Hecarim

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Hecarim
120x120
The Shadow of War
Release Date: April 18, 2012
Cost: 4800 IP 880 RP
Primary Attribute: Fighter
Secondary Attribute: Tank
Resource: Mana
Statistics
Health Mini Icon.png Health: 580 (+ 90)
HealthRegen Mini Icon.png Health Regen: 7 (+ 0.75)
Mana Mini Icon.png Mana: 327.2 (+ 37)
ManaRegen Mini Icon.png Mana Regen: 6.505 (+ 0.6)
MovementSpeed Mini Icon.png Movespeed: 345
AttackDamage Mini Icon.png Attack Damage: 61.376 (+ 3.2)
AttackSpeed Mini Icon.png Attack Speed: 0.67 (+ 2.5%)
Range Mini Icon.png Range: 175
Armor Mini Icon.png Armor: 26.72 (+ 4)
MagicResist Mini Icon.png Magic Resist: 32.1 (+ 1.25)
Skins
Blood Knight Hecarim Released: 2012-04-18 / 975 RP
Reaper HecarimReleased: 2012-04-18 / 975 RP
Headless HecarimReleased: 2012-10-26 / 975 RP
Arcade HecarimReleased: 2013-08-22 / 1350 RP
Elderwood HecarimReleased: 2015-11-25 / 1350 RP

Lore

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“Break their ranks and ride them down without mercy. Crush the living and feast on their terror.”

 Hecarim is an armored colossus who charges from the Shadow Isles at the head of a deathly host of spectral horsemen to hunt the living. A monstrous fusion of man and beast, cursed to ride for eternity, Hecarim revels in slaughter and crushing souls beneath his armored hooves.

Born into an empire long since gone to dust and forgotten, Hecarim was squired to a legendary company of knights known as the Iron Order, a brotherhood sworn to defend their king’s land. There he endured the harshest training imaginable, a punishing regime that schooled him to be a formidable warrior.

As Hecarim grew to manhood, he mastered every form of combat and war-stratagem with ease. He quickly outstripped his fellow squires in mounted warfare, and the Knight Commander of the Iron Order saw greatness within the young man and recognized a potential successor. But as the years passed and Hecarim won victory after victory from the back of his mighty warhorse, the Knight Commander finally recognized a growing darkness within his lieutenant. Hecarim’s thirst for wholesale slaughter and obsessive hunger for glory was eroding his honor and the Knight Commander knew the young knight must never become the master of the Iron Order. In his private chambers, he told Hecarim that he would not be his successor and though his lieutenant was furious, he bit back on his anger and returned to his duties.

When the Order next rode to war, the Knight Commander found himself surrounded by enemies and isolated from his fellow knights. Only Hecarim could ride to his aid, but in a moment of rancor, he turned his mount away and left the Knight Commander to die. At battle’s end, the surviving knights, oblivious to what Hecarim had done, knelt on the bloody ground and swore to follow him as their master.

Hecarim rode to the capital, and met with  Kalista, the king’s general. Kalista recognized his exceptional nature, and when the king’s wife was wounded by the poisoned blade of an assassin, she tasked the Iron Order with staying at the king’s side while she sought a cure. Hecarim accepted, but being given what he perceived to be a menial task planted a seed of resentment.

Hecarim remained with the king as he descended into grief-induced madness. Gripped by paranoia, the king raged at those who sought to separate him from his dying wife and despatched the Iron Order to quell what he saw as dissent throughout his kingdom. Hecarim led the Iron Order in bloody suppressions of discontent, earning a dreadful reputation as a ruthless enforcer of the king’s will. Villages burned and the riders of the Iron Order put hundreds to the sword. The kingdom was in darkness, and when the queen died, Hecarim spun falsehoods around the king, speaking of how he had uncovered the truth behind her death, seeking sanction to lead the Iron Order to foreign lands and earn yet more dark renown.

Before he rode out, Kalista returned from her quest. She had found a cure for the queen’s malady upon the legendary Blessed Isles, but was too late to save her. Horrified at what had become of the kingdom, Kalista refused to share what she had discovered and was imprisoned for her defiance. Hecarim saw an opportunity to win yet more favor and visited Kalista’s cell. Promising to keep the king from any rash actions, Hecarim persuaded Kalista to reveal what she knew. Kalista reluctantly agreed and guided the king’s fleet through the glamours veiling the Blessed Isles from sight.

