
Base stats
Values at level 1
1
Health
625
+106 / lvl
Health regen
7
+0.8 / lvl
Mana
280
+40 / lvl
Mana regen
7
+0.8 / lvl
Armor
32
+5.5 / lvl
Magic resist
32
+2.1 / lvl
Attack damage
66
+3.7 / lvl
Attack speed
0.67
+2.5% / lvl
Attack range
175
Does not scale
Move speed
345
Does not scale
Abilities

P
Warpath
Innate: Hecarim gains bonus attack damage equal to of his bonus movement speed.

Q
Rampage
PhysicalActive: Hecarim cleaves his glaive around himself, dealing physical damage to nearby enemies, reduced to 60% against minions. If this damages an enemy, Hecarim gains a stack of Rampage for 8 seconds, refreshing on subsequent damage and stacking up to 3 times. Each stack increases Rampage's damage by 3% (+ 3% per 100 bonus AD) and reduces its base cooldown by 0.75 seconds, up to a 9% (+ 9% per 100 bonus AD) damage increase and a 2.25-second reduction of the base cooldown at maximum stacks. Stacks expire one by one every 1 second when the duration ends.
- Cooldown
- 4 / -0.75 / -1s
- Cost
- 28 / 26 / 24 / 22 / 20 Mana
- Range
- 350
- Physical Damage
- 60 / 90 / 120 / 150 / 180 (+ 90% bonus AD)
- Minion damage
- 36 / 54 / 72 / 90 / 108 (+ 54% bonus AD)

W
Spirit of Dread
MagicActive: Hecarim surrounds himself with the Spirit of Dread for 4 seconds, dealing magic damage every second to nearby enemies. While active, Hecarim gains bonus armor and bonus magic resistance and is healed for 25% of the post-mitigation damage dealt to enemies within the area from all sources, halved to 12.5% for damage dealt by allies. The healing is capped against minions and monsters.
- Cooldown
- 14s
- Cost
- 50 / 55 / 60 / 65 / 70 Mana
- Range
- 525
- Magic Damage Per Tick
- 20 / 30 / 40 / 50 / 60 (+ 20% AP)
- Total Magic Damage
- 100 / 150 / 200 / 250 / 300 (+ 100% AP)
- Bonus Resistances
- 5 / 10 / 15 / 20 / 25
- Capped Healing
- 120 / 150 / 180 / 210 / 240

E
Devastating Charge
PhysicalActive: Hecarim becomes ghosted and gains bonus total movement speed for 4 seconds. During this time, Hecarim's next basic attack is replaced by a Devastating Charge, empowering it to gain 50 (based on level) bonus range and cause him to dash in the target's direction, revealing them for 1 second. If the target remains nearby during the dash, the ghosting and bonus movement speed ends prematurely and Hecarim knocks them back 150 (based on level) units, though not through terrain, stuns them for 0.25 seconds, and deals them modified physical damage, increased by 0% (based on level). Devastating Charge can critically strike for AD bonus physical damage. Devastating Charge resets Hecarim's basic attack timer. Hecarim can cast any of his abilities during the dash. Devastating Charge's duration is paused during Onslaught of Shadows.
- Cooldown
- 20 / 19 / 18 / 17 / 16s
- Cost
- 60 Mana
- Range
- 300
- Minimum Physical Damage
- 30 / 45 / 60 / 75 / 90 (+ 50% bonus AD)
- Maximum Physical Damage
- 60 / 90 / 120 / 150 / 180 (+ 100% bonus AD)

R
Onslaught of Shadows
MagicActive: Hecarim dashes with displacement immunity to the target location and summons 5 spectral riders in an arrow formation that charge alongside him in the target direction, dealing magic damage to all enemies in their path and revealing them for 2.5 seconds. Upon arrival, he fears nearby enemies for 0.75 (based on level) seconds and slows them by 0;0 to 99. The wave of spectral riders travels independently of Hecarim and will always charge at the same distance.
- Cooldown
- 140 / 120 / 100s
- Cost
- 100 Mana
- Range
- 1510
- Magic damage
- 150 / 250 / 350 (+ 100% AP)
Skins
13 in the archive













