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Hecarim

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Champion Background Strategy Skins & Trivia
HecarimSquare Hecarim
the Shadow of War
Cost: IP 6300 or RP 975
Primary: Fighter Secondary: Tank Release date 2012-04-18
Attackpower.png 80
Defensepower.png 60
Abilitypower.png 40
Difficulty.png 60
Statistics
Health 440 (+95) Attack damage 56 (+3.2)
Health regen. 8 (+0.75) Attack speed 0.67 (+2.5%)
Mana 210 (+40) Armor 20 (+4)
Mana regen. 6.5 (+0.6) Magic res. 30 (+1.25)
Range 175 (Melee) Mov. speed 345
Hecarim, the Shadow of War is a champion in League of Legends [1].

Abilities

Warpath
Warpath

Hecarim ignores unit collision and gains bonus attack damage equal to 15 / 17.5 / 20 / 22.5 / 25 / 27.5 / 30 % of his bonus movement speed.

Ability Details
Warpath is a self-buff.

Additional Information:

  • Warpath's attack damage bonus will adjust itself to any temporary movement speed buffs Hecarim receives, such as those from Talisman of Ascension item.png Talisman of Ascension, SonaSquare.png Sona's Song of Celerity.png Song of Celerity, Ghost.png Ghost or Speed Shrine in Dominion. This also can be detrimental - Warpath will be adversely affected by slowing effects, such as from Randuin's Omen item.png Randuin's Omen or NasusSquare.png Nasus's Wither.png Wither. However, Hecarim will not dip below his regular attack damage if he is slowed below his base movement speed, as Warpath only counts his bonus movement speed.
  • Hecarim has no unit collision of his own, and does not block other units' pathing. Potentially, this can have the dubious effect of allowing him to completely obscure the click area of a minion or smaller allied champion with his large hitbox.


Rampage
RANGE: 350
COST: 24 / 26 / 28 / 30 / 32 Mana
COOLDOWN: 4
Rampage

Active: Hecarim cleaves nearby enemies, dealing physical damage. This skill deals only 66% damage to minions and monsters.

If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage for 8 seconds, reducing the base cooldown of this ability by 1 second. This effect can stack up to 2 times.

  • Physical damage: 60 / 95 / 130 / 165 / 200 (+ 60% bonus AD)
  • Minion/monster damage: 40 / 63.3 / 86.7 / 110 / 133.3 (+ 40% bonus AD)
Ability Details
Rampage is a point blank area of effect ability.

Additional Information:

  • Rampage has no cast time and does not interrupt Hecarim's previous orders.
  • Rampage stacks reduce the ability's base cooldown, distinct from the usual flat cooldown reduction of abilities such as Undertow.png Undertow and Arcane Mastery.png Arcane Mastery. This means cooldown reduction from items, runes or masteries is applied after the reduction from any Rampage stacks. This makes Rampage's minimum cooldown 1.2 seconds at 40% cooldown reduction and 2 Rampage stacks, instead of 0.4 seconds.


Spirit of Dread
RANGE: 525
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.

Hecarim is healed for 20% of the damage dealt by any source to enemies within the area. Healing from damage dealt to minions or monsters are capped per cast.

  • Magic damage per second: 20 / 30 / 40 / 50 / 60 (+ 20% AP)
  • Max damage: 80 / 120 / 160 / 200 / 240 (+ 80% AP)
  • Minion/Monster healing cap: 60 / 90 / 120 / 150 / 180
Ability Details
Spirit of Dread is a point blank area of effect ability.

Additional Information:

  • Spirit of Dread has no cast time and does not interrupt Hecarim's previous orders.
  • Spirit of Dread will heal Hecarim for damage from any source from any enemy whatsoever, including basic attacks, abilities, items, and summoner spells sourced from himself, allied champions, allied structures, minions and even neutral monsters.
    • The sole exception to this is for abilities that cost health - Hecarim will not heal if an enemy expends health to cast a spell within Spirit of Dread's radius.
  • Spirit of Dread's minion healing cap is based on total healing from all minions. This means that Hecarim can only be healed for up to 60/90/120/150/180 health regardless of how many minions are affected by the spell.


Devastating Charge
COST: 60 Mana
COOLDOWN: 24 / 22 / 20 / 18 / 16
Devastating Charge

Active: Hecarim gains 75% movement speed over the course of 3 seconds, starting with initial 25% upon cast, and ending one second afterward. While Hecarim is charging, he gains 150 extra attack range (325 total). His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.

  • Minimum physical damage: 40 / 75 / 110 / 145 / 180 (+ 50% bonus AD)
  • Max physical damage: 80 / 150 / 220 / 290 / 360 (+ 100% bonus AD)

If Hecarim's target is beyond narrow terrain, Hecarim will leap over the terrain to his target.

Ability Details
Devastating Charge is a self-buff autoattack modifier ability.
  • The triggering attack will apply other on-hit effects as normal but cannot critically strike.
    • The bonus damage from Devastating Charge will apply life steal.
    • Devastating Charge's bonus damage will affect structures.
    • Devastating Charge's bonus damage will not go through blind, Aegis Protection.png block, Counter Strike.png dodge and Riposte.png parry but the knockback will still be applied.
  • Banshee's Veil item.png Spell shields will block the enhanced autoattack.

Additional Information:

  • Devastating Charge has no cast time and does not interrupt Hecarim's previous orders.
  • Devastating Charge resets Hecarim's autoattack timer on cast.
  • Devastating Charge's cooldown begins on cast, not when the buff expires.
  • Unusually for a movement speed-increasing ability, the percentage movement speed bonuses provided by Devastating Charge are applied multiplicatively and not additively.
    • For example, the ability in tandem with a Trinity Force item.png Trinity Force, Ghost.png Ghost and no other modifiers will result in a net movement speed modifier of (100% + 8% + 27%) × 175% = 236% instead of 210%.


Onslaught of Shadows
RANGE: 1000
COST: 100 Mana
COOLDOWN: 140 / 120 / 100
Onslaught of Shadows

Active: Hecarim summons spectral riders and charges forward with them in a line, dealing magic damage to enemies in their path. Enemies within range of where Hecarim stops will flee in terror for 1 second.

The wave of spectral riders will travel the maximum distance possible in the direction of the cast, regardless of where Hecarim himself stops.

  • Magic damage: 150 / 250 / 350 (+ 100% AP)
Ability Details
Onslaught of Shadows is a ground target area of effect dash with a linear pass through skillshot component.

Additional Information:

  • Onslaught of Shadows' flee will only be applied to enemies near Hecarim when he finishes his charge. It is not applied to enemies that are only hit by the riders. This is not conversely true - enemies who are feared by Hecarim will always receive the damage as well.
  • Onslaught of Shadows' flee is distinct from the usual fear in that affected units will always travel away from Hecarim for its duration, and it has a different Loss of Control Indicator icon to show this. The flee is dynamic, meaning that the affected target will continue running away from Hecarim, even as he continues to move himself, allowing some degree of control over where affected units will run.


References

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