|(Innate): Hecarim ignores unit collision and gains attack damage equal to % of his bonus movement speed.|
| Warpath is a passive ability that increases Hecarim's attack damage by a percentage of his bonus movement speed, and allows Hecarim to ignore unit collision.
|(Active): Hecarim cleaves nearby enemies, dealing physical damage. (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.
Physical Damage: 50 / 80 / 110 / 140 / 170 (+0.6 per bonus attack damage)
| Rampage is a point blank area of effect ability that deals physical damage to all enemy units near Hecarim. If Hecarim hits an enemy unit with this ability, he gains a stack of the Rampage buff for 8 seconds, reducing the base cooldown of the ability by 1 second while it is active. Further casts will refresh the Rampage buff duration and cause it to stack, up to 2 times.
| Spirit of Dread|
Spirit of Dread
|(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.
Cost: 50 / 60 / 70 / 80 / 90 mana
Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
Drain Amount: 10 / 15 / 20 / 25 / 30 %
Minion Healing Cap: 60 / 90 / 120 / 150 / 180
| Spirit of Dread is a point blank area of effect ability that deals magic damage to all enemy units in an area around Hecarim over 4 seconds. Additionally, Hecarim is healed for a percentage of the damage these units take, up to a cap.
| Devastating Charge|
|(Active): Hecarim gains increasing movement speed for 4 seconds. His next attack within 4 seconds knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.
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)
| Devastating Charge is a self-target ability that grants Hecarim 25% bonus movement speed for 4 seconds. This bonus increases over the duration, up to a maximum of a 75% bonus. Additionally, Hecarim's next autoattack while Devastating Charge is active will remove the movement speed boost, but deals physical damage depending on how far he has traveled since activating the ability. This will replace his autoattack instead of adding on to it.
| Onslaught of Shadows|
Onslaught of Shadows
|(Active): Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge, dealing additional magic damage and causing nearby enemies to flee in terror away from Hecarim for 1 second.
Cooldown: 140 / 120 / 100 seconds
Rider Damage: 100 / 200 / 300 (+0.8 per ability power)
Shockwave Damage: 50 / 125 / 200 (+0.4 per ability power)
| Onslaught of Shadows is a ground targeted dash ability that causes Hecarim to travel in a line towards the targeted location. Any enemy units he or his spectral riders pass through take magic damage. Additionally, enemy units in the area that Hecarim stops take additional magic damage and suffer a "terrified" fear effect for 1 second, attempting to move away from Hecarim for the duration of the fear.