0.151.2 → 10.5.1
| armor | 16 | → | 36 | Toughness |
| attack damage | 53 | → | 66 | Damage |
| attack damage/lvl | 3 | → | 3.2 | Damage |
| attack speed | 0.583 | → | 0.67 | Damage |
| health | 440 | → | 580 | Toughness |
| health/lvl | 95 | → | 90 | Toughness |
| hp regen | 8 | → | 7 | Toughness |
| magic resist | 30 | → | 32.1 | Toughness |
| mana | 210 | → | 277.2 | Tempo |
| move speed | 320 | → | 345 | Mobility |
Passive
− Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
+ Hecarim gains Attack Damage equal to a percentage of his bonus Movement Speed.
Q
− Hecarim cleaves nearby enemies dealing physical damage.
+ Hecarim cleaves nearby enemies dealing physical damage.
− Hecarim cleaves nearby enemies for 50/85/120/155/190 (+0.60 AD) physical damage. (66% damage to minions and monsters)If Hecarim damages at least one enemy 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.
+ Hecarim cleaves nearby enemies for 15/55/95/135/175 (+0.60 AD) physical damage. (66% damage to minions)If Hecarim damages at least one enemy with this attack he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second and increasing its damage by 5% for a short duration. This effect can stack up to 2 times.
W
− Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains health equal to a percentage of any damage those enemies suffer.
+ Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains Health equal to a percentage of any damage those enemies suffer.
− Hecarim deals 80/125/170/215/260 (+0.80 AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.Hecarim cannot heal more than 60/90/120/150/180 health from minions.
+ Hecarim deals 80/120/160/200/240 (+0.80 AP) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 30% of the damage these enemies take from any source.Hecarim cannot heal more than 90/120/150/180/210 Health from minions or monsters.
E
− Hecarim gains increasing movement speed for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
+ Hecarim gains increasing Movement Speed and can move through units for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.
− Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+0.50 AD) to 80/150/220/290/360 (+1 AD) physical damage based on how far Hecarim has traveled during Devastating Charge.
+ Hecarim gains increasing Movement Speed and can move through units for 4 seconds. His next attack knocks the target back dealing 45/75/105/135/165 (+0.50 AD) to 90/150/210/270/330 (+1 AD) physical damage based on how far Hecarim has traveled during Devastating Charge (knockback distance also scales).Devastating Charge's remaining duration pauses during Onslaught of Shadows.
R
− Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge dealing additional magic damage to nearby enemies causing them to flee in terror.
+ Hecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, causing nearby enemies to flee in terror.
− Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.80 AP) magic damage to anyone they strike. (+0.40 AP) magic damage and causing nearby enemies to flee from Hecarim for 1 seconds.Hecarim himself will only move to the targeted location. The riders will always move the full distance.
+ Hecarim summons spectral riders and charges forward, dealing 50/150/250 (+1 AP) magic damage to enemies hit. Hecarim releases a shockwave at the end of his charge, causing nearby enemies to flee from him for 0.75 to 1.5 seconds (increases by charge distance).Hecarim himself will only move to the targeted location. The riders will always move the full distance.
Hecarim