Hecarim The Shadow of War

- Top/Jungler
- 6300
- 975
-
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.
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Rampage
- 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. Cost: 24/28/32/36/40 mana Cooldown: 4 seconds Physical Damage: 60 / 95 / 130 / 165 / 200 (+0.6 per bonus attack damage) Minion / monster damage: 40 / 63.3 / 86.7 / 110 / 133.3 (+0.4 per bonus attack damage)
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Spirit of Dread
- 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 20% of the damage dealt by any source to enemies within the area. Healing from damage dealt to minions is capped per cast. Cooldown:22 / 21 / 20 / 19 / 18 seconds 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) Minions Healing Cap: 60/90/120/150/180
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Devastating Charge
- Active: Hecarim gains 75% movement speed over the course of 3 seconds, starting with initial 25% upon cast, and ending one second afterward. While Hecarim is charging, he gains 150 extra attack range (325 total). His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration. If Hecarim's target is beyond narrow terrain, Hecarim will leap over the terrain to his target. Cost: 60 mana 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)
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Onslaught of Shadows
- 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 Cooldown: 140/120/100 seconds Magic Damage: 150/250/350 (+1.0 per ability power)
Health Points | 440 |
---|---|
Mana | 210 |
Damage | 56 |
Attack Range | 175 |
Armor | 16 |
IP Cost | 6300 |
Health Regen | 8 |
Mana Regen | 6.5 |
Attack Speed | 0.67 |
Movement Speed | 345 |
Magic Resistance | 30 |
1 lvl |
Item builds
Start items
Health Potion
x5Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Hunter's Machete
+8% Life Steal vs. Monsters UNIQUE Passive - Nail: Basic attacks deal 20 bonus damage on hit vs. Monsters. Killing a Large Monster grants +15 bonus experience.
Core items
Sunfire Cape
+500 Health +45 Armor UNIQUE Passive - Immolate: Deals 25 (+1 per champion level) magic damage per second to nearby enemies.
Mercury's Treads
+25 Magic Resist UNIQUE Passive - Enhanced Movement: +45 Movement Speed UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes by 20%. (Unique Passives with the same name don't stack.)
Endgame items
Guardian Angel
+60 Armor +60 Magic Resist UNIQUE Passive: Upon taking lethal damage, restores 30% of maximum Health and Mana after 4 seconds of stasis (300 second cooldown).
Iceborn Gauntlet
+65 Armor +20% Cooldown Reduction +500 Mana UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals bonus physical damage equal to 125% of base Attack Damage in an area and creates an icy zone for 2 seconds that slows Movement Speed by 30% (1.5 second cooldown). Size of zone increases with bonus armor.
Spirit Visage
+500 Health +70 Magic Resist +150% Base Health Regen +10% Cooldown Reduction UNIQUE Passive: Increases all healing received by 20%.
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Runes
Glymph
x9
Greater Glyph of Shielding
+0.15 magic resist per level (+2.7 at champion level 18)
Mark
x9
Greater Mark of Desolation
+1.66 armor penetration
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x3
Razer Quintessence of Speed
+1.5% movement speed
- +1.35 magic resist per level
- +14.94 armor penetration
- +12.69 armor
- +4.5% movement speed
Masteries
1/1
3/4
0/4
0/2
4/4
0/4
0/1
0/3
1/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
OFFENSE:
9
1/1
0/3
4/4
2/2
3/3
0/3
1/2
0/2
2/2
1/1
0/1
0/1
3/3
3/3
0/1
0/3
0/1
0/1
1/1
DEFENSE:
21
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1
UTILITY:
0
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Jungle Hecarim
(Hejt)
May 09, 2013 (u) 37 3 votes 2 comments -
The Reaper Jungles
(soberinho1)
June 05, 2013 (u) 2 0 votes 0 comments -
Hecarim Jungler OP
(wuiiiiiih)
October 30, 2013 (u) 2 0 votes 0 comments -
The Pony in the jungle
(dan-pascale)
October 10, 2013 (u) 1 0 votes 0 comments -
High Mobility Hecarim jungle
(DirtyJungler97)
August 29, 2013 (u) 1 0 votes 0 comments -
Heca Blue Jungle
(Bra1nbash)
August 26, 2013 (u) 1 0 votes 0 comments -
Welcome To The Jungle
(sebastiano-zaccaria)
July 07, 2013 (u) 1 1 votes 0 comments -
obliterashen's jungle ponny guide.
(pie smith)
April 07, 2015 (u) 1 0 votes 0 comments -
Hecarim Top (AD)
(RadekZbik)
September 01, 2013 (u) 0 0 votes 0 comments -
Hecarim Top (AD)
(RadekZbik)
September 01, 2013 (u) 0 0 votes 0 comments
wtf build :DD
wtf build :DD
wtf build :DD
wtf build :DD
wtf build :DD
wtf build :DD
These masteries... Go 0-9-21 with hec ._.
And build aegis, randuin, maybe ?
These masteries... Go 0-9-21 with hec ._.
And build aegis, randuin, maybe ?
These masteries... Go 0-9-21 with hec ._.
And build aegis, randuin, maybe ?
These masteries... Go 0-9-21 with hec ._.
And build aegis, randuin, maybe ?
These masteries... Go 0-9-21 with hec ._.
And build aegis, randuin, maybe ?
These masteries... Go 0-9-21 with hec ._.
And build aegis, randuin, maybe ?