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Report Card
User specific
Guides
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Hecarim cleaves nearby enemies for 50/85/120/155/190 (+0.6) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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: 25 Mana
Range: 350
Cooldown:
Hecarim deals 80/125/170/215/260 (+0.8) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.
Hecarim cannot heal more than 60/90/120/150/180 health from minions.
Cost: 50/60/70/80/90 Mana
Range: 525
Cooldown:
Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+0.5) to 80/150/220/290/360 (+1.0) physical damage based on how far Hecarim has traveled during Devastating Charge.
Cost: 60 Mana
Range: 0
Cooldown:
Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.8) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge dealing an additional 50/125/200 (+0.4) 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.
Cost: 100 Mana
Range: 1000
Cooldown:
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Warpath
Hecarim can move through units and gains attack damage equal to a percentage of his bonus movement speed.Rampage
Hecarim cleaves nearby enemies dealing physical damage.Hecarim cleaves nearby enemies for 50/85/120/155/190 (+0.6) physical damage. (66% damage to minions and monsters)
If Hecarim damages at least one enemy 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: 25 Mana
Range: 350
Cooldown:
Spirit of Dread
Hecarim deals magic damage to nearby enemies for a short duration. Hecarim gains health equal to a percentage of any damage those enemies suffer.Hecarim deals 80/125/170/215/260 (+0.8) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.
Hecarim cannot heal more than 60/90/120/150/180 health from minions.
Cost: 50/60/70/80/90 Mana
Range: 525
Cooldown:
Devastating Charge
Hecarim gains increasing movement speed for a short duration. His next attack knocks the target back and deals additional physical damage based on the distance he has traveled since activating the ability.Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+0.5) to 80/150/220/290/360 (+1.0) physical damage based on how far Hecarim has traveled during Devastating Charge.
Cost: 60 Mana
Range: 0
Cooldown:
Onslaught of Shadows
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 100/200/300 (+0.8) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge dealing an additional 50/125/200 (+0.4) 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.
Cost: 100 Mana
Range: 1000
Cooldown: