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
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.
Health Potion
x5Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Core items
Boots of Mobility
UNIQUE Passive - Enhanced Movement: +25 Movement Speed. Increases to +105 Movement Speed when out of combat for 5 seconds. (Unique Passives with the same name don't stack.)
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.
Endgame items
Spirit Visage
+500 Health +70 Magic Resist +150% Base Health Regen +10% Cooldown Reduction UNIQUE Passive: Increases all healing received by 20%.
Randuin's Omen
+450 Health +60 Armor -10% Damage taken from Critical Strikes UNIQUE Passive - Cold Steel: When hit by basic attacks, reduces the attacker's Attack Speed by 15%. UNIQUE Active: Slows the Movement Speed of nearby enemy units by 35% for 4 seconds (60 second cooldown).
Sunfire Cape
+500 Health +45 Armor UNIQUE Passive - Immolate: Deals 25 (+1 per champion level) magic damage per second to nearby enemies.
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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R ![]() |
Runes
Glymph
x9
Greater Glyph of Warding
+1.34 magic resist
Mark
x9
Greater Mark of Desolation
+1.66 armor penetration
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x3
Greater Quintessence of Swiftness
+1.5% movement speed
- +12.06 magic resist
- +14.94 armor penetration
- +12.69 armor
- +4.5% movement speed
Masteries
0/1
0/4
0/4
0/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
OFFENSE:
0
1/1
2/3
4/4
2/2
3/3
0/3
2/2
0/2
0/2
1/1
0/1
0/1
0/3
3/3
0/1
3/3
0/1
0/1
0/1
DEFENSE:
21
0/1
3/3
2/3
0/1
0/1
3/3
0/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1
UTILITY:
9
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