3.7.2 → 3.8.1
Passive
− Hecarim can move through units 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
E
− 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 for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+{{ f1 }} AD) to 80/150/220/290/360 (+{{ f2 }} AD) physical damage based on how far Hecarim has traveled during Devastating Charge.
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 (+0.40 AP) magic damage to anyone they strike. (+0.80 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 150/250/350 (+1 AP) magic damage to anyone they strike. Hecarim himself will only move to the targeted location. The riders will always move the full distance.
Hecarim