it
Transcendence51.7%11% take it
Celerity49.1%89% take it
Waterwalking49.4%99% take it
Legend: Haste49.7%100% take it
Triumph49.7%98% take it
- Ability Haste51.6%10% take it
- Adaptive Force49.0%81% take it
- Attack Speed44.1%8.3% take it
- Adaptive Force48.8%97% take it
- Move Speed50.0%2.8% take it
- Health51.1%14% take it
- Health Scaling48.2%78% take it
- Tenacity and Slow Resist51.7%7.9% take it
These numbers describe, they do not prove. Each rate is Hecarim’s record when its player chose that option, pulled toward Hecarim’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Hecarim does when built that way.
The learning curve
Champion pool
On a first game Hecarim wins 43.2%; in the hands of players with the most mastery on it, 53.3%. That gap ranks it 7 of 173 for how much practice pays. It crosses 50% at about 99K mastery points.
Pro play
On the pro tier list
Hecarim in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Jungle | 49.4%0W 4L | 0%0% in any lane | 75% counter | −338 gold | — |
How much knowing Hecarim pays
Players on their Mastery band win 10.0 points more on Hecarim than first-timers do: #7 of 173 champions for how much mastery pays.
At 300k+ mastery points, Hecarim players win 53.3%: #22 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 55.2% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.