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Hecarim OriginalCentered.jpg
Hecarim
Hecarim (Universe)Hecarim (Universe)
Hecarim (League of Legends)Hecarim (League of Legends)
Hecarim (Teamfight Tactics)Hecarim (Teamfight Tactics)
Hecarim (Legends of Runeterra)Hecarim (Legends of Runeterra)
Hecarim (Development)Hecarim (Development)

Hecarim is a champion in League of Legends.[1]

Abilities

Edit

Warpath

Hecarim Warpath.png

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.

Info
  • Warpath's bonus attack damage will adjust itself to any temporary movement speed buffs and debuffs Hecarim is affected by.
    • 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.

Edit

Rampage

Hecarim Rampage.png

Active: Hecarim cleaves his glaive around himself, dealing physical damage to nearby enemies, reduced to 60% against Minion icon.png minions.

Physical Damage:
60 / 97 / 134 / 171 / 208 (+ 85% bonus AD)
Minion damage:
36 / 58.2 / 80.4 / 102.6 / 124.8 (+ 51% 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 2% (+ 3% of 100 bonus AD) and reduces the base cooldown by 1, up to a 4% (+ 6% of 100 bonus AD) damage increase and a reduction in 2 seconds of the base cooldown at two stacks.

Info
  • No additional notes.

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

Edit

Spirit of Dread

Hecarim Spirit of Dread.png

Active: Hecarim surrounds himself with the Spirit of Dread for 4 seconds, dealing magic damage to nearby enemies every second.

Magic Damage Per Tick:
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 icon.png healed for 30% (+ 2.5% of 100 bonus AD) of the post-mitigation damage dealt to enemies within the area, reduced to 15% (+ 1.25% of 100 bonus AD) for damage dealt by allies. The healing is capped against Minion icon.png minions and Monster icon.png monsters.

Capped Healing:
120 / 150 / 180 / 210 / 240

Info
  • 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.

Edit

Devastating Charge

Hecarim Devastating Charge.png

Active: Hecarim becomes Ghost.png ghosted and gains Movement speed icon.png 25% − 65% (based on time active) bonus movement speed for 4 seconds.

Hecarim's next basic attack during this time gains 50 − 250 (based on distance traveled) Range icon.png bonus range and causes him to Dash.png dash towards the target's direction, Reveal icon.png revealing them for 1 second. If the target remains nearby during the dash, the bonus movement speed is consumed and Hecarim Airborne icon.png knocks them back 250 − 450 (based on distance traveled) units, Stun icon.png stuns them for 0.25 seconds, and deals them modified physical damage, increased by 0% − 100% (based on distance traveled).

Minimum Physical Damage:
30 / 50 / 70 / 90 / 110 (+ 55% bonus AD)
Maximum Physical Damage:
60 / 100 / 140 / 180 / 220 (+ 110% bonus AD)

Devastating Charge Fiora Bladework.png resets Hecarim's basic attack timer and can Critical strike icon.png critically strike for (75% + 35% 35%) AD bonus physical damage.

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

Info
  • Hecarim can cast any of his abilities while Dash.png dashing.
  • If the target does not remain nearby during the dash, Devastating Charge's effect will not be consumed.
  • The bonus movement speed Multiple stacking icon.png stacks multiplicatively with other sources of movement speed boosts.
  • 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 Shen Spirit's Refuge.png block or Jax 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.
  • Unstoppable icon.png Displacement immunity will not resist the application of the Stun icon.png stun.

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

Edit

Onslaught of Shadows

Hecarim Onslaught of Shadows.png

Active: Hecarim summons 5 spectral riders in an arrow formation and Dash.png dashes with Unstoppable icon.png displacement immunity in the target direction with them, dealing magic damage to and Reveal icon.png revealing all enemies in their path for 2.5 seconds.

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

Where he stops, enemies in a radius around Hecarim 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.

Info
  • The spectral rider missiles originate at Hecarim's location, 145 units behind and 100 units to either side of him, and 290 units behind and 200 units to either side. They travel 1510 units forward parallel to Hecarim from their origin each.
  • Only the spectral riders deal damage to enemies they pierce, Hecarim only dashes and fears enemies at the end of it.


