Hecarim
The Shadow of War
Compétences
Warpath
Innate: Hecarim gains Attack Damage equal to a percentage of his bonus Movement Speed. Percentage: 12 - 24% (based on level)
Rampage
Active: Hecarim cleaves nearby enemies, dealing physical damage (60% damage to minions). 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 0.75 seconds for a short duration and deals 3% (+4% per bonus 100) increased damage. This effect can stack up to 3 times and the stacks fall off one at a time. Physical Damage: 60 / 85 / 110 / 135 / 160 (+90% bonus)
Spirit of Dread
Active: Hecarim deals magic damage over 4 seconds to all nearby enemies. Hecarim gains bonus Armor and Magic Resistance and is healed for 25% of the damage these enemies take from any source (halved from damage dealt by allies). Hecarim's health from minions or monsters is capped. Magic Damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+20%) Minions Healing Cap: 120 / 150 / 180 / 210 / 240 Bonus Resistances: 5 / 10 / 15 / 20 / 25
Devastating Charge
Active: Hecarim gains increasing Movement Speed and can move through units for 4 seconds. His next attack knocks the target back dealing 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. Bonus Movement Speed: 25 - 75% (based on time active) Minimum Damage: 30 / 50 / 70 / 90 / 110 (+50% bonus) Maximum Damage: 60 / 100 / 140 / 180 / 220 (+100% bonus)
Onslaught of Shadows
Active: Hecarim summons spectral riders and charges forward, dealing 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. Magic Damage: 150 / 250 / 350 (+100%)