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Hecarim OriginalCentered.jpg
Hecarim
UniverseUniverse
League of LegendsLeague of Legends
Teamfight TacticsTeamfight Tactics
Legends of RuneterraLegends of Runeterra

Abilities

Edit
Warpath
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
Notes
  • 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.

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

Info
Notes
  • 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
EFFECT RADIUS: 575
CAST TIME: none
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 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% 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

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

Edit
Devastating Charge
CAST TIME: none
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 (75% + 35% 35%) AD bonus physical damage.

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

Info
Notes
  • 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 edit
  • Cooldown begins after the empowered attack is used or times out. *

Edit
Onslaught of Shadows
TARGET RANGE: 1000
CAST TIME: none
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.

Info
Notes
  • No additional details.


Patch history

See here for the complete patch history.
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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