The Shadow of War
| Release Date: | April 18, 2012 |
| Cost: | 6300 975  |
| Attributes: | Fighter, Jungler, Melee |
| Resource: | Mana |
Statistics
| Health: | 440 (+95) |
| HP Regen: | 8 (+0.75) |
| Mana: | 210 (+40) |
| Mana Regen: | 6.5 (+0.6) |
| Move Speed: | 345 |
| Attack Damage: | 59 (+3.2) |
| Attack Speed: | 0.67 (+2.5%) |
| Range: | 175 |
| Armor: | 16 (+4) |
| Magic Resist: | 30 (+1.25) |
Hecarim, The Shadow of War is a melee fighter capable of initiating team fights. He is commonly played as a Jungler or top laner.
[edit] Description
| Lore:
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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.
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"You don't understand... the shadows will consume us all..."
- Former Demacian Commander
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[edit] Abilities
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| (Passive) Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
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| Percentage: 10 / 12.5 / 15 / 17.5 / 20 / 22.5 / 25%
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(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.
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| Cost: 25 mana
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| Cooldown: 4 seconds
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| Radius of AoE: 350
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Physical Damage: 60 / 95 / 130 / 165 / 200 (+0.6 per bonus attack damage)
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PHysical Damage to Minions: 33.33 / 56.66 / 80 / 103.33 / 126.66 (+0.4 per bonus attack damage)
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| (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.
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| Radius of AoE: 525
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| Damage to Heal Ratio: 20%
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| Cooldown: 22 / 21 / 20 / 19 / 18 seconds
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| Cost: 50 / 60 / 70 / 80 / 90 mana
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Magic Damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+0.2 per ability power)
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Maximum Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
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| Minions Healing Cap: 60 / 90 / 120 / 150 / 180
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| (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.
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| Duration: 4 seconds
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| Cost: 60 mana
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| Cooldown: 24 / 22 / 20 / 18 / 16 seconds
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Minimum Damage: 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage)
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Maximum Damage: 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage)
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(Active): Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike. Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.
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| Cost: 100 mana
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| Range: 1000
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| Cooldown: 140 / 120 / 100 seconds
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Initial Magic Damage: 100 / 200 / 300 (+0.8 per ability power)
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Shockwave Damage: 50 / 125 / 200 (+0.4 per ability power)
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[edit] Competitive Usage
| Click [Show] for Additional Tournament Stats
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Event
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Bans
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Wins
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Losses
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Win %
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Picked/Banned in % of Games
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[edit] Patch History
v3.05
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
v3.03
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
v1.0.0.152
- Base Movement Speed increased by 25.
- Base Attack Damage increased to 59 from 56
- Attack Damage per level increased to 3.2 from 3
v1.0.0.149
- Fixed a bug where using Devastating Charge on an enemy tower caused it to redirect aggro onto Hecarim
v1.0.0.144
- 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
v1.0.0.140
- Rampage damage to minions and monsters increased to 66% from 50%
- Devastating Charge now requires less distance traveled to get the full effect
v1.0.0.138
Hecarim released
[edit] External links
[edit] Articles
[edit] Videos
[edit] Gallery
Chinese Art for Classic Hecarim
Blood Knight Hecarim - 975 
Reaper Hecarim - 975 
Headless Hecarim - 975 
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