Hecarim - The Shadow of War

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Hecarim
HecarimSquare.png
The Shadow of War
Region: Shadow Isles.png Shadow Isles
Role: Fighter.png Fighter
Release: 04/18/2012
Cost: 6300IP 975RP
Resource: Mana
Statistics
Health: 580 (+90)
HP Regen: 7 (+0.75)
Mana: 277.2 (+40)
Mana Regen: 6.5 (+0.6)
Move Speed: 345

Attack Damage: 61.376 (+3.2)
Attack Speed: 0.670 (+2.5%)
Range: 175
Armor: 26.72 (+4)
Magic Resist: 32.1 (+1.25)
Friends/Rivals
Friends:


Hecarim, The Shadow of War is a melee fighter. He offers powerful initiation for teamfights with the movespeed offered by Devastating Charge combined with the terrify and gapclosing potential of Onslaught of Shadows. Later in the game he has high damage output with low cooldown Rampage swings, and innate tankyness with the uncapped healing on Spirit of Dread. He is generally played in the jungle, due to his fast clear speed and high ganking potential. However, he is also commonly played in the top lane.

Champion Spotlight

Description

Lore: Hecarim is an armored colossus who charges from the Shadow Isles at the head of a deathly host of spectral horsemen to hunt the living. A monstrous fusion of man and beast, cursed to ride for eternity, Hecarim revels in slaughter and crushing souls beneath his armored hooves.

Born into an empire long since gone to dust and forgotten, Hecarim was squired to a legendary company of knights known as the Iron Order, a brotherhood sworn to defend their king’s land. There he endured the harshest training imaginable, a punishing regime that schooled him to be a formidable warrior.

Read More...

“Break their ranks and ride them down without mercy. Crush the living and feast on their terror.”

- Hecarim, the Shadow of War

Abilities

PassiveWarpath
Warpath.jpg
(Passive) Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed. Has an update cycle of 0.25 seconds.
Percentage: 15 / 17.5 / 20 / 22.5 / 25 / 27.5 / 30%


QRampageBanshee's Veil.png
Rampage.jpg
(Active) Hecarim cleaves nearby enemies, dealing physical damage.
(66% damage to minions and monsters)
If Hecarim damages at least one enemy unit 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.
Cooldown: 4 seconds
Radius of AoE: 350
Cost: 32/34/36/38/40 mana
Physical Damage: 60 / 95 / 130 / 165 / 200
(+0.6 bonus Attack Damage)
Physical Damage to Minions: 33.33 / 56.66 / 80 / 103.33 / 126.66
(+0.4 bonus Attack Damage)


WSpirit of DreadBanshee's Veil.png
Spirit of Dread.jpg
(Active) Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per cast.
Radius of AoE: 525
Damage to Heal Ratio: 20%
Cooldown: 22 / 21 / 20 / 19 / 18 seconds
Cost: 50 / 60 / 70 / 80 / 90 mana
Magic Damage per second: 20 / 31.25 / 42.5 / 53.75 / 65
(+0.2 Ability Power)
Maximum Magic Damage: 80 / 125 / 170 / 215 / 260
(+0.8 Ability Power)
Minions Healing Cap: 90 / 120 / 150 / 180 / 210


EDevastating ChargeBanshee's Veil.png
Devastating Charge.jpg
(Active) Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration. Stacks additively with other movement speed bonuses.
Duration: 4 seconds
Cost: 60 mana
Cooldown: 24 / 22 / 20 / 18 / 16 seconds
Minimum Damage: 40 / 75 / 110 / 145 / 180
(+0.5 bonus Attack Damage)
Maximum Damage: 80 / 150 / 220 / 290 / 360
(+1.0 bonus Attack Damage)


ROnslaught of ShadowsBanshee's Veil.pngCleanseQss.png
Onslaught of Shadows.jpg
(Active) Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge causing nearby enemies to flee in terror away from Hecarim for 1 second.
Cost: 100 mana
Range: 1,000
Cooldown: 140 / 120 / 100 seconds
Rider Magic Damage: 150 / 250 / 350
(+1.0 Ability Power)


Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Worlds Logosmall.png 2015 World Championship 0 5 2 3 40 6.8
Esltumbnail.png IEM Season IX World Championship 1 5 3 2 60 31.6
Gpllogo small.png 2014 GPL Spring 0 2 0 2 0 2.2
NA LCS.png 2014 NA LCS Spring Round Robin 2 0 0 0 0 1.8
Gpllogo small.png 2014 GPL Winter 0 1 0 1 0 1.1

Patch History

Patch Notes 7.1

  • BUGFIX:
    • Hecarim's E - Devastating Charge can no longer critically strike structures

