
Hecarim
A percentage of Hecarim's bonus movement speed is converted into bonus attack damage.
- Damage8
- Durability6
- Magic4
- Difficulty6
- Mobility8
- CC8
Counters by laneEach lane has counters + tips
Top
JunglePrimary
Mid
ADC
Support
How to play as Hecarim
Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.
Strong against
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Weak against
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Abilities
Warpath
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.
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.
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.
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.






















