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

Ability Details
Warpath is a self-targeted buff.

Additional Information:

  • Warpath's bonus attack damage will adjust itself to any temporary movement speed (de)buffs Hecarim is affected by (Talisman of Ascension item Talisman of Ascension, 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 bonus attack damage granted is checked every 0.25 seconds.

COST: 32 / 34 / 36 / 38 / 40 Mana

Active: Hecarim cleaves nearby enemies, dealing physical damage, reduced to 66.7% against minions.

Physical Damage:
55 / 90 / 125 / 160 / 195 (+ 60% bonus AD)
Minion damage:
36.7 / 60 / 83.3 / 106.7 / 130 (+ 40% bonus AD)

If Hecarim damages at least one enemy with Rampage, its base cooldown on subsequent casts are reduced by 1 for 8 seconds, stacking up to twice.

Ability Details
Rampage is a point-blank area of effect.

Additional Information:

  • Rampage has no cast time and does not interrupt Hecarim's previous orders.
  • The stacks apply to Rampage's base cooldown (meaning their reduction applies first, and only after that does the one from items, runes, and/or masteries take effect) meaning the lowest it can get is 1.1 seconds (if powered by 45% cooldown reduction and both stacks)

Spirit of Dread
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 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 healed for 20% of the damage taken by enemies from any source within the area, capped from minions and monsters.

Maximum Healing:
90 / 120 / 150 / 180 / 210
Ability Details
Spirit of Dread is a point-blank area of effect.

Additional Information:

  • Spirit of Dread has no cast time and does not interrupt Hecarim's previous orders.
    • The only restriction Spirit of Dread has for 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: 24 / 22 / 20 / 18 / 16
Devastating Charge

Active: Hecarim is temporarily Ghost ghosted and gains bonus movement speed for 4 seconds, beginning at 25% and increasing to 75% over 3 seconds.

While Hecarim is charging, his next basic attack has 325 range, Airborne icon knocks back his target 250 / 450 units, and deals physical damage. The damage and knockback distance are increased based on how far Hecarim travelled during Devastating Charge's duration, ending its effects in the process.

Minimum Physical Damage:
45 / 80 / 115 / 150 / 185 (+ 50% bonus AD)
Maximum Physical Damage:
90 / 160 / 230 / 300 / 370 (+ 100% bonus AD)

If Hecarim's target is beyond narrow terrain, Hecarim dashes over it to reach his target.

Ability Details
Devastating Charge is a self-targeted buff with an on-hit effect component.

Additional Information:

  • Devastating Charge has no cast time and does not interrupt Hecarim's previous orders.
  • Hecarim's basic attack timer is reset on cast.
  • The cooldown begins on cast and not when the bonus movement speed expires.
  • The bonus movement speed stacks multiplicatively.

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

Active: Hecarim summons spectral riders and dashes forth with them in a line, becoming immune to crowd control while charging and dealing magic damage to all enemies in their path. Enemies within range of where Hecarim stops also Fear icon flee from him for 0.75 / 1.5 seconds.

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

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

Ability Details
Onslaught of Shadows is a ground-targeted, area of effect dash with a linear, pass-through skillshot component.

Additional Information:

  • The flee will only be applied to enemies near Hecarim when he finishes charging and not to those only hit by the spectral riders (but their damage will still apply to feared enemies)
    • Unlike Fear icon fear the flee from Onslaught of Shadows will always make affected units travel away from Hecarim (even as he continues to move himself) over its duration (its Loss of Control Indicator icon is different in comparison)
      • As a result Hecarim has some degree of control over where affected units will run.
  • While charging Hecarim gains 100% Mercury's Treads item Tenacity but he can still be damaged.