Hecarim
the Shadow of War
3.6%
Pick Rate
1.2%
Ban Rate
48.2%
Win Rate
Easiest Lane Matchup
Kayn
47.2% Win Rate
Hardest Lane Matchup
Ivern
27.8% Win Rate
1.6%
Top
98.3%
Jungle
0.1%
Mid
0%
Marksman
0%
Support

Most Popular Build #1

4.1% Popularity

Most Popular Build #2

2.9% Popularity

Most Popular Build #3

2.9% 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 50/85/120/155/190 (+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 40/75/110/145/180 (+0.5) to 80/150/220/290/360 (+1) physical damage based on how far Hecarim has traveled during Devastating Charge (knockback distance also scales).

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 when he finishes his charge, causing nearby enemies to flee from him for 1 second.

Hecarim himself will only move to the targeted location. The riders will always move the full distance.