Hecarim, for long a forgotten jungler, has recently become a very decent pick, but in the top lane. Why? Because he is a good lane bully, so he often gets more farm, so more gold, so more items, and is also free to take whatever summoner spells he wants because he doesn't need Smite. The end result? Whenever Teleport is up late game, you can be sure Hecarim will find a carry, reach it, and kill it in one hit. And then? Sadly, nothing much. Hecarim will at best be a good tank, at worst die in the next few seconds. This one-trick-pony (see what i did there?) aspect needs to change, although just nerfing Homeguard to make it ineffective out of your base would already help a lot. More then this, Hecarim would also enjoy a few quality of life changes: His passive is essentially useless, except for E, in which case it is redundant because E already increases your next auto-attack's damage.
Warpath needed a change. Removing unit collision for a tank seemed bad, so now Hecarim has a way to control whether or not he's acting as a tank or as a bruiser, diving into the enemy team.
For base stats, I merely reverted the patch 5.7 nerfs and rounded mana. Hecarim's gonna need the regeneration in the jungle.
COST: 30 / 35 / 40 / 45 / 50 Mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Active:Hecarim's next basic attack cleaves enemies, dealing bonus physical damage and granting Hecarim a stack of Rampage for 12 seconds, decreasing the cooldown of this ability by 1 second, stacking up to twice.
Rampage's changes are mainly to give counterplay to the ability. If Hecarim doesn't commit to an attack, he will not get the free damage he gets right now. Getting a Q on the way out after a trade meant free damage and good lane bullying, with is ability to constantly push waves. As a tradeoff, he gets more damage. Also, AP scaling for AP Hecarim because I want it to remain an option.
May 12th, 2015 changes: Cooldown increased early to 10/9/8/7/6 seconds from 4.
Toggle on:Hecarim surrounds himself with the spirit of dread, dealing magic damage to enemies around him, applying 100% spellvamp. Hecarim also heals for 20% of the damage done to enemy units, scaled like spellvamp. When Hecarim has healed a certain amount of health, Dread Land automatically toggles off. Dread Land goes on cooldown the moment it's toggled on.
One of Hecarim's flaws is his inability to consistently have W up for sustain. I made it more impactful: more damage, better AP scaling, less cooldown, but it came at the cost of more mana: New W costs twice as much as current level 1 W. Notes: Don't forget to read about my changes to spell vamp.
May 12th, 2015 change: Hecarim applies 100% spellvamp from the Dread Land AoE damage. Damage nerfed, healing capped and cooldown largely increased.
COST: 50 Mana
COOLDOWN: 24 / 21 / 18 / 15 / 12
First cast:Hecarim charges for up to 3 seconds, gaining 25% movement speed, ramping up to 75% over the next second. Attempting to auto-attack will perform the second part of Devastator instead. Devastator goes on cooldown after this cast.
Second cast:Hecarim charges in target direction. Colliding with an enemy unit knocks it back, dealing bonus physical damage increased by 0.5% for each 1% bonus movement speed (capped at 200% damage). This counts as a basic attack. Hecarim automatically performs this at the end of his charge.
Devastator has no cast time and does not interrupt Hecarim's previous orders.
Devastator resets Hecarim's autoattack timer on cast.
The cooldown on Devastator begins on first 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.
Devastator can be used at the same time as Rampage and Hecarim will apply both bonuses.
Hecarim's E needed less change, but right now it's not used so much to lead the charge as to sneak behind the enemy lines. So I tuned it into a mini-Unstoppable Onslaught. To trade for making it that much better and sticking a dash to it, the duration is much shorter.
May 12th, 2015 change: No more CC immunity and turn rate decrease à la Sion ultimate. Movement speed scaling changed from flat bonus damage to % increase on damage.
COST: 100 Mana
COOLDOWN: 140 / 120 / 100
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 a short while.
Magic damage: 150 / 225 / 300 (+ 100% AP)
Fear duration: 1 / 1.5 / 2 seconds
The wave of spectral riders will travel the maximum distance possible in the direction of the cast, regardless of where Hecarim himself stops.
Spell shields will block the fear, but do not block the riders' damage.
The 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.
In comparison to the other skills, Hecarim's ultimate didn't need changes, but that was to be expected, wasn't it? Flee buff and that's it.
May 12th, 2015 change: Damage nerfed to 150/225/300 from 150/250/350.
What do you think of this? Did I in my endless Hecarim fanboyism, push his limits too far? Did I do something wrong? Has he, on the contrary, become worthless? Feel free to tell me!