HECARIM STATS
Attack
-
Attack Damage66 ( + 3.2 )
-
Attack SpeedNaN ( +0%)
-
Attack Range175
-
Critical Hit Chance0 ( + 0 )
Defense
-
HP650 ( + 104 )
-
HP Regeneration7 ( + 0.75 )
-
Armor35 ( + 5.45 )
-
Magic Resistance32 ( + 2.05 )
Other
-
Mana277 ( + 60 )
-
Mana Regenration6.5 ( + 0.6 )
-
Move Speed345
HECARIM SPELLS
-
Warpath
Hecarim gains Attack Damage equal to a percentage of his bonus Move Speed.
-
Rampage
- Cost: 28/31/34/37/40 {{ abilityresourcename }}
- Range: 350
Hecarim cleaves nearby enemies dealing physical damage. If Hecarim damages at least one enemy, he increases the damage and lowers the cooldown of subsequent Rampages.
Hecarim cleaves nearby enemies for {{ damage }} physical damage. If this Ability hits, he gains a stack that decreases its Cooldown by {{ rampagecooldownreduction }} second and increases its damage by {{ rampagebonusdamageperc }}% for 6 seconds. Stacks up to {{ maxstacks }} times.
-
Spirit of Dread
- Cost: 50/60/70/80/90 {{ abilityresourcename }}
- Range: 525
Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains Health equal to a percentage of any damage those enemies suffer.
Hecarim deals {{ totaldamage }} magic damage over {{ buffduration }} seconds to nearby enemies, and heals for {{ leechamount }}% of damage these enemies take from Hecarim and {{ allytooltipleachvalue }}% of damage taken from his allies.
-
Devastating Charge
- Cost: 60 {{ abilityresourcename }}
- Range: 300
Hecarim gains increasing Move Speed and can move through units for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
Hecarim becomes Ghosted and gains {{ minmovespeed*100 }}% Move Speed increasing to {{ maxmovespeed*100 }}% over 4 seconds. His next Attack Knocks Back and deals between {{ mindamage }} and {{ maxdamage }} physical damage. Knock Back distance and damage scales with distance travelled during this Ability.
-
Onslaught of Shadows
- Cost: 100 {{ abilityresourcename }}
- Range: 50000
Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, causing nearby enemies to flee in terror.
Hecarim summons spectral riders and charges forward, dealing {{ damagedone }} magic damage. Hecarim unleashes a shockwave at the end of the charge that Fears for between {{ feardurationmin }} to {{ feardurationmax }} seconds, increased by charge distance.
HECARIM COUNTER/TIPS
Hecarim Ally Tips
- Spirit of Dread restores Health when nearby enemies take damage, including damage dealt by allies. Cast this during a large fight to maximize Hecarim's survivability.
- Devastating Charge deals more damage based on the distance traveled. Try using Onslaught of Shadows or Summoner Spells such as Ghost or Flash to maximize this damage.
- Strong against:
Hecarim Enemy Tips
- Hecarim gains life from nearby enemies with Spirit of Dread but lacks durability, use burst damage.
- Hecarim's ultimate causes opponents to flee in terror. Spread out to reduce his power in fights.
HECARIM Build
HECARIM SUMMONER SPELLS
HECARIM REFORGED RUNES
Precision
Resolve
HECARIM ABILITY ORDER
1 | 4 | 5 | 7 | 9 | ||||||||||||||
2 | 14 | 15 | 17 | 18 | ||||||||||||||
3 | 8 | 10 | 12 | 13 | ||||||||||||||
6 | 11 | 16 |
HECARIM ITEMS
Mythics
Early aggro
Best vs AD
Into mixed
Late game elixirs
Boots
Anti-heal items
AD defense options
Useful tank items
Highly specialized items
Example full build
HECARIM SUMMONER SPELLS
HECARIM REFORGED RUNES
Precision
Inspiration
HECARIM ABILITY ORDER
1 | 3 | 5 | 7 | 9 | ||||||||||||||
2 | 14 | 15 | 17 | 18 | ||||||||||||||
4 | 8 | 10 | 12 | 13 | ||||||||||||||
6 | 11 | 16 |
HECARIM ITEMS
Starter
1st item
2nd item
3rd item
Core Item
2nd item Boots
3rd and 4th item
Last items
FULL BUILD
Situational Items
HECARIM SUMMONER SPELLS
HECARIM REFORGED RUNES
Precision
Domination
HECARIM ABILITY ORDER
1 | 4 | 5 | 7 | 8 | ||||||||||||||
2 | 14 | 15 | 17 | 18 | ||||||||||||||
3 | 9 | 10 | 12 | 13 | ||||||||||||||
6 | 11 | 16 |