Fighter · Tank

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

Region

Patch 16.20, the current one

LaneGradeWin rateGamesPickedMains
Jungle99% of its gamesB49.2%49.1% raw ±0.531,4414.5%4.4% banned52.9%44.4% first time
Top1% of its gamestoo few games46.7%28.1% raw ±7.61670.0%4.5% banned51.2%46.3% first time
Mid0% of its gamestoo few games49.7%35.0% raw ±21.9200.0%4.5% banned51.3%47.0% first time
Support0% of its gamestoo few games49.8%30.0% raw ±31.0100.0%4.6% banned51.3%47.2% first time
Bot0% of its gamestoo few games49.9%33.3% raw ±56.630.0%4.5% banned—
How 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.

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.

How to read this

How Hecarim is built in this lane, most common first, with the items those builds finish and how they win.

  • AD bruiserSpear of ShojinDeath's DanceBlack Cleaver49.8%21,259 games
  • LethalityHubrisDeath's DanceEndless Hunger50.2%10,702 games
  • Mana stackManamuneSpear of ShojinBlack Cleaver50.6%118 games
  • CritDeath's DanceSpear of ShojinLord Dominik's Regards49.8%55 games
  • TankDead Man's PlateIceborn GauntletHeartsteel49.9%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

Summoner spellsGhostSmiteGhost + Smite49.0% · 33,902 games
KeystoneStormraider's SurgePrecisionStormraider's SurgeSorcery + Precision · 49.7%
RunesNimbus CloakTranscendenceWaterwalkingTriumphLegend: HasteNimbus Cloak · Transcendence · Waterwalking · Triumph · Legend: HasteShards: Ability Haste · Adaptive Force · Health
BuildGustwalker HatchlingStart: Gustwalker Hatchling · 51.2%Spear of ShojinBlack CleaverKey items: Spear of Shojin → Black Cleaver · 50.0%Gluttonous GreavesBoots: Gluttonous Greaves · 52.3%
Every option, with its numbers

Summoner spells

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

Keystones

  • Stormraider's SurgePrecisionStormraider's Surge + Precision49.7%29,409 games · 85% pick rate · the usual choiceRecommended
  • ConquerorSorceryConqueror + Sorcery44.7%3,457 games · 10.0% pick rate · same players: −0.5 pts vs the usualRare: not recommended
  • Stormraider's SurgeDominationStormraider'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

Row 1
  • Nimbus Cloak49.4%100% take it
Row 2
  • Transcendence51.7%11% take it
  • Celerity49.1%89% take it
Row 3
  • Waterwalking49.4%99% take it
Secondary: Precision
  • Legend: Haste49.7%100% take it
  • Triumph49.7%98% take it
Shard row 1
  • Ability Haste51.6%10% take it
  • Adaptive Force49.0%81% take it
  • Attack Speed44.1%8.3% take it
Shard row 2
  • Adaptive Force48.8%97% take it
  • Move Speed50.0%2.8% take it
Shard row 3
  • 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.

Champions like Hecarim

The champion map

Two different questions: which champions share its toolkit, and which ones the players who play it also play.

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.

  1. 43%First Time
  2. 45%Newbie
  3. 47%Casual
  4. 50%Experienced
  5. 52%Advanced
  6. 53%Mastery

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.

LaneWin ratePriorityBlind / counterLane @15Best pro
Jungle49.4%0W 4L0%0% in any lane75% 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.

50%<5k5–20k20–50k50–150k150–300k300k+First Time (<5k MP): 43.23% over 79,518 seatsNewbie (5k-20k MP): 45.10% over 118,738 seatsCasual (20k-50k MP): 46.61% over 109,176 seatsExperienced (50k-150k MP): 49.77% over 126,544 seatsAdvanced (150k-300k MP): 52.06% over 67,554 seatsMastery (> 300k MP): 53.26% over 142,040 seats

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.

Take Hecarim Into ActionPick in live draft, view lane counterpicks, or practice in solo arena.