Hecarim led the ruined form of the king to the center of the magical island, where he met with its guardians and demanded their aid. The guardians offered their sympathies, but told the king his wife was beyond their help. Enraged, the king ordered Kalista to kill the guardians one by one until they relented. Kalista refused and stood between the king and the island’s inhabitants.

Hecarim recognized a crossroads in his life and made a decision that would damn him for eternity. Instead of supporting Kalista, he drove a spear through her back and commanded the Iron Order to slay the inhabitants of the Blessed Isles. Hecarim and his warriors slaughtered the guardians until a lantern-bearing wretch finally led the king to what he sought - the secret to resurrecting his wife.

But when the queen returned to life she was a horror of decayed meat and maggot-ridden flesh who begged to be allowed to die once more. Repulsed at what he had done to his beloved wife, the king enacted a spell to end their lives and bind them together for all eternity. His conjuration was successful, but unwittingly empowered by the many potent magical artifacts stored on the island, its power was increased a hundredfold.

A hurricane of black mist surrounded the king, spreading across the island and killing everything it touched. Hecarim abandoned the king to his doom and led the Iron Order back to their ships, killing all in their path as the spirits of those slain by the black mist arose as undying wraiths. One-by-one, the knights were dragged down into undeath until only Hecarim remained. As uncontrolled sorcery filled him, he and his mighty steed were fused together in a monstrous abomination that reflected the true darkness of his soul.

Howling in rage, the titanic beast known as the Shadow of War was wrought in an agonizing transformation, a brazen monster of fury and spite. The sins of his former life were heightened by the maelstrom of dark magic, birthing a creature of endless malice and terrifying power.

Now Hecarim is bound to the Shadow Isles, patrolling its nightmare shores and killing all before him in a mockery of his former duty. And when the Black Mist reaches beyond the Shadow Isles, he and the spectral host of the Iron Order ride with him to slaughter the living in the memory of glories long passed.

No One Lives

Icy waves crashed on the bleak shore, red with the blood of the menHecarim had already butchered. The mortals he had yet to kill were retreating over the beach in terror. Black rain doused them and stormcloudsboiled in from the mourning heart of the island. He heard them shouting to one another. The words were a guttural battle-cant he did not recognize, but the meaning was clear; they actually thought they might live to reach their ship. True, they had some skill. They moved as one, wooden shields interlocked. But they were mortal and Hecarim savored the meat-stink of their fear.

He circled them, threading crumbling ruins and unseen in the shadowed mist rising from the ashen sand. The echoing thunder of his hooves struck sparks from black rocks. It gnawed at their courage. He watched the mortals through the slitted visor of his helm. The weak light of their wretched spirits was flickering corposant in their flesh. It repulsed him even as he craved it.

“No-one lives,” he said.

His voice was muffled by the dread iron of his helm, like the corpse-rasp of a hanged man. The sound scraped along their nerves like rusted blades. He drank in their terror and grinned as one man threw down his shield and ran for the ship in desperation.

He bellowed as he galloped from the weed-choked ruins, lowering his hooked glaive and feeling the old thrill of the charge. A memory flickered, riding at the head of a silver host. Winning glory and honor. The memory faded as the man reached the dark surf of cold breakers and looked over his shoulder.

“Please! No!” he cried.

Hecarim split him from collarbone to pelvis in one thunderous blow.

His ebon-bladed glaive pulsed as it bathed in blood. The fragile wisp of the man’s spirit sought to fly free, but the mist’s hunger would not be cheated.Hecarim watched as the soul was twisted into a dark reflection of the man’s life.

Hecarim drew the power of the island to him and the bloody surf churned with motion as a host of dark knights wreathed in shimmering light rose from the water. Sealed within archaic plates of ghostly iron, they drew black swords that glimmered with dark radiance. He should know these men. They had served him once and served him still, but he had no memory of them. He turned back towards the mortals on the beach. He parted the mists, revelling in their terror as they saw him clearly for the first time.

His colossal form was a nightmarish hybrid of man and horse, a chimeric juggernaut of brazen iron. The plates of his body were dark and stamped with etchings whose meanings he only vaguely recalled. Bale-fire smoulderedbehind his visor, the spirit within cold and dead yet hatefully vital.

