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Hecarim

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Champion Ability Details Background Strategy Skins & Trivia
Hecarim
the Shadow of War
Cost: IP 6300 or RP 975
Fighter, Jungler, Melee Release date 18 April 2012
80
60
40
50
Statistics
Health 440 (+95) Attack damage 56 (+3.2)
Health regen. 8 (+0.75) Attack speed 0.670 (+2.5%)
Mana 210 (+40) Armor 16 (+4)
Mana regen. 6.5 (+0.6) Magic res. 30 (+1.25)
Range 175 Mov. speed 345

Hecarim, the Shadow of War is a champion in League of Legends.[1]

Abilities Edit

Warpath
    Warpath

    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
    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 8 seconds. 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)
    Spirit of Dread
    • Range: 525
    • Cooldown: 22 / 21 / 20 / 19 / 18
    • Cost: 50 / 60 / 70 / 80 / 90 Mana
    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 20% of the damage dealt by any source to enemies within the area. Healing from damage dealt to minions is capped per cast.

    • Magic damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+ 20% AP)
    • Max damage: 80 / 125 / 170 / 215 / 260 (+ 80% AP)
    • Minion healing cap: 60 / 90 / 120 / 150 / 180
    Devastating Charge
    • Cooldown: 24 / 22 / 20 / 18 / 16
    • Cost: 60 Mana
    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.

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

    • Minimum physical damage: 40 / 75 / 110 / 145 / 180 (+ 50% bonus AD)
    • Max physical damage: 80 / 150 / 220 / 290 / 360 (+ 100% bonus AD)
    Onslaught of Shadows
    • Range: 1000
    • Cooldown: 140 / 120 / 100
    • Cost: 100 Mana
    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 cast, regardless of where Hecarim himself stops.

    • Magic damage: 150 / 250 / 350 (+ 100% AP)


    References Edit

    1. Hecarim Champion Profile at leagueoflegends.com
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