Patch Notes 6.20

  • Bugfix
    • The basic attack component of Hecarim’s E - Devastating Charge can now critically strike, in line with similar abilities such as Nasus’s Q

Patch Notes 6.15

Attack damage and Q damage down.
Quote.png For a sustain tank who scales hard into the late game, Hecarim is pretty strong from the get-go. Currently, he's farming up and scaling a bit too quickly, letting him burst targets without having to build much damage. Hecarim should have to trot before he can gallop - we're reining in his base damage to make him invest in damage if he wants to one-shot people. Unquote.png

General

  • BASE ATTACK DAMAGE: 61.37 ⇒ 58

Rampage.jpg Q - Rampage

  • DAMAGE: 60/95/130/165/200 ⇒ 50/85/120/155/190

Patch Notes 6.14

  • Headless Hecarim’s smoke effects no longer stutter

Patch Notes 6.12

  • The spectral riders of Headless Hecarim’s R - Onslaught of Shadows are once again visible. Still spooky, though.

Patch Notes 6.8

  • Arcade Hecarim's E - Devastating Charge rainbow trail and arrow effects have been restored

Patch Notes 6.5

E moves faster and knocks back more the further Hecarim travels.
Quote.png Though it hasn’t been that long since Hecarim’s era of dominance in the toplane, our little pony is struggling to be relevant after his last few rounds in the patch notes. Specifically, many of the recent changes Hecarim received were to limit the abuse cases of an early Homeguard purchase - something that’s no longer possible after preseason. A happy Hecarim is one that’s blissfully trampling the enemy’s ranks, so we’re peeling back some of our previous changes and supporting Hec’s effectiveness when pulling off his signature flanking maneuvers. Unquote.png
  • Devastating Charge.jpg E - Devastating Charge
    • NEW?I MUST GO SWIFTLY: Devastating Charge's bonus movement speed is now multiplicative
    • KNOCKBACK DISTANCE: 300 ⇒ 250 - 450 (based on distance traveled)
    • CLIP-CLOP CLARITY: Now displays Devastating Charge's level of knockback and speed on the buff bar
    • THAT'S NOT HOW ROOTS WORK: Fixed a bug where Devastating Charge would move Hecarim while rooted

Patch Notes 6.2

  • Fixed a bug where Hecarim's E - Devastating Charge R - Onslaught of Shadows combo wasn't working properly. Hecarim can now cast E before R and will not lose the E buff

Patch Notes 5.24

Less health. Only ignores unit collision during E.
Quote.png Hecarim’s engagement pattern is consistently oppressive, and preseason’s only amplified the terror he brings to any 1v1 encounter. We’re emphasising the value in striking back against him (especially when Spirit of Dread is down), and forcing him to play the same unit collision game as everyone else. No more free hits just because your opponent’s struggling through a blockade of enemy minions, buddy. Unquote.png

General

  • BASE HEALTH: 599 ⇒ 580
  • HEALTH GROWTH STAT: 95 ⇒ 90

Warpath.jpg Passive - Warpath

  • REMOVED GHOST HORSE: No longer causes Hecarim to ignore Unit Collision

Devastating Charge.jpg E - Davastating Charge

  • NEW GHOST HORSE'S REVENGE: Hecarim now ignores Unit Collision while charging

Patch Notes 5.22

  • BASE MANA: 277.2 ⇒ 327.2
  • MANA GROWTH STAT: 40 ⇒ 37

Patch Notes 5.11
Cleaning up Passive and E to not be insane with Homeguard. "Both of these changes are targeted specifically at Hecarim's particularly insane synergy with Homeguard and Teleport. For someone that already provides great initiation and damage, Warpath and Devastating Charge were adding so much damage to his combo that this edge-case gets to be unbearable for anyone not sporting a Malphite's worth of armor to withstand. We're pretty good with how Hecarim's doing outside of this specific interaction, which is why we're being so surgical towards it here."

  • Warpath.jpg Passive - Warpath
    • UPDATE CYCLE: 1 second ⇒ 0.25 seconds
  • Devastating Charge.jpg E - Devastating Charge
    • MOVEMENT SPEED BONUS: Stacks multiplicatively with other movement speed bonuses ⇒ Stacks additively with other movement speed bonuses

Patch Notes 5.9
Q costs more mana, but does more damage to monsters.
"Still terrorizing the top stables, Hecarim's snowball potential quickly becomes an avalanche for teams without a way to keep him down. We're curbing some of his repeated aggression when it comes to sustained Q usage, but unlocking its full potential against monsters so he can gallop freely in the jungle. (That's where horses are from, right?)"

