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Hecarim

the Shadow

Fighter
Physical Damage
JunglerTop

General counter information:

Apply heal reductionBuild HPDeny Blue BuffDeny FarmDodge AbilitiesHard CCTry to kite and pokeTry to Counter Jungle

Counter Items & Summoner Spells:

Health Points: 440 (+95 / per level) Health Regen: 8
Mana Points: 210 (+40 / per level) Mana Regen: 30
Damage: 53 (+3 / per level) Attack Speed: 0.67 (+2.5 / per level)
Attack Range: 175 Movement Speed: 320
Armor: 16 (+4 / per level) Magic Resistance: 30 (+1.25 / per level)
Influence Points (IP): 6300 Riot Points (RP): 975

Warpath

Passive

Hecarim ignores unit collision and gains attack damage equal to 10% / 12.5% / 15% / 17.5% / 20% / 22.5% / 25% of his bonus movement speed.

Rampage

Q

Active: Hecarim cleaves nearby enemies, dealing physical damage. This skill deals only 66% damage to minions and monsters.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 1 second for a short duration. This effect can stack up to 2 times.
Cost: 24/28/32/36/40 mana
Cooldown: 4 seconds
Radius of AoE: 350

Physical Damage: 60/95/130/165/200 (+0.6 per bonus attack damage)
Physical Damage to Minions: 39.6/62.7/85.8/108.9/132 (+0.4 per bonus attack damage)

Spirit of Dread

W

Active: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. Additionally, Hecarim is healed for a percentage of the damage enemies within the area take from any source. Healing from damage dealt to minions is capped per cast.
Cooldown: 22/21/20/19/18 seconds
Radius of AoE: 525

Cost: 50/60/70/80/90 mana
Magic Damage Per Second: 20/31.25/42.5/53.75/65 (+0.2 per ability power)
Maximum Magic Damage: 80/125/170/215/260 (+0.8 per ability power)
Damage to Heal Ratio: 20%
Minions Healing Cap: 60/90/120/150/180

Devastating Charge

E

Active: Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charges duration.
Cost: 60 mana

Cooldown: 24/22/20/18/16 seconds
Minimum Damage: 40/75/110/145/180 (+0.5 per bonus attack damage)
Maximum Damage: 80/150/220/290/360 (+1.0 per bonus attack damage)

Onslaught of Shadows

R

Active: Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike. Hecarim releases a shockwave when he finishes his charge, causing nearby enemies to flee in terror away from Hecarim for 1 second.
Cost: 100 mana
Range: 1000

Cooldown: 140/120/100 seconds
Initial Magic Damage: 150/250/350 (+1.0 Ability Power)


Counter Tips

Move away from him when he has his Spirit of Dread on, as he will heal from any source of damage dealth to enemies.
Avoid being clumped so he won't be able to use his ultimate to fear multiple people.

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