Patch history

For the expanded patch notes, see here.
V11.20
  • Spirit of Dread Spirit of Dread
    • Cooldown reduced to 18 seconds at all ranks from 22 / 21 / 20 / 19 / 18.
    • Healing cap increased to 120 / 150 / 180 / 210 / 240 from 90 / 120 / 150 / 180 / 210.
V11.12
  • Stats
    • Base armor increased to 35 from 32.
  • Rampage Rampage
    • Bonus AD ratio increased to 85% bonus AD from 75%.
V11.11
  • Rampage Rampage
    • Damage bonus AD ratio increased to 75% bonus AD from 70%.
  • Devastating Charge Devastating Charge
    • Minimum bonus AD ratio increased to 55% bonus AD from 50%.
      • Maximum bonus AD ratio increased to 110% bonus AD from 100%.
V11.9
  • Stats
    • Base armor reduced to 32 from 36.
    • Armor growth increased to 4.25 from 4.
  • Rampage Rampage
    • Damage amplification per stack reduced to 2% from 5%.
    • New Effect: Damage amplification per stack now scales with 3% per 100 bonus AD.
  • Spirit of Dread Spirit of Dread
    • New Effect: Healing now scales with 2.5% per 100 bonus AD.
    • Healing from ally damage reduced to 15% from 30%.
    • New Effect: Healing from ally damage now scales with 1.25% per 100 bonus AD.
  • Devastating Charge Devastating Charge
    • Minimum base damage reduced to 30 / 50 / 70 / 90 / 110 from 35 / 65 / 95 / 125 / 155.
      • Maximum base damage reduced to 60 / 100 / 140 / 180 / 220 from 70 / 130 / 190 / 250 / 310.
V11.7
  • Devastating Charge Devastating Charge
    • Bonus movement speed reduced to 25% − 65% (based on time active) from 25% − 75% (based on time active).
V11.6
  • Rampage Rampage
    • Base damage reduced to 60 / 97 / 134 / 171 / 208 from 60 / 102 / 144 / 186 / 228.
V11.5
  • General
    • Updated visual effects.
V11.1
  • Stats
    • Base magic resistance reduced to 32 from 32.1.
V10.24
  • Warpath Warpath
    • Movement speed conversion reduced to 12% − 24% (based on level) from 15% − 30%.
  • Devastating Charge Devastating Charge
    • Bonus movement speed reduced to 25% − 75% (based on time active) from 25% − 85%.
    • Bug Fix: No longer gains more than 25% movement speed immediately after immediately casting.
V10.23
  • Stats
    • Mana growth increased to 60 from 40.
V10.21
  • Devastating Charge Devastating Charge
    • Minimum base damage reduced to 35 / 65 / 95 / 125 / 155 from 45 / 75 / 105 / 135 / 165.
      • Maximum base damage reduced to 70 / 130 / 190 / 250 / 310 from 90 / 150 / 210 / 270 / 330.
V10.17
  • Devastating Charge Devastating Charge
    • Bonus movement speed reduced to 25% − 85% (based on time active) from 25% − 100% (based on time active).
V10.16
  • Devastating Charge Devastating Charge
    • Bonus movement speed increased to 25% − 100% (based on time active) from 25% − 75% (based on time active).
V10.12
  • Rampage Rampage
    • Bug Fix: Tooltip in the collection tab has been updated to accurately reflect its latest state.
V10.11
  • Rampage Rampage
    • Base damage increased to 60 / 102 / 144 / 186 / 228 from 55 / 95 / 135 / 175 / 215.
    • Minion damage reduced to 60% from 66.6%.
V10.6
  • Onslaught of Shadows Onslaught of Shadows
    • Fear duration increased to 0.75 − 2 (based on distance traveled) seconds from 0.75 − 1.5 (based on distance traveled).
V9.9
  • Rampage Rampage
    • Damage amplification per stack reduced to 5% from 10%.
  • Devastating Charge Devastating Charge
    • Minimum base damage reduced to 45 / 75 / 105 / 135 / 165 from 45 / 80 / 115 / 150 / 185.
    • Maximum base damage reduced to 90 / 150 / 210 / 270 / 330 from 90 / 160 / 230 / 300 / 370.
V9.6
  • Rampage Rampage
    • New Effect: Now deals 10% increased damage per stack.
  • Elderwood Hecarim Elderwood Hecarim
    • Bug Fix: Recall no longer uses the base skin's recall audio.
V9.4
  • Rampage Rampage
    • Mana cost reduced to 28 / 31 / 34 / 37 / 40 from 32 / 34 / 36 / 38 / 40.
  • Devastating Charge Devastating Charge
    • Cooldown reduced to 20 / 19 / 18 / 17 / 16 seconds from 24 / 22 / 20 / 18 / 16.
V8.16
  • Rampage Rampage
    • Base damage increased to 55 / 95 / 135 / 175 / 215 from 55 / 90 / 125 / 160 / 195.
    • Bonus AD ratio increased to 70% bonus AD from 60%.
V8.7
V7.22
  • Stats
    • Base attack damage increased to 66 from 58.
    • Base armor increased to 36 from 26.72.
  • Rampage Rampage
    • Base damage increased to 55 / 90 / 125 / 160 / 195 from 50 / 85 / 120 / 155 / 190.
  • Devastating Charge Devastating Charge
    • Base damage increased to 45 / 80 / 115 / 150 / 185 from 40 / 75 / 110 / 145 / 180.
V7.17
V7.11
  • Devastating Charge Devastating Charge
    • Bug Fix: Stomp can no longer be reused if his initial target dies during the stomp animation.
V7.1
V6.20
