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Hecarim Wild Rift Patch HistoryWR

Hecarim

Fighter / Tank

Wild Rift (Mobile) switch games?

Hecarim was last adjusted in Patch 7.0d (). Across 8 patches, Hecarim has received 2 buffs, 4 nerfs, 2 adjustments since release in Patch 4.3c.

Abilities
WarpathWR
Passive - Warpath

Innate: Hecarim gains bonus attack damage equal to 12% / 18% / 24% of his bonus move speed.

RampageWR
Ability 1 - Rampage
Cost: 28 / 32 / 36 / 40 Mana
CD: 4.5 / 4 / 3.5 / 3
Cast Time: None

Active: Hecarim charges his halberd for 0.75 seconds, after which he deals physical damage to nearby enemies, reduced to 60% against minions.

Physical Damage: 5 / 15 / 25 / 35 (+ 110% AD)
Minion damage: 3 / 9 / 15 / 21 (+ 66% AD)
Empowered Physical Damage: 6 / 18 / 30 / 42 (+ 132% AD)

If this hits an enemy champion or large monsters Hecarim gains 30% bonus move speed that decays over 3 seconds and the next Rampage cast within 8 seconds is empowered to deal 120% damage.

Spirit of DreadWR
Ability 2 - Spirit of Dread
Cost: 50 / 60 / 70 / 80 Mana
CD: 16 / 15 / 14 / 13
Cast Time: None

Active: Hecarim surrounds himself with the Spirit of Dread for 4 seconds, dealing magic damage every 0.5 seconds to nearby enemies. For every enemy hit, he heals himself.

Magic Damage Per Tick: 12 / 18 / 24 / 30 (+ 20% AP)
Total Magic Damage: 96 / 144 / 192 / 240 (+ 160% AP)
Healing Per Tick: 5 / 10 / 15 / 20 (+ 5% bonus health)
Total Healing: 40 / 80 / 120 / 160 (+ 40% bonus health)
Bonus Resistances: 6 / 12 / 18 / 24
Capped Healing: 90 / 130 / 170 / 210

While active, Hecarim gains bonus armor and bonus magic resistance and is additionally healed for 20% of the post-mitigation damage he deals to enemies within the area. Healing from minions and monsters is reduced by 50% and capped.

Devastating ChargeWR
Ability 3 - Devastating Charge
Cost: 60 Mana
CD: 18 / 17 / 16 / 15
Cast Time: None

Active: Hecarim gains 25% - 55% (based on level) bonus movement speed for 4 seconds.

Physical Damage: 5 / 10 / 15 / 20 (+ 30% bonus AD)

During this time, Hecarim empowers his next basic attack to gain 250 bonus range and cause him to dash in the target's direction, revealing them for 1 second. If the target remains nearby during the dash, the bonus movement speed ends prematurely and Hecarim knocks them back (without crossing terrain), stuns them for 0.25 seconds, and deals physical damage to them.

Devastating Charge can critically strike for critical damage AD bonus physical damage.

''Devastating Charge resets Hecarim's basic attack timer.

Onslaught of ShadowsWR
Ability 4 - Onslaught of Shadows
Cost: 100 Mana
CD: 100 / 85 / 70
Cast Time: None

Active: Hecarim dashes with displacement immunity to the target location and summons 5 spectral riders in an arrow formation that charge alongside him in the target direction, dealing magic damage to all enemies in their path and revealing them for 2.5 seconds.

Magic damage: 150 / 250 / 350 (+ 100% AP)

Upon arrival, he fears and slows nearby enemies for 0.75 - 1.5 (based on level) seconds.

The wave of spectral riders travels independently of Hecarim and will always charge at the same distance.

Base Stats

Health: 630
Health Per Level: 120
Mana: 380
Mana Per Level: 57
Attack Damage: 54
AD Per Level: 4
Attack Speed: 0.8
AS Per Level: 2.5
Armor: 46
Armor Per Level: 5
Magic Resist: 36
MR Per Level: 2
Movement Speed: 350
Range: 175
Health Regen: 8
HP Regen Per Level: 0.8
Mana Regen: 12
Mana Regen Per Level: 1.1
Patch 7.0dChange

Hecarim’s been running circles in higher levels of play because of his early roaming power. We’re reining in his early damage and giving him a stronger late game gallop.

Stats

  • Base attack damage reduced from 58 to 54.
  • Attack damage growth increased from 3.5 to 4.

Spirit of Dread

  • Base damage reduced from 15/20/25/30 to 12/18/24/30.
Patch 6.2hBuff

Stats

  • Base armor increased from 43 to 46.
  • Base attack damage increased from 54 to 58.
  • Armor growth increased from 4.5 to 5.
Patch 6.0Buff

Stats

  • Base armor increased from 37 to 43.
  • Base health increased from 600 to 630.
  • Health growth increased from 112 to 120.
  • Magic resistance growth increased from 1.5 to 2.
Patch 5.2aNerf

Hecarim has been able to gallop in and out of enemies with little consequence. These changes will ensure that players have more factors to consider when they are choosing to engage. 

Rampage

  • Bonus movement speed reduced from 40% to 30%.
  • Empowered damage reduced from 125% to 120%.
Patch 5.1cNerf

Hecarim has been rampaging through his enemies effortlessly. We’re tweaking some numbers and optimzing how his Rampage works to make sure he’s grounded.

Stats

  • Health growth reduced from 120 to 112.

Rampage

  • Removed: Can no longer be recast manually.

Devastating Charge

  • Maximum bonus movement speed reduced from 65% to 55%.
Patch 4.4bNerf

It’s always a spooky time around Hecarim. Lately, this horse has been even more spooky since he's been trampling over anyone who comes into his path! These changes will make him easier to deal with, whether you face him in the jungle or he's speeding into your lane for a gank.

Stats

  • Base attack damage reduced from 58 to 54.
  • Base health reduced from 630 to 600.

Rampage

  • Base damage reduced from 10/20/30/40 to 5/15/25/35.
  • Empowered damage reduced from 135% to 125%.
Patch 4.3dNerf

Hecarim is highly mobile and tanky, which makes it difficult for his enemies to take him down. So we’re going to “rein” him in and are nerfing some of his resistances and regen that he gains during a teamfight.

Spirit of Dread

  • Bonus resistances reduced from 20/25/30/35 to 6/12/18/24.
  • Editor's Note: Patch notes error writes "Damage and magic resistance" instead of "Armor and magic resistance".
  • Base heal reduced from 10/15/20/25 to 5/10/15/20.
  • Base heal from damage dealt reduced from 25% to 20%.
  • : Tooltip has been updated to write the ratio instead of final total.

Onslaught of Shadows

  • Cooldown increased from 90/80/70 seconds to 100/85/70.
Patch 4.3cNew

Hecarim added to Wild Rift

General

  • Released September 21, 2023 (00:01 UTC).