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Hecarim OriginalCentered.jpg
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Innate: Hecarim gains Attack damage icon.png bonus attack damage equal to 12% − 24% (based on level) of his Movement speed icon.png bonus movement speed.

  • Warpath's bonus attack damage will adjust itself to any temporary movement speed buffs and debuffs Hecarim is affected by (Youmuu's Ghostblade Youmuu's Ghostblade, Song of Celerity Song of Celerity, Ghost Ghost, Randuin's Omen Randuin's Omen, Wither Wither).
    • Since this only affects bonus values Hecarim will not dip below his regular attack damage if he is Slow icon.png slowed below his base movement speed.
  • The amount of movement speed scaling to bonus attack damage is refreshed every 0.25 seconds.

COST: 28 / 31 / 34 / 37 / 40 Mana

Active: Hecarim cleaves nearby enemies, dealing physical damage, reduced to 60% against minions.

Physical Damage:
60 / 102 / 144 / 186 / 228 (+ 70% bonus AD)
Minion damage:
36 / 61.2 / 86.4 / 111.6 / 136.8 (+ 42% bonus AD)

If Hecarim damages at least one enemy with Rampage, he gains a buff for 8 seconds, stacking up to two times, with the duration refreshing on subsequent damaging hits. The buff increases the damage of Rampage by 5% and reduces the base cooldown by 1, up to a 10% damage increase and a reduction in 2 seconds of the base cooldown at two stacks.

Maximum Damage:
66 / 112.2 / 158.4 / 204.6 / 250.8 (+ 77% bonus AD)
Maximum Minion damage:
39.6 / 67.32 / 95.04 / 122.76 / 150.48 (+ 46.2% bonus AD)

  • No additional notes.

Map-Specific Differences
The Thinking Manatee profileicon.png Ultra Rapid Fire differences
  • Stacking cooldown reduction effect removed. *

Spirit of Dread
COST: 50 / 60 / 70 / 80 / 90 Mana
COOLDOWN: 22 / 21 / 20 / 19 / 18
Spirit of Dread.png

Active: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach.

Magic Damage Per Second:
20 / 30 / 40 / 50 / 60 (+ 20% AP)
Total Magic Damage:
80 / 120 / 160 / 200 / 240 (+ 80% AP)

While Spirit of Dread is active, Hecarim is Heal power.png healed for 30% of the damage taken by enemies from any source within the area, capped from Minion icon.png minions and Monster icon.png monsters.

Capped Healing:
90 / 120 / 150 / 180 / 210

  • The only restriction Spirit of Dread has for Heal power.png healing Hecarim is that the source must not be an enemy (damage from neutral monsters will count) and that enemies spending their own health to use abilities will not count.
  • The healing cap against minions accounts for every single one regardless of how many are present and/or affected by Spirit of Dread at the time of cast.

Devastating Charge
COST: 60 Mana
COOLDOWN: 20 / 19 / 18 / 17 / 16
Devastating Charge.png

Active: Hecarim becomes Ghost.png ghosted and gains Movement speed icon.png 25% − 75% (based on time active) bonus movement speed for 4 seconds.

While in effect, Hecarim's next basic attack is empowered to become Excessive Force 2.png unstoppable, gain 50 − 250 (based on distance traveled) Range icon.png bonus range, and cause him to Dash.png dash towards the target's direction. If the target remains nearby during Hecarim's dash, they're Airborne icon.png knocked back 250 − 450 (based on distance traveled) units, Stun icon.png stunned for 0.25 seconds, and dealt modified physical damage, increased by 0% − 100% (based on distance traveled), ending the ability in the process.

Minimum Physical Damage:
35 / 65 / 95 / 125 / 155 (+ 50% bonus AD)
Maximum Physical Damage:
70 / 130 / 190 / 250 / 310 (+ 100% bonus AD)

Devastating Charge Bladework.png resets Hecarim's basic attack timer and can Critical strike icon.png critically strike for (100% + 35% 35%) AD bonus physical damage.

Devastating Charge's duration is paused during Onslaught of Shadows Onslaught of Shadows.

  • Hecarim can cast any of his abilities while Dash.png dashing.
  • The bonus movement speed Multiple stacking icon.png stacks multiplicatively with other sources.
  • The bonus attack range stacks additively with Rapid Firecannon Rapid Firecannon.
  • Devastating Charge will still apply its effects to the target even if the Dash.png dash is Silence icon.png interrupted, but not if he goes into Revival icon.png resurrection.
  • Devastating Charge's damage will apply Life steal icon.png life steal and will affect structures.
  • "Distance traveled" can be simple movement as well as Dash.png dashing and Flash.png blinking.
  • Devastating Charge's damage will not bypass Spirit's Refuge.png block or Counter Strike.png dodge but the Airborne icon.png knock back will still be applied.
    • Devastating Charge will still deal damage while Blind icon.png blinded.
  • While Grounded icon.png grounded or Root icon.png rooted, Hecarim loses the Range icon.png bonus attack range from Devastating Charge.
    • Hecarim will not use the empowered attack while Root icon.png rooted.
  • The Dash.png dash does not follow targets. The target's position at the time of the enhanced attack is the direction Hecarim will leap to.

Map-Specific Differences
The Thinking Manatee profileicon.png Ultra Rapid Fire differences
  • Cooldown begins after the empowered attack is used or times out. *

Onslaught of Shadows
COST: 100 Mana
COOLDOWN: 140 / 120 / 100
Onslaught of Shadows.png

Active: Hecarim summons spectral riders and Dash.png dashes with Unstoppable icon.png displacement immunity in the target direction with them, dealing magic damage to and Sight icon.png revealing all enemies in their path for 2.5 seconds.

Magic damage:
150 / 250 / 350 (+ 100% AP)

Enemies within range of where Hecarim stops are also made to Flee icon.png flee from him for 0.75 − 2 (based on distance traveled) seconds, also gradually Slow icon.png slowing them by up to 99% over the duration. The slow's strength cannot be reduced and is based on how far the affected units are from Hecarim, having no slow at all from very close range.

The wave of spectral riders travels through Onslaught of Shadows's full length, regardless of where Hecarim himself stops.

  • No additional details.


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