V6.15
  • Stats
    • Base attack damage reduced to 58 from 61.37.
  • Rampage Rampage
    • Base damage reduced to 50 / 85 / 120 / 155 / 190 from 60 / 95 / 130 / 165 / 200.
V6.14
  • General
    • Bug Fix: Headless Hecarim's smoke effects no longer stutter.
V6.12
V6.7
V6.5
  • Devastating Charge Devastating Charge
    • Bonus movement speed stacking changed to multiplicative from additive.
    • New Effect: Airborne icon.png Knock back distance increases with the distance traveled by Hecarim over the duration.
      • Knockback distance changed to 250 - 450 from 300.
    • New Effect: Buff bar displays knockback level and speed.
    • Bug Fix: Fixed a bug where Devastating Charge would move Hecarim while rooted.
V6.2
V5.24
V5.23
  • Stats
    • Base mana reduced to 277.2 from 327.2.
    • Mana growth increased to 40 from 37.
V5.22
  • Stats
    • Base mana increased to 327.2 from 277.2.
    • Mana growth reduced to 37 from 40.
V5.11
  • Warpath Warpath
    • Bonus attack damage value check frequency increased to every 0.25 seconds from every 1.
  • Devastating Charge Devastating Charge
    • Bonus movement speed stacking changed to additive from multiplicative.
V5.9
  • Rampage Rampage
    • Damage to monsters increased to 100% from 66
    • Mana cost increased to 32 / 34 / 36 / 38 / 40 from 20 / 23 / 26 / 29 / 32.
V5.7
  • Stats
    • Base health regen reduced to 7 from 9.25.
    • Base mana regen reduced to 6.5 from 7.5.
V5.1
  • Rampage Rampage
    • Mana cost reduced to 20 / 23 / 26 / 29 / 32 from 24 / 26 / 28 / 30 / 32.
  • Spirit of Dread Spirit of Dread
    • Healing cap against minions/monsters increased to 90 / 120 / 150 / 180 / 210 from 60 / 90 / 120 / 150 / 180.
V4.13
  • Warpath Warpath
    • Bonus attack damage increased to 15 / 17.5 / 20 / 22.5 / 25 / 27.5% of bonus movement speed from 10 / 12.5 / 15 / 17.5 / 20 / 22.5%.
  • Rampage Rampage
    • Mana cost reduced to 24 / 26 / 28 / 30 / 32 from 24 / 28 / 32 / 36 / 40.
V4.5
  • Stats
    • Base armor increased to 20 from 16.
V4.1
  • Spirit of Dread Spirit of Dread
    • Bug Fix: Amount healed is now correctly 20% instead of 10 / 15 / 20 / 25 / 30%.
V3.9
  • Rampage Rampage
    • Mana cost changed to 24 / 28 / 32 / 36 / 40 from 25 at all ranks.
V3.8
  • Devastating Charge Devastating Charge
    • New Effect: If the target is beyond narrow terrain Hecarim will leap over it to reach them.
  • Onslaught of Shadows Onslaught of Shadows
    • Removed: Dealing 50 / 125 / 200 + 40% AP damage at end location.
    • Spectral rider base damage increased to 150 / 250 / 350 from 100 / 200 / 300
    • Spectral rider AP ratio increased to 100% AP from 40% AP.
V3.5 (Balance update)
  • Spirit of Dread Spirit of Dread
    • Cooldown increased to 22 / 21 / 20 / 19 / 18 seconds from 18 / 17 / 16 / 15 / 14.
V3.03
  • Rampage Rampage
    • Base damage increased to 60 / 95 / 130 / 165 / 200 from 50 / 85 / 120 / 155 / 190.
  • Spirit of Dread Spirit of Dread
    • Healing changed to 20% at all ranks from 10 / 15 / 20 / 25 / 30.
    • Cooldown increased to 20 / 18.5 / 17 / 15.5 / 14 seconds from 14 at all ranks.
    • Bug Fix: Fixed a tooltip error that displayed more damage was actually dealt.
V1.0.0.152
  • Stats
    • Movement speed increased to 345 from 320.
    • Base attack damage increased to 59 from 56.
    • Attack damage per level increased to 3.2 from 3.
V1.0.0.149
  • Devastating Charge Devastating Charge
    • Bug Fix: Fixed a bug where colliding with enemy turrets would take aggro.
V1.0.0.144
  • Devastating Charge Devastating Charge
    • Collision updated to be more responsive when hitting enemies.
    • Initial bonus movement speed increased to 25% from 0%.
      • Maximum bonus movement speed and distance required unchanged.
  • Onslaught of Shadows Onslaught of Shadows
    • New Effect: Flee speed increases based on how close enemies are to Hecarim.
V1.0.0.140
V1.0.0.138
  • Warpath Warpath (Innate)
    • Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
  • Rampage Rampage (Q)
    • Hecarim cleaves nearby enemies, dealing physical damage.
  • Spirit of Dread Spirit of Dread (W)
    • Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains health equal to a percentage of any damage those enemies suffer.
  • Devastating Charge Devastating Charge (E)
    • Hecarim gains increasing movement speed for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
  • Onslaught of Shadows Onslaught of Shadows (Ultimate)
    • Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, dealing additional magic damage to nearby enemies, causing them to flee in terror.

See also

References

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