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.
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)
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 30% of the damage taken by enemies from any source within the area, capped from minions and monsters. This healing benefits from heal effects.
90 / 120 / 150 / 180 / 210
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.
Active:Hecarim is temporarily 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 gains 50 - 250 (based on distance traveled)bonusrange, knocks back his target 250 - 450 (based on distance traveled) units, and deals physical damage, 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, Hecarimdashes over it to reach his target.
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.
Active:Hecarim summons spectral riders and dashes in the target direction with them unstoppably, dealing magic damage to all enemies in their path.
150 / 250 / 350 (+ 100% AP)
Enemies within range of where Hecarim stops are also made to flee from him for 0.75 - 1.5 (based on distance traveled) seconds, also gradually 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.
The flee will only be applied to enemies on an area where Hecarim lands, so it's possible for someone to get hit by Onslaught of Shadows's without getting feared.