Guide Hecarim League of Legends S6

Warpath

(Innate): 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.

Tips :

Damages depending on mobility.

   More damages for the horse
Hecarim profits from his mobility to inflict the most damage.

The more speed Hecarim has when moving, the more important damage he will inflict, certain items will therefore be doubly important.


Rampage (Q)

(Active): Hecarim cleaves nearby enemies, dealing physical damage. This skill deals only 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.

  • Cost: 25 mana
  • Cooldown: 4 seconds
  • Diameter of AoE: 350
Tips :


Hecarim strikes targets around him with his weapon

Hecarim's damage over time.

   Reduce cooldown to maximise your damages.
This spell lets you inflict a lot of damages over time, especially since it recharges more and more quickly.

If you touch a monster, an opponent or a sbire with the spell, you have an 8 second buff which can be stacked twice, reducing the the spell on the next use. If you touch again with this spell then is refreshes the bonus for another 8 seconds.

This buff makes the cooldown reduction very powerful, reducing the basic cooldown of the spell by 2 seconds, also with a 40% cooldown reduction the spell will have a cooldown of 2 * 0.6 = 1.2 seconds, with the buff which reduces by 2 seconds, the spell would then have a cooldown of 1.2 secondes, because the cooldown reduction would be applied after the buff. You can then cast this spell like a crazy stallion and deal out lots of damages.

Hecarim can also quickly kill the jungle thanks to this spell.

If you have a Sheen or a Trinity then you will often be able to inflict a lot of damage once you have activated of this item.


    Physical Damage: 50 / 85 / 120 / 155 / 190 (+0.6 per bonus attack damage)

    Physical Damage to Minions: 33.33 / 56.66 / 80 / 103.33 / 126.66 (+0.4 per bonus attack damage)

Spirit of Dread (W)

(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.

  • Cooldown: 14 seconds
  • Diameter of AoE: 525
Tips :


Damages and a heal.

   Sustain for the horse
This spell inflicts magic damages and lets our Hecarim heal himself a little.

The heal has a maximum value against minions but not against champions. Therefore the spell can be quite important to heal Hecarim in teamfights.

When doing the jungle the spell's aura goes through walls and can give away your position.


    Cost: 50 / 60 / 70 / 80 / 90 mana

    Magic Damage Per Second: 20 / 31.25 / 42.5 / 53.75 / 65 (+0.2 per ability power)

    Maximum Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)

    Damage to Heal Ratio: 10 / 15 / 20 / 25 / 30 %

    Minions Healing Cap: 60 / 90 / 120 / 150 / 180

Devastating Charge (E)

(Active): Hecarim gains 75% movement speed, starting with an initial 25% when cast, over the course of 3 seconds, ending one second afterwards. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.

  • Cost: 60 mana
Tips :


Hecarim takes speed, creating a blue glow.

Speed and mobility for the stallion

   A race horse.
Hecarim has very good mobility on the map and also in ganks.

The spell's knockback is difficult to do well and if badly used it can help your target escape. It is effective at pushing your target towards your teammates. This spell will separate the good players from the very good players.

The knockback can also be used one on one, Hecarim pushes the target in the direction he is going.

The longer you run, the more damages you will inflict.

If an opponent is very close to a thin wall and Hecarim is on the other side then Hecarim can pass through the wall by positioning himself well.

It is good to use your A just before the impact so that A's damages profite from a damage bonus caused by the speed of mobility.


    Cooldown: 24 / 22 / 20 / 18 / 16 seconds

    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)

Onslaught of Shadows (R)

(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.

  • Cost: 100 mana
  • Range: 1000
Tips :


Hecarim charges, creating a blue wave.

The horse's powerful zone control.

   The frightening spell.
The range is monstrous and can pass through one or many walls. It is an excellent long distance engage which, thanks to your ultimate to smite followed by your E to escape, potentially also allows you to steal dragons, but you must not run into anyone.

The ultimate's fear is carried out on impact so your opponent could flash before being touched.

The 1 second of fear is reduced by resistance.

This spell also deals a lot of damages and gives Hecarim a powerful zone control.


    Cooldown: 140 / 120 / 100 seconds

    Initial Magic Damage: 100 / 200 / 300 (+0.8 per ability power)

    Shockwave Damage: 50 / 125 / 200 (+0.4 per ability power)

    Total Magic Damage: 150 / 325 / 500 (+1.2 per ability power)

Pros

 

- Very very good mobility

 

- His ultimate provides a lot of mass control

- Good ability to counter jungle 

- He can quickly gank on the lanes

Cons

 

 

- Does not do a lot of damage

- Must really focus on the speed move

- Not many controls