
Hecarim
A percentage of Hecarim's bonus movement speed is converted into bonus attack damage.
Base stats
Level 1 → level 15 (Wild Rift cap) · Range: 175- Health6302310 @15+120 per level
- Mana3801178 @15+57 per level
- Attack damage54110 @15+4 per level
- Attack speed0.801.08 @15+2.50% per level
- Armor46116 @15+5 per level
- Magic resistance3664 @15+2 per level
- Movement speed350no growth
- Health regen819.2 @15+0.8 per level
- Damage8
- Durability6
- Magic4
- Difficulty6
- Mobility8
- CC8
Counters by lane
Each lane has counters + tipsJunglePrimary · beats 6 · loses to 6
TopOff-lane · beats 5 · loses to 6
Strong against(5)
Recommended build
Boots → three core items in order, then situational picks. WildPick's own data, revised every patch.JungleAD jungler
Items that answer Hecarim
Grouped by why they work — hover or tap an item for its statsCut the healing
Hecarim heals or shields — Grievous Wounds removes most of that sustain.
Break the crowd control
Hecarim relies on a hard CC chain — tenacity and cleanses get you out of it.
Armor against physical damage
Hecarim deals mostly physical damage — armor scales your effective health against every hit.
Shred the tankiness
Hecarim stacks health and resistances — percent-health and penetration items cut through it.
Lock down the mobility
Hecarim escapes with dashes — slows and grounding effects keep them in range.
Abilities
Official descriptions + the latest numbers from patch notesWarpath
PCInnate: Hecarim gains bonus attack damage equal to % of his bonus movement speed.
Rampage
PCActive: Hecarim cleaves his glaive around himself, dealing physical damage to nearby enemies, reduced to 60% against minions.
If this damages an enemy, Hecarim gains a stack of Rampage for 8 seconds, refreshing on subsequent damage and stacking up to 3 times. Each stack increases Rampage's damage by 3% (+ 4% per 100 bonus AD) and reduces its base cooldown by 0.75 seconds, up to a 9% (+ 12% per 100 bonus AD) damage increase and a 2.25-second reduction of the base cooldown at maximum stacks. Stacks expire by one every 1 second when the duration ends.
- Damage
- 5/15/25/35 + 110% Attack Damage
- Recast within 8s
- 125% empowered damage
Spirit of Dread
PCActive: Hecarim surrounds himself with the Spirit of Dread for 4 seconds, dealing magic damage every second to nearby enemies.
While active, Hecarim gains bonus armor and bonus magic resistance and is heal for 25% of the post-mitigation damage dealt to enemies within the area from all sources, halved to 25/2% for damage dealt by allies. The healing is capped against minions and monsters.
- Damage and magic resistance
- 6/12/18/24
- Health regeneration
- 5/10/15/20 + 1% Bonus maximum health
- Health regeneration from damage dealt to enemy targets
- Damage dealt (20% + 0.02% Bonus Attack Damage)
Devastating Charge
PCActive: Hecarim becomes ghosted and gains type=time active% bonus total movement speed for 4 seconds.
During this time, Hecarim empowers his next basic attack to gain type=distance traveled% bonus range and cause him to dash in the target's direction, standard sight them for 1 second. If the target remains nearby during the dash, the ghosting and bonus movement speed ends prematurely and Hecarim airborne type=distance traveled% units, though not through terrain, stun them for 0.25 seconds, and deals them modified physical damage, increased by type=distance traveled%.
Devastating Charge can critically strike for bonus physical damage.
- Continuous movement speed increase
- 55%
Onslaught of Shadows
PCActive: Hecarim dash with displacement immunity to the target location and summons 5 spectral riders in an arrow formation that charge alongside him in the target direction, dealing magic damage to all enemies in their path and standard sight them for 2.5 seconds.
Upon arrival, he fear nearby enemies for type=distance traveled% seconds and slow them, ramping to 99% over the duration.
The wave of spectral riders travels independently of Hecarim and will always charge at the same distance. The slow's strength cannot be reduced and is increased based on how far away the affected units are from Hecarim. Onslaught of Shadows will cast at max range if cast beyond that.
- Cooldown
- 100/85/70s
Balance history
7 patches- 7.2b1 changesRampage
- Bonus Movement Speed on hit30%18%
- 7.0d3 changesBase Stats
- Base Attack Damage5854
- Attack Damage per level3.64
Spirit of Dread- Damage15/20/25/3012/18/24/30
- 6.2h3 changesBase Stats
- Base Attack Damage5458
- Base Armor4346
- Armor per level4.55
- 5.2a2 changesRampage
- Movement speed bonus on-hit40%30%
- Damage increase for next Rampage125%120%
- 5.1c2 changesBase Stats
- Growth Health120112
DEVASTATING CHARGE- Continuous movement speed increase65%55%
- 4.4b4 changesBase Stats
- Base Attack Damage5854
- Base Health630600
RAMPAGE- Damage10/20/30/40 + 110% Attack Damage5/15/25/35 + 110% Attack Damage
- Recast within 8s135% empowered damage125% empowered damage
- 4.3d4 changesSPIRIT OF DREAD
- Damage and magic resistance20/25/30/356/12/18/24
- Health regeneration10/15/20/25 + 1% Bonus maximum health5/10/15/20 + 1% Bonus maximum health
- Health regeneration from damage dealt to enemy targetsDamage dealt (25% + 0.02% Bonus Attack Damage)Damage dealt (20% + 0.02% Bonus Attack Damage)
ONSLAUGHT OF SHADOWS- Cooldown90/80/70s100/85/70s


























































