Hecarim Build Guide

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Hecarim, The Shadow of War

Since his first sighting on the northwestern shores of Valoran, the towering, armored specter known as Hecarim struck a chilling fear into the hearts of all who laid eyes upon him. No one had ever seen anything like his titanic, ethereal form before, and the mystery of his sudden arrival was deeply unnerving. When Hecarim began to march eastwards, leaving a trail of desolate, lifeless ground behind him, the villagers of the plains fled their homes for the safety of nearby Demacia. In the city's now-overcrowded taverns, rumors about this inhuman phantom spread in hushed whispers. Some claimed that he was the vengeful shade of an ancient warrior, intent on destroying all living beings; one man insisted that they had seen him leading an entire legion of spectral cavalrymen; others still believed him to be the creation of some hateful necromancer. One Demacian commander, seeking to dispel the terror that had gripped the city, assembled a few of his finest soldiers and rode out to turn back or destroy Hecarim.

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

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Hecarim Stats

    • Health Lvl 1 p/Lvl Lvl 18
    • Health 535 95 2,150
    • Health Regen p/1 1.75 0.15 4.30
    • Health Regen p/5 8.75 0.75 21.50
    • Effective Health
    • Physical Damage Health 4,042 4,042 4,042
    • Magical Damage Health 3,279 3,279 3,279
    • Effective Hit Points 3,660 3,660 3,660
    • Attack Base p/Lvl Lvl 18
    • Attck Speed (p/Sec) 0.670 2.647% 0.972
    • Lvl 1 p/Lvl Lvl 18
    • Physical Damage 59 3 113
    • Critical Strike Chance (%) 0 0 0
    • Critical Strike Damage (%) 200 0 2
    • Resistances
    • Armor 20 4 88
    • Magic Resist 30 1 52
    • Spell Pool Lvl 1 p/Lvl Lvl 18
    • Mana 250 40 930
    • Mana Regen p/1 1.42 0.12 3.46
    • Mana Regen p/5 7.10 0.60 17.3
    • Utility
    • Movement Speed 320 0 320
    • Cooldown Reduction 0 0 0
    • Range 175 0 175

Hecarim Spells

  • (Passive) Warpath

    Hecarim ignores unit collision and gains attack damage equal to 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25% of his bonus movement speed.
  • (Q) Rampage

    • Cooldown:
    • 4 / 4 / 4 / 4 / 4 sec

    • Cost:
    • 24 / 28 / 32 / 36 / 40

    Hecarim cleaves nearby enemies, dealing (60 / 95 / 130 / 165 / 200) (+(0.6 per attack damage point)) 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.
  • (W) Spirit of Dread

    • Cooldown:
    • 22 / 21 / 20 / 19 / 18 sec

    • Cost:
    • 50 / 60 / 70 / 80 / 90

    Hecarim deals (80 / 125 / 170 / 215 / 260) (+(0.8 per ability power point)) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for (20)% of the damage these enemies take from any source. Hecarim cannot heal more than (60 / 90 / 120 / 150 / 180) health from minions.
  • (E) Devastating Charge

    • Cooldown:
    • 24 / 22 / 20 / 18 / 16 sec

    • Cost:
    • 60 / 60 / 60 / 60 / 60

    Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing (40 / 75 / 110 / 145 / 180) (+(0.5 per attack damage point)) to (80 / 150 / 220 / 290 / 360) (+(1 per attack damage point)) physical damage based on how far Hecarim has traveled during Devastating charge.
  • (R) Onslaught of Shadows

    • Cooldown:
    • 140 / 120 / 100 sec

    • Cost:
    • 100 / 100 / 100

    ACTIVE: Hecarim summons spectral riders and charges forward with them in a line, dealing (150 / 250 / 350)(+(1 per ability power point)) magic damage to enemies in their path. Enemies within range of where Hecarim stops will flee in terror for 1 second. The wave of spectral riders will travel the maximum distance possible in the direction of cast, regardless of where Hecarim himself stops.


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