Hecarim reared as forking traceries of lightning split the sky. He lowered his glaive and led his knights in the charge, throwing up giant clumps of blood-sodden sand and bone fragments as he went. The mortals screamed and brought up their shields, but the ghost-knights charge was unstoppable.Hecarim struck first as was his right as their master, and the thunderous impact splintered the shieldwall wide open. Men were trampled to bloody gruel beneath his iron-shod bulk. His glaive struck out left and right, killing with every strike. The ghost knights crushed all before them, slaughtering the living in a fury of thrashing hooves, stabbing lances and chopping blades. Bones cracked and blood sprayed as mortal spirits fled broken bodies, already trapped between life and death by the fell magic of the Ruined King.

The spirits of the dead circled Hecarim, beholden to him as their killer and he revelled in the surging joy of battle. He ignored the wailing spirits. He had no interest in enslaving them. Leave such petty cruelties to the  Chain Warden.

All Hecarim cared for was killing.

Since his first sighting on the northwestern shores of Valoran, the towering, armored specter known as  Hecarim struck a chilling fear into the hearts of all who laid eyes upon him. No one had ever seen anything like his titanic, ethereal form before, and the mystery of his sudden arrival was deeply unnerving. When Hecarim began to march eastwards, leaving a trail of desolate, lifeless ground behind him, the villagers of the plains fled their homes for the safety of nearby Demacia. In the city's now-overcrowded taverns, rumors about this inhuman phantom spread in hushed whispers. Some claimed that he was the vengeful shade of an ancient warrior, intent on destroying all living beings; one man insisted that they had seen him leading an entire legion of spectral cavalrymen; others still believed him to be the creation of some hateful necromancer. One Demacian commander, seeking to dispel the terror that had gripped the city, assembled a few of his finest soldiers and rode out to turn back or destroy Hecarim.

The commander led his soldiers to stand in Hecarim's path and braced for his assault. As the apparition bore down on them, an overwhelming sensation of dread gripped the warriors. The men, frozen in fear, could only scream as the ghostly titan ran them down, tearing them apart and trampling them beneath his iron hooves. Hecarim turned to the crippled, cowering commander and uttered a chilling statement: "This is merely the beginning. No mortal army can withstand the might of the Shadow Isles." With that, Hecarim departed, resuming his grim march. Driven to insanity by his nightmarish experience, the commander stumbled back to Demacia, where his dire warnings were dismissed as the ravings of a madman. While Hecarim's origin and intent were still a mystery, his destination became clear when he reached the Institute of War and, in a voice both ominous and commanding, demanded entry into the League of Legends.

"You don't understand... the shadows will consume us all..."

- Former Demacian Commander

Abilities

PassiveWarpath
Warpath.jpg
(Passive) Hecarim gains attack damage equal to a percentage of his bonus movement speed.
Percentage: 15 / 17.5 / 20 / 20.5 / 25 / 27.5 / 30%


QRampageBanshee's Veil.png
Rampage.jpg
(Active) Hecarim cleaves nearby enemies, dealing physical damage.
(66% 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 1 second for a short duration. This effect can stack up to 2 times.
Cooldown: 4 seconds
Radius of AoE: 350
Cost: 32 / 34 / 36 / 38 / 40 mana
Physical Damage: 60 / 95 / 130 / 165 / 200
(+60% of bonus Attack Damage)
Physical Damage to Minions: 33.33 / 56.66 / 80 / 103.33 / 126.66
(+40% of bonus Attack Damage)


WSpirit of DreadBanshee's Veil.png
Spirit of Dread.jpg
(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.
Radius of AoE: 525
Damage to Heal Ratio: 20%
Cooldown: 22 / 21 / 20 / 19 / 18 seconds
Cost: 50 / 60 / 70 / 80 / 90 mana
Magic Damage per second: 20 / 31.25 / 42.5 / 53.75 / 65 (+20% of Ability Power)
Maximum Magic Damage: 80 / 125 / 170 / 215 / 260
(+80% of Ability Power)
Minions Healing Cap: 90 / 120 / 150 / 180