  • Rampage.jpg Q - Rampage
    • CAME IN LIKE A HEC'ING BALL Now deals full damage to monsters
    • COST 20/23/26/29/32 mana ⇒ 32/34/36/38/40 mana

Patch Notes 5.7
Base health and mana regeneration down. "Compared against other toplaners, having access to a strong self-heal and low mana costs is a pretty sweet deal - so we're toning down some of his innate staying power so it's easier to send Hecarim back to the stables."

  • General
    • BASE HEALTH REGEN: 9.26 ⇒ 7
    • BASE MANA REGEN: 7.5 ⇒ 6.5

Patch Notes 5.1
Q costs less mana at early to mid ranks, and W's cap on monster / minion healing has been increased at all ranks. "Next stop on our 2015 Jungle Love Train is none other than the Horselord himself, Hecarim. Jungle difficulty's been rough on our little pony, and with no spirit items to keep his sustain up, he's found more time in the stable than we'd like."

  • Rampage.jpg Q - Rampage
    • COST: 24/26/28/30/32 mana ⇒ 20/23/26/29/32 mana
  • Spirit of Dread.jpg W - Spirit of Dread
    • MONSTER/MINION HEALING CAP: 60/90/120/150/180 ⇒ 90/120/150/180/210

Patch Notes 4.13
Hecarim pays less mana for his Q and his passive scales better with being a horse "Way back in the day, Hecarim used to have near infinite sustain in the jungle and we made targeted balance changes to address that. On re-examining, we overshot some of those nerfs."

  • Warpath.jpg Passive - Warpath
    • WARPATHIER: Hecarim gains bonus attack damage equal to 10/12.5/15/17.5/20/22.5/25% ⇒ 15/17.5/20/22.5/25/27.5/30% of his bonus movement speed
  • Rampage.jpg Q - Rampage
    • COST: 24/28/32/36/40 mana ⇒ 24/26/28/30/32 mana

Patch Notes 4.1

  • Spirit of Dread.jpg W – Spirit of Dread
    • Amount healed now correctly matches the tooltip at 20% across all ranks (from 10/15/20/25/30%)

Patch Notes 3.09

  • Rampage
    • Mana cost increased to 24/28/32/36/40 from 25

Patch Notes 3.08
As a strong sustain fighter, Hecarim was blowing up squishy targets with Onslaught of Shadows’ high damage and on-impact fear. To balance the ability out, we’ve taken away the landing damage and shifted it to the riders that travel with Hecarim. The Devastating Charge buff should let Hecarim jump over small walls and ledges to his opponents when he dashes to them. Keep in mind that when we say small ledges, there are only a few in the game like the river ramp ledges and very thin jungle walls.

  • Devastating Charge
    • If Hecarim's target is beyond narrow terrain, Hecarim will now leap over the terrain to the target
  • Onslaught of Shadows
    • No longer deals damage at the end location
    • Rider damage increased to 150 / 250 / 350 (+1.0 Ability Power) from 100 / 200 / 300 (+0.4 Ability Power)

Patch Notes 3.05
The previous version of Spirit of Dread did not offer enough opportunities for tactical decision-making. With higher cooldowns, our goal is to reintroduce strategic choices other than merely activating the ability whenever it is available.

  • Spirit of Dread
    • Cooldown increased to 22 / 21 / 20 / 19 / 18 seconds from 18 / 17 / 16 / 15 / 14

Patch Notes 3.03
These changes make
Hecarim
's durability more consistent by smoothing out his early game jungle clear while reducing his late game survivability in team fights.

  • Rampage
    • Damage increased to 60 / 95 / 130 / 165 / 200 from 50 / 85 / 120 / 155 / 190
  • Spirit of Dread
    • Healing adjusted to 20% at all ranks from 10 / 15 / 20 / 25 / 30%
    • Cooldown increased to 20 / 18.5 / 17 / 15.5 / 14 seconds from 14 at all ranks
    • Fixed a bug where Spirit of Dread was stating it dealt more damage than it actually was

Patch Notes 1.0.0.152

  • Base Movement Speed increased by 25.
  • Base Attack Damage increased to 59 from 56
  • Attack Damage per level increased to 3.2 from 3

Patch Notes 1.0.0.149

  • Fixed a bug where using Devastating Charge on an enemy tower caused it to redirect aggro onto Hecarim

Patch Notes 1.0.0.144

  • Devastating Charge
    • Now more responsive when colliding with opponents
    • Initial movement speed bonus increased to 25% from 0% (still reaches max speed at the same time)
  • Onslaught of Shadows enemy flee speed is now higher based on how close the enemy is to Hecarim

Patch Notes 1.0.0.140

  • Rampage damage to minions and monsters increased to 66% from 50%
  • Devastating Charge now requires less distance traveled to get the full effect

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