

Hecarim Champion Guide





Overview
- •P grants
AD ↑ based on
Move Speed.
- •Q swings its spear for AoE Physical Damage.
On hit, gains a Buff Stack. Max 3.
Per Stack, increased Physical Damage and
CDR.
- •W grants

AR+MR ↑
and its Aura deals DoT Magic Damage to nearby enemies.
Based on the damage Hecarim and his allies take within the Aura,
Hecarim Heals.
- •E makes Hecarim Ghosting and grants Buff Stacks.
Buff Stacks grant
MS ↑ based on travel Distance. (Max 100 stacks)
The next attack Stack Consumes them to deal Physical Damage and
Knockback.
Can AA Reset.
- •R is an
Unstoppable Dash.
Fires 5 ghost Projectiles that follow Hecarim.
Projectiles deal Pierce Magic Damage.
Deals AoE Magic Damage and
Fear at Hecarim's destination.
Fear duration increases with travel distance.
TMI
- •QF, WF, EF, RF all not possible
- •Through P,
MS ↑ becomes
AD ↑
Using E and building stacks gives more
AD ↑.
Q has an
Attack Damage ratio, so
don't auto-attack right away;
it's better to use Q first and auto-attack later. - •Other skills can be used during the R Dash.
- •R has no
Attack Damage ratio, so
P's
AD ↑ from E's
MS ↑
has no effect on it.
Rather than E then R, cast R and turn on E mid-dash
to build E stacks, then on arrival use the EmpoweredBasic Attack
to kidnap the target with
Knockback.



























































































































