EDevastating ChargeBanshee's Veil.png
Devastating Charge.jpg
(Active) Hecarim ignores unit collision and 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 Charge's duration.
Duration: 4 seconds
Cost: 60 mana
Cooldown: 24 / 22 / 20 / 18 / 16 seconds
Minimum Damage: 40 / 75 / 110 / 145 / 180
(+50% of bonus Attack Damage)
Maximum Damage: 80 / 150 / 220 / 290 / 360
(+100% of bonus Attack Damage)


ROnslaught of ShadowsBanshee's Veil.pngCleanseQss.png
Onslaught of Shadows.jpg
(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: 1,000
Cooldown: 140 / 120 / 100 seconds
Rider Magic Damage: 150 / 250 / 350
(+100% of Ability Power)


Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
LCS logo 25x25.png 2014 NA LCS Spring Round Robin 2 0 0 0 0 1.8
Gpllogo small.png 2014 GPL Spring 0 2 0 2 0 2.2
Esltumbnail.png IEM Season VIII - World Championship 0 1 0 1 0 5.6
Gpllogo small.png 2014 GPL Winter 0 1 0 1 0 1.1
RpPoints.png Season 3 World Championship 0 1 0 1 0 1.5

Patch History

v6.5

E moves faster and knocks back more the further Hecarim travels.

Though it hasn’t been that long since Hecarim’s era of dominance in the toplane, our little pony is struggling to be relevant after his last few rounds in the patch notes. Specifically, many of the recent changes Hecarim received were to limit the abuse cases of an early Homeguard purchase - something that’s no longer possible after preseason. A happy Hecarim is one that’s blissfully trampling the enemy’s ranks, so we’re peeling back some of our previous changes and supporting Hec’s effectiveness when pulling off his signature flanking maneuvers.

Devastating Charge.png E - Devastating Charge

NEW I MUST GO SWIFTLY : Devastating Charge's bonus movement speed is now multiplicative
KNOCKBACK DISTANCE : 300 250 - 450 (based on distance traveled)
CLIP-CLOP CLARITY : Now displays Devastating Charge's level of knockback and speed on the buff bar
THAT'S NOT HOW ROOTS WORK : Fixed a bug where Devastating Charge would move Hecarim while rooted


v5.24
Less health. Only ignores unit collision during E.

Hecarim’s engagement pattern is consistently oppressive, and preseason’s only amplified the terror he brings to any 1v1 encounter. We’re emphasising the value in striking back against him (especially when Spirit of Dread is down), and forcing him to play the same unit collision game as everyone else. No more free hits just because your opponent’s struggling through a blockade of enemy minions, buddy.

General

BASE health : 599 580
health GROWTH stat : 95 90

Warpath.png Passive - Warpath

REMOVED GHOST HORSE : No longer causes Hecarim to ignore Unit Collision

Devastating Charge.png E - Devastating Charge

NEW GHOST HORSE'S REVENGE : Hecarim now ignores Unit Collision while charging


v5.22

In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.

Mana

The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):


v5.11
Cleaning up Passive and E to not be insane with Homeguard.

"Both of these changes are targeted specifically at Hecarim's particularly insane synergy with Homeguard and Teleport. For someone that already provides great initiation and damage, Warpath and Devastating Charge were adding so much damage to his combo that this edge-case gets to be unbearable for anyone not sporting a Malphite's worth of armor to withstand. We're pretty good with how Hecarim's doing outside of this specific interaction, which is why we're being so surgical towards it here."
  • Warpath.png Passive - Warpath
    • UPDATE CYCLE : 1 second 0.25 seconds
  • Devastating Charge.png E - Devastating Charge
    • MOVEMENT SPEED BONUS : Stacks multiplicatively with other movement speed bonuses Stacks additively with other movement speed bonuses

v5.9
Q costs more mana, but does more damage to monsters.

"Still terrorizing the top stables, Hecarim's snowball potential quickly becomes an avalanche for teams without a way to keep him down. We're curbing some of his repeated aggression when it comes to sustained Q usage, but unlocking its full potential against monsters so he can gallop freely in the jungle. (That's where horses are from, right?)"
  • Rampage.png Q - Rampage
    • CAME IN LIKE A HEC'ING BALL : Now deals full damage to monsters
    • COST : 20/23/26/29/32 mana 32/34/36/38/40 mana

v5.7
Base health and mana regeneration down.

