How to win the jungle race as Locke against Hecarim · Matchup data reviewed on patch 26.15
Read from Locke's seat: the race windows this plan plays for against Hecarim.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Even Skirmish | Neither side cleanly wins level 1 — stacked Rampage spam plus the E charge knock-back wins fights that start at his pace, but Q nail volleys clear camps at range while banking marks for the first scuttle fight. Trade only from full health; before either of you has a second camp down the first mis-step decides this, not the kits. |
| Level 2 Skirmish | Even Skirmish | Spirit of Dread sustain plus Q stacks wins the attrition fight, and that is worth exactly what you bring: the blink-auto mark consume chunks hard, but spending E in a duel spends the escape too. Contest the second buff when your health bar is the higher one and not before. |
| Level 3 Route | Respect Hecarim | The window at the opening scuttle belongs to Hecarim: the Devastating Charge knock-back engage rounds out a solid skirmish kit. Your own line is real — W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP — but it arrives second here. Trade when his Q stacks have dropped — off-stack Hecarim hits half as hard, then give up the level-3 river fight. |
| Levels 4-5 Macro | Respect Hecarim — Path Opposite | Levels 4-5 still belong to Hecarim in a straight fight — farm the opposite side, answer their ganks cross-map, and wait for your spike. |
| Level 6 Breakpoint | Respect Hecarim's R | The Onslaught fear charge opens fights with their carry running the wrong way, which is the whole problem: the R fear charge starts every fight with you running the wrong direction. Spread off his charge line — the fear radius punishes clumped contests, and spend Purgatory to equalize rather than to open. |
| First Item Spike | Lich Bane / Shadowflame Spike | Lich Bane turns every blink-consume into a Spellblade chunk and Shadowflame sharpens the low-HP crunch. This is your strongest duel window of the game — cash it on a pick, not a coin-flip. Hecarim's first item is where the Rampage spam stops being clear speed and starts being a real health bar of damage. |
| 2+ Items Scaling | Respect Hecarim Late — End Early | Late game you are a cleanup engine, not a frontliner: enter second, blink the marked kill, and chain E resets. Every sealed soul permanently raises the totem floor — your scaling is the seal count. |
Start Red with a leash and Q the camp from max nail range — W’s grey-health refund keeps the clear honest, but full clears cost real HP, so path toward a healthy scuttle, not a fight. Hecarim clears fast with stacked Rampage and Spirit of Dread sustain, and his passive means he is always moving.
Ranked by the race windows in Locke's plans — the jungle race carries no win-rate sample.
The full Locke vs Hecarim report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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Hecarim pressures 4 of the 7 windows in this race — survive the early game and scale into your windows.
Not exactly — Hecarim pressures 4 of the 7 windows, so Locke is playing catch-up and has to lean on the map.
Playing the other side? Hecarim vs Locke guide →
All Locke jungle matchups →
More Locke jungle matchups: vs Fiddlesticks · vs Gragas · vs Graves · vs Ivern · vs Jarvan IV · vs Jax