League of Legends Wiki

Want to contribute to this wiki?
Sign up for an account, and get started!
You can even turn off ads in your preferences.

Come join the LoL Wiki community Discord server!

READ MORE

League of Legends Wiki
Advertisement
Hecarim 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 Smite. The end result? Whenever Teleport Teleport is up late game, you can be sure Hecarim Hecarim will find a carry, reach it, and kill it in one hit. And then? Sadly, nothing much. Hecarim 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 Homeguard to make it ineffective out of your base would already help a lot. More then this, Hecarim 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.

Template:Champion info

When Hecarim casts an ability, he gains Error: Parameter '3' is not accepted.% bonus movement speed, decaying over 2 seconds. Hecarim also ignores unit collision for the duration.

Template:Ability2


Rampage

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.

  • Bonus Physical Damage: 30 / 55 / 80 / 105 / 130 (+ 30% AD) (+ 30% AP)

Template:Ability2


Dread Land

Spirit of Dread

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.

  • Magic Damage per Second: 20 / 30 / 40 / 50 / 60 (+ 20% AP)
  • Max health gain per second (spellvamp only): 40 / 60 / 80 / 100 / 120 (+ 40% AP)
  • Heal cap: 200 / 275 / 350 / 425 / 500 (+ 200% AP)

Template:Ability2


Devastator

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 Template:Cctip, 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.

  • Bonus Physical Damage: 10 / 25 / 40 / 55 / 70 (+ 50% AD)
  • Maximum Physical Damage: 20 / 50 / 80 / 110 / 140 (+ 100% AD)

Template:Ability2


Spectral March

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 Template:Cctip 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.

Template:Ability2



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!


More from me

Advertisement