Talk:Hecarim/@comment-4676001-20120607164817

Suggestion for Hecarim remake

(Innate): Hecarim ignores unit collision and gains flat movement speed equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25 % of his attack damage.

Q (Active): Hecarim cleaves nearby enemies, dealing physical damage. (600% damage to minions and monsters)

If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.
 * Cost: 25 mana
 * Cooldown: 4 seconds
 * Radius of AoE: 50

W (Active): Hecarim surrounds himself with the spirit of dread for 40 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per cast.
 * Cooldown: 14 seconds
 * Radius of AoE: 50

E (Active): Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.

R (Active): Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike.

Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 10 seconds
 * Cost: 1500 mana
 * Range: Global