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Champion Background Strategy Skins & Trivia
Statistics Edit
Health 599.6 (+95) Attack damage 61.376 (+3.2)
Health regen. 7 (+0.75) Attack speed [*] 0.67 (+2.5%)
Mana 277.2 (+40) Armor 26.72 (+4)
Mana regen. 6.505 (+0.6) Magic res. 32.1 (+1.25)
Melee 175 Mov. speed 345



Hecarim is perpetually Ghost ghosted and gains 15% - 30% (based on level) of his bonus movement speed as bonus attack damage.

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, Sona 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 Nasus 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.
  • The amount of bonus attack damage granted is checked every 0.25 seconds

RANGE: 350
COST: 32 / 34 / 36 / 38 / 40 Mana

Active: Hecarim cleaves nearby enemies, dealing physical damage that is increased by 50% against monsters and champions.

「 Physical Damage: 40 / 63.3 / 86.7 / 110 / 133.3 (+ 40% bonus AD) 」「 Enhanced Physical Damage: 60 / 95 / 130 / 165 / 200 (+ 60% bonus AD) 」

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

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. (There is a bug known as of patch 5.22 where the Q is not reducing the base cooldown by 2 seconds and is reducing the total cooldown by 2 seconds. This means rampage has a theoretical cooldown of .2 seconds with 45% CDR.) The discovery of this bug is given credit to the popular streamer Sickmotion.

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.

「 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 dealt by any source to enemies within the area, capped against minions and monsters.

  • Healing Cap: 90 / 120 / 150 / 180 / 210
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
RANGE: 325
COST: 60 Mana
COOLDOWN: 24 / 22 / 20 / 18 / 16
Devastating Charge

Active: Hecarim 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 range, Airborne icon knocks back his target, and deals physical damage based on how far Hecarim traveled during Devastating Charge's duration, ending its effects in the process.

「 Minimum Physical Damage: 40 / 75 / 110 / 145 / 180 (+ 50% bonus AD) 」「 Maximum Physical Damage: 80 / 150 / 220 / 290 / 360 (+ 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-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.
  • The percentage movement speed bonuses provided by Devastating Charge are applied 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 8% + 27% + 175% = 210%.

Onslaught of Shadows
RANGE: 1000
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 1 second.

  • 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 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.


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