"Compared against other toplaners, having access to a strong self-heal and low mana costs is a pretty sweet deal - so we're toning down some of his innate staying power so it's easier to send Hecarim back to the stables."
  • General
    • BASE HEALTH REGEN : 9.26 7
    • BASE MANA REGEN : 7.5 6.5

v5.1

Q costs less mana at early to mid ranks, and W's cap on monster / minion healing has been increased at all ranks.

"Next stop on our 2015 Jungle Love Train is none other than the Horselord himself, Hecarim. Jungle difficulty's been rough on our little pony, and with no spirit items to keep his sustain up, he's found more time in the stable than we'd like."
  • Rampage.png Q - Rampage
    • COST : 24/26/28/30/32 mana 20/23/26/29/32 mana
  • Spirit of Dread.png W - Spirit of Dread
    • MONSTER/MINION HEALING CAP : 60/90/120/150/180 90/120/150/180/210

v4.13

Hecarim pays less mana for his Q and his passive scales better with being a horse

"Way back in the day, Hecarim used to have near infinite sustain in the jungle and we made targeted balance changes to address that. On re-examining, we overshot some of those nerfs."
  • Warpath.jpg Passive - Warpath
    • WARPATHIER Hecarim gains bonus attack damage equal to 10/12.5/15/17.5/20/22.5/25% ⇒ 15/17.5/20/22.5/25/27.5/30% of his bonus movement speed
  • Rampage.jpg Q - Rampage
    • COST 24/28/32/36/40 mana ⇒ 24/26/28/30/32 mana

v4.1

  • Spirit of Dread.jpg W – Spirit of Dread
    • Amount healed now correctly matches the tooltip at 20% across all ranks (from 10/15/20/25/30%)

v3.09

  • Rampage
    • Mana cost increased to 24/28/32/36/40 from 25

v3.08
As a strong sustain fighter, Hecarim was blowing up squishy targets with Onslaught of Shadows’ high damage and on-impact fear. To balance the ability out, we’ve taken away the landing damage and shifted it to the riders that travel with Hecarim.
The Devastating Charge buff should let Hecarim jump over small walls and ledges to his opponents when he dashes to them. Keep in mind that when we say small ledges, there are only a few in the game like the river ramp ledges and very thin jungle walls.

  • Devastating Charge
    • If Hecarim's target is beyond narrow terrain, Hecarim will now leap over the terrain to the target
  • Onslaught of Shadows
    • No longer deals damage at the end location
    • Rider damage increased to 150 / 250 / 350 (+1.0 Ability Power) from 100 / 200 / 300 (+0.4 Ability Power)

v3.05
The previous version of Spirit of Dread did not offer enough opportunities for tactical decision-making. With higher cooldowns, our goal is to reintroduce strategic choices other than merely activating the ability whenever it is available.

  • Spirit of Dread
    • Cooldown increased to 22 / 21 / 20 / 19 / 18 seconds from 18 / 17 / 16 / 15 / 14

v3.03
These changes make  Hecarim's durability more consistent by smoothing out his early game jungle clear while reducing his late game survivability in team fights.

  • Rampage
    • Damage increased to 60 / 95 / 130 / 165 / 200 from 50 / 85 / 120 / 155 / 190
  • Spirit of Dread
    • Healing adjusted to 20% at all ranks from 10 / 15 / 20 / 25 / 30%
    • Cooldown increased to 20 / 18.5 / 17 / 15.5 / 14 seconds from 14 at all ranks
    • Fixed a bug where Spirit of Dread was stating it dealt more damage than it actually was

v1.0.0.152

  • Base Movement Speed increased by 25.
  • Base Attack Damage increased to 59 from 56
  • Attack Damage per level increased to 3.2 from 3

v1.0.0.149

  • Fixed a bug where using Devastating Charge on an enemy tower caused it to redirect aggro onto Hecarim

v1.0.0.144

  • Devastating Charge
    • Now more responsive when colliding with opponents
    • Initial movement speed bonus increased to 25% from 0% (still reaches max speed at the same time)
  • Onslaught of Shadows enemy flee speed is now higher based on how close the enemy is to Hecarim

v1.0.0.140

  • Rampage damage to minions and monsters increased to 66% from 50%
  • Devastating Charge now requires less distance traveled to get the full effect

v1.0.0.138
 Hecarim released



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