Чемпион Биография Другое

HealthRegenIcon Здоровье N/A AttackDamageIcon Сила атаки N/A
HealthRegenIcon Восст. здоровья N/A AttackSpeedIcon Скорость атаки [*] N/A
ManaRegenIcon Мана N/A ArmorIcon Броня N/A
ManaRegenIcon Восст. маны N/A MRIcon Маг. сопротивление N/A
AttackRangeIcon Дальность N/A MovementSpeedIcon Скорость передвижения N/A

Abilities Править


Hecarim ignores unit collision and gains bonus attack damage equal to 15 - 30 (зависит от уровня) % of his bonus movement speed.

Подробнее об этой способности
Warpath is a self-buff.

Дополнительная информация:

  1. REDIRECT Template:Character icon, Ghost.png Ghost or Speed Shrine in Dominion. This also can be detrimental - Warpath will be adversely affected by slowing effects, such as from Randuin's Omen item.png Randuin's Omen or Wither.png Wither NasusSquare.png Nasus. However, Hecarim will not dip below his regular attack damage if he is slowed below his base movement speed, as Warpath only counts his bonus movement speed.
  • Hecarim has no unit collision of his own, and does not block other units' pathing. Potentially, this can have the dubious effect of allowing him to completely obscure the click area of a minion or smaller allied champion with his large hitbox.

Дальность: 350
Стоимость: 20 / 23 / 26 / 29 / 32 Mana
Перезарядка: 4

Active: Hecarim cleaves nearby enemies, dealing physical damage (66% damage against minions and monsters).

  • Physical damage: 60 / 95 / 130 / 165 / 200 (+ 60% bonus AD)

If Hecarim damages at least one enemy unit with this attack, he gains a stack of Rampage for 8 seconds, reducing the base cooldown of this ability by 1 second. This effect can stack up to 2 times.

Подробнее об этой способности
Rampage is a point blank area of effect ability.

Дополнительная информация:

  • Rampage has no cast time and does not interrupt Hecarim's previous orders.
  • Rampage stacks reduce the ability's base cooldown, distinct from the usual flat cooldown reduction of abilities such as Undertow.png Undertow and Arcane Mastery.png Arcane Mastery. This means cooldown reduction from items, runes or masteries is applied after the reduction from any Rampage stacks. This makes Rampage's minimum cooldown 1.2 seconds at 40% cooldown reduction and 2 Rampage stacks, instead of 0.4 seconds.

Spirit of Dread
Дальность: 525
Стоимость: 50 / 60 / 70 / 80 / 90 Mana
Перезарядка: 22 / 21 / 20 / 19 / 18

Active: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach.

  • Magic damage per second: 20 / 30 / 40 / 50 / 60 (+ 20% AP)
  • Max damage: 80 / 120 / 160 / 200 / 240 (+ 80% AP)

Hecarim is healed for 20% of the damage dealt by any source to enemies within the area (capped against minions or monsters).

  • Capped Value: 90 / 120 / 150 / 180 / 210
Подробнее об этой способности
Spirit of Dread is a point blank area of effect ability.

Дополнительная информация:

  • Spirit of Dread has no cast time and does not interrupt Hecarim's previous orders.
  • Spirit of Dread will heal Hecarim for damage from any source from any enemy whatsoever, including basic attacks, abilities, items, and summoner spells sourced from himself, allied champions, allied structures, minions and even neutral monsters.
    • The sole exception to this is for abilities that cost health - Hecarim will not heal if an enemy expends health to cast a spell within Spirit of Dread's radius.
  • Spirit of Dread's minion healing cap is based on total healing from all minions. This means that Hecarim can only be healed for up to 60 / 90 / 120 / 150 / 180 health regardless of how many minions are affected by the spell.

Devastating Charge
Стоимость: 60 Mana
Перезарядка: 24 / 22 / 20 / 18 / 16

Active: Hecarim gains 75% movement speed over the course of 3 seconds, starting with initial 25% upon cast, and ending one second afterward.

While Hecarim is charging, he gains 150 extra attack range (325 total). His next attack Airborne icon knocks back the target, dealing physical damage based on how far Hecarim has traveled during Devastating Charge's duration.

  • Minimum physical damage: 40 / 75 / 110 / 145 / 180 (+ 50% bonus AD)
  • Max physical damage: 80 / 150 / 220 / 290 / 360 (+ 100% bonus AD)

If Hecarim's target is beyond narrow terrain, Hecarim will leap over the terrain to his target.

Подробнее об этой способности
Devastating Charge is a self-buff autoattack modifier ability.

Дополнительная информация:

  • Devastating Charge has no cast time and does not interrupt Hecarim's previous orders.
  • Devastating Charge resets Hecarim's autoattack timer on cast.
  • Devastating Charge's cooldown begins on cast, not when the buff expires.
  • Unusually for a movement speed-increasing ability, the percentage movement speed bonuses provided by Devastating Charge are applied multiplicatively and not additively.
    • For example, the ability in tandem with a Trinity Force item.png Trinity Force, Ghost.png Ghost and no other modifiers will result in a net movement speed modifier of (100% + 8% + 27%) × 175% = 236% instead of 210%.

Onslaught of Shadows
Дальность: 1000
Стоимость: 100 Mana
Перезарядка: 140 / 120 / 100

Active: Hecarim summons spectral riders and charges forward with them in a line, dealing magic damage to enemies in their path.

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

Enemies within range of where Hecarim stops will Fear icon flee in terror for 1 second. The wave of spectral riders will travel the maximum distance possible in the direction of the cast, regardless of where Hecarim himself stops.

Подробнее об этой способности
Onslaught of Shadows is a ground target area of effect dash with a linear pass through skillshot component.

Дополнительная информация:

  • Onslaught of Shadows' flee will only be applied to enemies near Hecarim when he finishes his charge. It is not applied to enemies that are only hit by the riders. This is not conversely true - enemies who are feared by Hecarim will always receive the damage as well.
  • Onslaught of Shadows' flee is distinct from the usual fear in that affected units will always travel away from Hecarim for its duration, and it has a different Loss of Control Indicator icon to show this. The flee is dynamic, meaning that the affected target will continue running away from Hecarim, even as he continues to move himself, allowing some degree of control over where affected units will run.

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