10.23.1 → 10.24.1
Q
− Hecarim cleaves nearby enemies for 18/60/102/144/186 (+0.60 AD) physical damage. (60% 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.
+ Hecarim cleaves nearby enemies for {{ damage }} physical damage. If this Ability hits, he gains a stack that decreases its cooldown by 1 second and increasing its damage by 5% for 8 seconds. Stacks up to 2 times.
W
− 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.
+ Hecarim deals {{ totaldamage }} magic damge over 4 seconds to nearby enemies, and heals for 30% of damage these enemies take from any source.
E
− Hecarim gains increasing Movement Speed and can move through units for 4 seconds. His next attack knocks the target back dealing 35/65/95/125/155 (+0.50 AD) to 70/130/190/250/310 (+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.
+ Hecarim becomes Ghosted and gains 25% Move Speed increasing to 75% over 4 seconds. His next Attack Knocks Back and deals between {{ mindamage }} and {{ maxdamage }} physical damage. Knock Back distance and damage scales with distance travelled during this Ability.
R
− 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 2 seconds (increases by charge distance).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 {{ damagedone }} magic damage. Hecarim unleashes a shockwave at the end of the charge that Fears for between 0.75 to 2 seconds, increased by charge distance.
Hecarim