Hecarim ignores unit collision and gains bonus attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25 % of his bonus movement speed.
Rampage
Range: 350
Cooldown: 4
Cost: 25 Mana
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, reducing the base cooldown of this skill by 1 second for 8 seconds. This effect can stack up to 2 times.
Active: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for 20% of the damage dealt by any source to enemies within the area. Healing from damage dealt to minions is capped per cast.
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.
If Hecarim's target is beyond narrow terrain, Hecarim will leap over the terrain to his target.
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 cast, regardless of where Hecarim himself stops.