(Innate): Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25% of his bonus movement speed.
Ability
Description
Leveling up
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, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.
Physical Damage to Minions: 33.33 / 56.66 / 80 / 103.33 / 126.66 (+0.4 per bonus attack damage)
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. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per cast.
Cooldown: 14 seconds
Diameter of AoE: 525
Cost: 50 / 60 / 70 / 80 / 90 mana
Magic Damage Per Second: 20 / 31.25 / 42.5 / 53.75 / 65 (+0.2 per ability power)
Maximum Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
Damage to Heal Ratio: 10 / 15 / 20 / 25 / 30 %
Minions Healing Cap: 60 / 90 / 120 / 150 / 180
Devastating Charge
(Active): Hecarim gains 75% movement speed, starting with initial 25% upon cast, over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
Maximum Damage: 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage)
Onslaught of Shadows
(Active): Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.