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An overview of Hecarim, the Shadow of War

By Linas 'Leethal' Markulevicius
Apr 24, 2012 14:26


Index

1. Introduction
2. Abilities
3. Items
4. Runes, Masteries and Summoner spells
5. Judgment

Abilities

Warpath

"Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed. "


This is one of the more unique passives in the game. It’s a decent passive if you decide to start with boots as first item. Ignoring unit collision is also really useful if you’re playing Hecarim as a top laner, but loses a bit worth if you play him as a jungler. It’s a nice boost of damage if you start boots + 3 health pots. You also get the bonus damage if you active Shurelya’s Reverie, Ghost and similar items and abilities.

Rampage

" Hecarim cleaves nearby enemies, dealing physical damage. (50% 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."

Stats:
Physical Damage: 50 / 80 / 110 / 140 / 170 (+0.6 per bonus attack damage)
Cost: 25 mana
Cooldown: 4 seconds


This is an amazing damaging ability, especially for junglers. The mana cost is very low, the cooldown is very low as well once it’s stacked. You can get the cooldown of this ability down to 1 second with some cooldown reduction items! Let’s do some maths here. Base cooldown of the ability is 4 at all levels, if you get 40% cooldown reduction (40% is the cap), the cooldown of Rampage will be only 2.4 seconds. Since whenever you damage an enemy champion or a minion the cooldown decreases by 1 second and caps at 2 second reduction, the cooldown on Rampage can be decreased to 0.4 second. Sadly, Riot Games capped rampage cooldown to a minimum of 1 second. To get 1 second cooldown on Rampage you will only need 25% cooldown reduction and 2 stacks of Rampage unique effect. However I wouldn’t max this ability first, even when you are jungling. Spirit of Dread is simply better to max first because it not only gives damage, but also some healing.

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Spirit of Dread

" 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."

Stats:
Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
Drain Amount: 10 / 15 / 20 / 25 / 30%
Minion Healing Cap: 60 / 90 / 120 / 150 / 180
Cost: 50 / 60 / 70 / 80 / 90 mana
Cooldown: 14 seconds


Your main source of sustain. You’ll find yourself maxing this ability first most of the time. Not only does it give you sustain, but also decent amount of AOE damage, which greatly helps in the jungle. Mana cost isn’t that high on this ability either, you should use this whenever you’re clearing camps or fighting enemy champions. When you are playing in the top lane as Hecarim, you’ll find this ability a bit more troublesome. Why? While it does give you sustain, it also pushes your lane. You should really think when to use this ability and whether it’s worth pushing the lane to get some health back. However if you don’t activate this ability, Hecarim will have no sustain at all, so not using this ability at all is really not going to work. Always check the minimap to see if the enemy jungler is in another lane, this will help you decide if you can push the lane to get some health back.

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Devastating Charge

" Hecarim gains increasing movement speed for 4 seconds. His next attack within 4 seconds knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration."

Stats:
Minimum Damage: 40 / 75 / 110 / 145 / 180 (+0.5 per bonus attack damage)
Maximum Damage: 80 / 150 / 220 / 290 / 360 (+1.0 per bonus attack damage)
Cost: 60 mana
Cooldown: 24 / 22 / 20 / 18 / 16 seconds


An ability which gives you great mobility. Basically the only crowd control ability aside his ultimate. It’s pretty good for ganking when you combine it with your passive to go through minions, you just knock the enemy back from behind. This still can’t be considered hard CC though, for this reason Hecarim might not be used as a jungler in tournaments that much. Because it gives movement speed, it also indirectly provide you faster jungle clear times because you can run from camp to camp faster. You should usually max this ability last, because you already get the knockback at rank 1 and this knockback doesn’t get any stronger if you put points in Devastating Charge.

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Onslaught of Shadows

"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. "

Stats:
Rider Damage: 100 / 200 / 300 (+0.8 per ability power)
Shockwave Damage: 50 / 125 / 200 (+0.4 per ability power)
Cost: 100 mana
Cooldown: 140 / 120 / 100 seconds


Aside from being super cool looking, this ultimate also has one unique thing that other fears don’t – You can control the fear. How does it work? Well, when you ultimate, since the enemies are afraid, they try to run away from you. If you ultimate in front of your enemy - he will run backwards, if you ultimate behind your enemy – he will run forward. The cooldown on this ultimate is pretty high, try to hit at least more than one person with it. This ultimate combined with Devastating Charge can be deadly when ganking a lane as a jungler. The same applies when you’re top lane and your jungler ganks, there's just close to no way to escape a gank like that.

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