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Abilities

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Warpath
Warpath

Innate: Hecarim gains 15% − 30% (based on level) of his bonus Movement speed icon movement speed as bonus attack damage.

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

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Rampage
EFFECT RADIUS: 350
CAST TIME: none
COST: 28 / 31 / 34 / 37 / 40 Mana
COOLDOWN: 4
Rampage

Active: Hecarim cleaves nearby enemies, dealing Attack damage 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, its base Cooldown reduction icon cooldown is reduced by 1 second and the damage is increased by 5% for 8 seconds, stacking up to two times.

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)

Info
Notes
  • No additional notes.

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

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Spirit of Dread
EFFECT RADIUS: 575
CAST TIME: none
COST: 50 / 60 / 70 / 80 / 90 Mana
COOLDOWN: 22 / 21 / 20 / 19 / 18
Spirit of Dread

Active: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing Magic damage 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 healed for 30% of the damage taken by enemies from any source within the area, capped from Minion icon minions and Monster icon monsters.

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

Info
Notes
  • The only restriction Spirit of Dread has for Heal power 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.

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Devastating Charge
CAST TIME: none
COST: 60 Mana
COOLDOWN: 20 / 19 / 18 / 17 / 16
Devastating Charge

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

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

Minimum Physical Damage:
45 / 75 / 105 / 135 / 165 (+ 50% bonus AD)
Maximum Physical Damage:
90 / 150 / 210 / 270 / 330 (+ 100% bonus AD)

Devastating Charge Bladework resets Hecarim's basic attack timer.

Info
Notes
  • The bonus movement speed Multiple stacking icon stacks multiplicatively with other sources.
  • The bonus attack range stacks additively with Rapid Firecannon item Rapid Firecannon.
  • Devastating Charge will still apply its effects to the target even if the Dash dash is Silence icon interrupted, but not if he goes into Revival icon resurrection.
  • Devastating Charge's damage will apply Life steal icon life steal and will affect structures.
  • "Distance traveled" can be simple movement as well as Dash dashing and Flash blinking.
  • Devastating Charge's damage will not bypass Spirit's Refuge block or Counter Strike dodge but the Airborne icon knock back will still be applied.
    • Devastating Charge will still deal damage while Blind icon blinded.
  • Hecarim cannot Dash dash if he becomes Root icon rooted but he can while Grounded icon grounded.
    • While rooted, the Range icon bonus attack range is temporarily lost and Hecarim may only attack normally (does not use nor consume the empowered attack) from his own attack range.
  • The Dash 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 Ultra Rapid Fire differences:
  • Cooldown begins after the empowered attack is used or times out. *

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Onslaught of Shadows
TARGET RANGE: 1000
CAST TIME: none
COST: 100 Mana
COOLDOWN: 140 / 120 / 100
Onslaught of Shadows

Active: Hecarim summons spectral riders and Dash dashes Unstoppable icon unstoppably in the target direction with them, dealing magic damage to all enemies in their path.

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

Enemies within range of where Hecarim stops are also made to Flee icon flee from him for 0.75 − 2 (based on distance traveled) seconds, also gradually Slow icon slowing them by up to 99% over the duration. This slow cannot be reduced.

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

Info
Notes
  • No additional details.


References

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