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: 28/31/34/37/40

Range: 350

Hecarim cleaves nearby enemies for (+0.6) physical damage. ({{ miniondamageratio* 100 }}% 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 n second and increasing its damage by {{ rampagebonusratio* 100 }}% for a short duration. This effect can stack up to s times.

Spirit of Dread (W)

Cooldown: 22/21/20/19/18

Cost: 50/60/70/80/90

Range: 575

Hecarim deals 80/120/160/200/240 (+0.8) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 30% 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: 20/19/18/17/16

Cost: 60

Range: 300

Hecarim gains increasing Movement Speed and can move through units for 4 seconds. His next attack knocks the target back dealing 45/75/105/135/165 (+0.5) to 90/150/210/270/330 (+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

Range: Global

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