Arrr, good patterns
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
- Arrr, creates space through durability, control or a reliable front-line threat.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Shadow of War
Hecarim be a durable champion who creates space through control, protection or a committed front line. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Spirit o' Dread restores Hull when nigh th' ship enemies take damage, including damage dealt by crewmates. Cast this during a large fight to maximize Hecarim's survivability.
Devastating Charge deals more booty damage based on th' distance traveled. Try using Onslaught of Shadows or Summoner Spells such as Ghost or Flash to maximize this damage.
Hecarim gains life from nigh th' ship enemies wit' Spirit o' Dread but lacks durability, use burst damage.
Hecarim's ultimate causes foes to flee in terror. Spread out to reduce his power in fights.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
Th' kit be most often most valuable when it controls an entrance, protects a carry or begins a fight crewmates can actually reach. Durability does nay make an isolated engage seaworthy.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
This champion be nay cleanly answered by th' passive on either defensive pair.
Use Plated Steelcaps fer meaningful basic attacks, Mercury's Treads fer magic damage or reducible control, or keep th' loadout's normal Boots.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Hecarim be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Hecarim has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
Old chart, matey. Recommendations await inspection. Hecarim be normally played Jungle and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Hecarim be normally played Jungle and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Hecarim be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishHecarim gains Attack Damage equal to a percentage of his bonus Move Speed.
Arrr, practical readWarpath be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishHecarim cleaves nearby enemies dealing physical damage. If Hecarim damages at least one enemy, he increases the damage and lowers the cooldown of subsequent Rampages.
Arrr, practical readRampage contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishHecarim gains Armor and Magic Resist. Hecarim deals magic damage to nearby enemies, and gains Health equal to a percentage of any damage those enemies suffer.
Arrr, practical readSpirit o' Dread contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishHecarim gains increasing Move Speed and can move through units 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.
Arrr, practical readDevastating Charge contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishHecarim summons spectral riders and charges forward, dealing magic damage in a line. Hecarim creates a shockwave when he finishes his charge, causing nearby enemies to flee in terror.
Arrr, practical readOnslaught of Shadows contributes movement or repositioning and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter afore th' effect completes.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 625 | 280 Mana, arr | Pick th' first aboard basic trick |
| 2 | 701 | 309 Mana, arr | Stow another basic trick or rank |
| 3 | 781 | 339 Mana, arr | Stow another basic trick or rank |
| 4 | 865 | 371 Mana, arr | Spend one trick point |
| 5 | 953 | 404 Mana, arr | Spend one trick point |
| 6 | 1,044 | 438 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,139 | 474 Mana, arr | Spend one trick point |
| 8 | 1,237 | 511 Mana, arr | Spend one trick point |
| 9 | 1,339 | 550 Mana, arr | Spend one trick point |
| 10 | 1,445 | 590 Mana, arr | Spend one trick point |
| 11 | 1,555 | 631 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,669 | 674 Mana, arr | Spend one trick point |
| 13 | 1,786 | 718 Mana, arr | Spend one trick point |
| 14 | 1,907 | 764 Mana, arr | Spend one trick point |
| 15 | 2,031 | 811 Mana, arr | Spend one trick point |
| 16 | 2,159 | 859 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,291 | 909 Mana, arr | Spend one trick point |
| 18 | 2,427 | 960 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.