Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Smite
Ghost
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
The commander led his soldiers to stand in Hecarim's path and braced for his assault. As the apparition bore down on them, an overwhelming sensation of dread gripped the warriors. The men, frozen in fear, could only scream as the ghostly titan ran them down, tearing them apart and trampling them beneath his iron hooves. Hecarim turned to the crippled, cowering commander and uttered a chilling statement: ''This is merely the beginning. No mortal army can withstand the might of the Shadow Isles.'' With that, Hecarim departed, resuming his grim march. Driven to insanity by his nightmarish experience, the commander stumbled back to Demacia, where his dire warnings were dismissed as the ravings of a madman. While Hecarim's origin and intent were still a mystery, his destination became clear when he reached the Institute of War and, in a voice both ominous and commanding, demanded entry into the League of Legends.
''You don't understand...the shadows will consume us all...'' - Former Demacian Commander
Rampage - Hecarim cleaves nearby enemies dealing physical damage.
Hecarim cleaves nearby enemies for 50/85/120/155/190 (+ ) physical damage. (50% damage to minions and monsters)
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.
Cost 25 Mana
Range 20
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.
Hecarim cannot heal more than 60/90/120/150/180 health from minions.
Cost 50/60/70/80/90 Mana
Range 575
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.
Cost 60 Mana
Range 300
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.
Cost 100 Mana
Range 50000
Warpath - Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
Hecarim cleaves nearby enemies for 50/85/120/155/190 (+ ) physical damage. (50% damage to minions and monsters)
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.
Cost 25 Mana
Range 20
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.
Hecarim cannot heal more than 60/90/120/150/180 health from minions.
Cost 50/60/70/80/90 Mana
Range 575
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.
Cost 60 Mana
Range 300
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.
Cost 100 Mana
Range 50000
Warpath - Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
Several things you can look for to build Hecarim:
Resistances
Attack Damage
Armor Pen
Debuffs
Cooldown Reduction
Health
Movespeed
Attack Speed
Why resist over Damage and health?
Resistances are really aimed at team fight strength.
Hecarim's W (Spirit of Dread) will heal Hecarim for insane amounts in team fights. Remember, Hecarim is a bruiser, not a carry. If you can stand next to the targets your carries are focusing with Spirit on, you can both tank, deal damage, and heal for the full duration. This is because spirit of dread takes ALL damage dealt in the area and transfers it to healing. It sounds op, and it is, but it has a very short duration and requires timing. With that said, the resistances scale very well with the healing from spirit of dread. Spirit of dread already gives you a larger hp pool form it's healing, so resistances stacked with that is better. Also, Hecarim has a relatively high base hp, so resistances go well with that as well. Overall, Resistances top damage and health on how effective it is on Hecarim.
Movespeed and attack speed at bottom?
Reasons for this is that even with Hecarim's passive, the scaling of of these two stat's still won't cut it compared to all of the other great stats you can get with your gold. You honestly just need trinity force for movepseed, and you're all set. But that's because trinity force is a core item all around. Movespeed doesn't compare to the other stats listed above, for bruisers at least. It won't matter if you can run really fast and do damage if you 1. are going to die instantly. and 2. You don't have damage amplifiers.
That being said, if attack speed is a damage amplifier, why is it at the bottom? Again, trinity Force makes up for everything. You don't really need anything else. Hecarim's damage amplifiers come mainly from his Q (rampage) which interrupts the attack cycle, making attack speed less useful than it is on other champions.
CDR?
Hecarim, with trinity force, already has a perfect cooldown rate for his own sake. Reducing the cooldown on Rampage won't do all that much if you have trinty force. However, CDR cannot be underestimated , for Hecarim's abilities but Rampage have a high cooldown. Lower cooldown on Spirit of Dread will help sustain in fights and lower cooldown on Devastating Charge allows for Hecarim to have more disruption and mobility. Having ults up is useful too, but not too important. You can still fight decently without it. But, since Hecarim, by late game, will die before those two things can come down from even maximum cooldown, the stats won't carry on too far.
Resistances
Attack Damage
Armor Pen
Debuffs
Cooldown Reduction
Health
Movespeed
Attack Speed
Why resist over Damage and health?
Resistances are really aimed at team fight strength.
Hecarim's W (Spirit of Dread) will heal Hecarim for insane amounts in team fights. Remember, Hecarim is a bruiser, not a carry. If you can stand next to the targets your carries are focusing with Spirit on, you can both tank, deal damage, and heal for the full duration. This is because spirit of dread takes ALL damage dealt in the area and transfers it to healing. It sounds op, and it is, but it has a very short duration and requires timing. With that said, the resistances scale very well with the healing from spirit of dread. Spirit of dread already gives you a larger hp pool form it's healing, so resistances stacked with that is better. Also, Hecarim has a relatively high base hp, so resistances go well with that as well. Overall, Resistances top damage and health on how effective it is on Hecarim.
Movespeed and attack speed at bottom?
Reasons for this is that even with Hecarim's passive, the scaling of of these two stat's still won't cut it compared to all of the other great stats you can get with your gold. You honestly just need trinity force for movepseed, and you're all set. But that's because trinity force is a core item all around. Movespeed doesn't compare to the other stats listed above, for bruisers at least. It won't matter if you can run really fast and do damage if you 1. are going to die instantly. and 2. You don't have damage amplifiers.
That being said, if attack speed is a damage amplifier, why is it at the bottom? Again, trinity Force makes up for everything. You don't really need anything else. Hecarim's damage amplifiers come mainly from his Q (rampage) which interrupts the attack cycle, making attack speed less useful than it is on other champions.
CDR?
Hecarim, with trinity force, already has a perfect cooldown rate for his own sake. Reducing the cooldown on Rampage won't do all that much if you have trinty force. However, CDR cannot be underestimated , for Hecarim's abilities but Rampage have a high cooldown. Lower cooldown on Spirit of Dread will help sustain in fights and lower cooldown on Devastating Charge allows for Hecarim to have more disruption and mobility. Having ults up is useful too, but not too important. You can still fight decently without it. But, since Hecarim, by late game, will die before those two things can come down from even maximum cooldown, the stats won't carry on too far.
You must be logged in to comment. Please login or register.