Hecarim
the Shadow of War
5.9%
Pick Rate
4.8%
Ban Rate
50.2%
Win Rate
Easiest Lane Matchup
Rengar
56.5% Win Rate
Hardest Lane Matchup
Olaf
52.9% Win Rate
1.8%
Top
98%
Jungle
0.1%
Mid
0%
Marksman
0.1%
Support

Most Popular Build #1

4.6% Popularity

Most Popular Build #2

4.1% Popularity

Most Popular Build #3

4.1% Popularity

Warpath (Passive)

Hecarim gains Attack Damage equal to a percentage of his bonus Movement Speed.

Rampage (Q)

Cooldown: 4

Cost: 32/34/36/38/40 Mana

Range: 350

Hecarim cleaves nearby enemies for 55/90/125/160/195 (+0.6) physical damage. ( 66% damage to minions)If Hecarim damages at least one enemy 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.

Spirit of Dread (W)

Cooldown: 22/21/20/19/18

Cost: 50/60/70/80/90 Mana

Range: 575

Hecarim deals 80/120/160/200/240 (+0.8) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 20% of the damage these enemies take from any source.Hecarim cannot heal more than 90/120/150/180/210 Health from minions or monsters.

Devastating Charge (E)

Cooldown: 24/22/20/18/16

Cost: 60 Mana

Range: 300

Hecarim gains increasing Movement Speed and can move through units for 4 seconds. His next attack knocks the target back dealing 45/80/115/150/185 (+0.5) to 90/160/230/300/370 (+1) physical damage based on how far Hecarim has traveled during Devastating Charge (knockback distance also scales).Devastating Charge's remaining duration pauses during Onslaught of Shadows.

Onslaught of Shadows (R)

Cooldown: 140/120/100

Cost: 100 Mana

Range: Global

Hecarim summons spectral riders and charges forward, dealing 150/250/350 (+1) magic damage to enemies hit. Hecarim releases a shockwave at the end of his charge, causing nearby enemies to flee from him for 0.75 to 1.5 seconds (increases by charge distance).Hecarim himself will only move to the targeted location. The riders will always move the full distance.