WildPick
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Hecarim
the Shadow of War

Hecarim

Passive · Warpath

A percentage of Hecarim's bonus movement speed is converted into bonus attack damage.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage8
  • Durability6
  • Magic4
  • Difficulty6
  • Mobility8
  • CC8
Counters by laneEach lane has counters + tips
Top

How to play as Hecarim

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Hecarim

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle
Primary

How to play as Hecarim

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Hecarim

Jungle: ward objectives, never walk blind into brush.

Mid

How to play as Hecarim

Mid: shove wave fast and roam to side lanes.

How to beat Hecarim

Mid: watch for roams and save Flash for the next gank.

Strong against

No data yet

Weak against

No data yet

ADC

How to play as Hecarim

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Hecarim

ADC: stay behind minions and focus the enemy ADC in fights.

Strong against

No data yet

Weak against

No data yet

Support

How to play as Hecarim

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Hecarim

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Strong against

No data yet

Weak against

No data yet

Abilities

Rampage

PC
Q

Active: 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.

Cooldown4

Spirit of Dread

PC
W

Active: 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.

Cooldown14

Devastating Charge

PC
E

Active: 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.

Cooldown20 to 16

Onslaught of Shadows

PC
Ultimate

Active: 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.

Cooldown140Range1510