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Spells:
Flash
Ghost
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Welcome to the Hecarim - Solo top guide.
While many players will assume Hecarim only being playable as a jungler (movement speed etc.), his tank-alike stats, combined with lifesteal and great attack damage, also allows him to go solo top - this build is for such one.
Short explanation of Hecarims different skills.
Q - "Rampage"
Hecarim cleaves nearby enemies dealing physical damage for 50/85/120/155/190 (+ ) physical damage. (50% damage to minions and monsters)
W - "Spirit of Dread"
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 80/125/170/215/260 (+0.8) magic damage over 4 seconds to all nearby enemies.
Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.
E - "Devastating Charge"
Hecarim gains increasing movement speed 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 gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+ ) to 80/150/220/290/360 (+ ) physical damage based on how far Hecarim has traveled during Devastating Charge.
R - "Onslaught of Shadows"
Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge dealing additional magic damage to nearby enemies causing them to flee in terror.
Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.8) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge dealing an additional 50/125/200 (+0.4) magic damage and causing neaby enemies to flee from Hecarim for 1 seconds.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
PASSIVE"Warpath"
Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
Q - "Rampage"
Hecarim cleaves nearby enemies dealing physical damage for 50/85/120/155/190 (+ ) physical damage. (50% damage to minions and monsters)
W - "Spirit of Dread"
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 80/125/170/215/260 (+0.8) magic damage over 4 seconds to all nearby enemies.
Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.
E - "Devastating Charge"
Hecarim gains increasing movement speed 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 gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+ ) to 80/150/220/290/360 (+ ) physical damage based on how far Hecarim has traveled during Devastating Charge.
R - "Onslaught of Shadows"
Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge dealing additional magic damage to nearby enemies causing them to flee in terror.
Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.8) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge dealing an additional 50/125/200 (+0.4) magic damage and causing neaby enemies to flee from Hecarim for 1 seconds.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
PASSIVE"Warpath"
Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
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