0.151.2 → 16.11.1
| armor | 16 | → | 32 | Toughness |
| armor/lvl | 4 | → | 5.45 | Toughness |
| attack damage | 53 | → | 66 | Damage |
| attack damage/lvl | 3 | → | 3.7 | Damage |
| attack speed | 0.583 | → | 0.67 | Damage |
| health | 440 | → | 625 | Toughness |
| health/lvl | 95 | → | 106 | Toughness |
| hp regen | 8 | → | 7 | Toughness |
| magic resist | 30 | → | 32 | Toughness |
| magic resist/lvl | 1.25 | → | 2.050 | Toughness |
| mana | 210 | → | 280 | Tempo |
| mp regen | 6.5 | → | 7 | Tempo |
| mp regen/lvl | 0.6 | → | 0.8 | 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 Move Speed.
Q
− Hecarim cleaves nearby enemies dealing physical damage.
+ Hecarim cleaves nearby enemies dealing physical damage. If Hecarim damages at least one enemy, he increases the damage and lowers the cooldown of subsequent Rampages.
− 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 30/60/90/120/150 (+0.900 AD) physical damage. If this Ability hits, he gains a stack that decreases its Cooldown by 0.75 seconds and increases its damage by 3 (+0.030 AD)% for 8 seconds. Stacks up to 3 times.{{ spellmodifierdescriptionappend }}
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 gains Armor and Magic Resist. Hecarim deals magic damage to nearby enemies, and 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 40/80/120/160/200 (+0.8 AP) magic damage over 4 seconds to nearby enemies. Hecarim gains 0/5/10/15/20 Armor Armor and Magic Resist and heals for 25% of damage nearby enemies take from Hecarim and 12.5% of damage taken from his allies.{{ spellmodifierdescriptionappend }}
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 Move 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 becomes Ghosted and gains 25% Move Speed increasing to 65% over 4 seconds. His next Attack Knocks Back and deals between 15/30/45/60/75 (+0.5 AD) and 30/60/90/120/150 (+1 AD) physical damage. Knock Back distance and damage scales with distance travelled during this Ability.{{ spellmodifierdescriptionappend }}
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. Hecarim unleashes a shockwave at the end of the charge that Fears for between 0.75 to 1.5 seconds, increased by charge distance.{{ spellmodifierdescriptionappend }}
Hecarim