Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Hecarim

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.

JungleArrr, mostly physical damageArrr, melee attacks
Arrr, usual roleJungle
ClassArrr, fighter · Tank
DifficultyArrr, medium · 6/10
Arrr, basic attacksMeleeArrr, melee basic attacks · 175 range.
Arrr, damage profileArrr, mostly physical damageMost normal kit pressure be physical. Armour may lend a hand, but inspect whether attacks or tricks be th' main source.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Hecarim does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

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.

Arrr, limits to respect

  • Can be worn down or controlled afore reaching th' range where th' kit be strongest.
  • Durability does nay make an unsupported engage seaworthy or guarantee enough damage to finish a target.
  • Basic attacks require belay access, so foe range, slows and displacement can deny a clean trade.

Arrr, riot ally tips

Use these while learning th' champion
1

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.

2

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.

Riot foe tips

What an foe be told to watch fer
1

Hecarim gains life from nigh th' ship enemies wit' Spirit o' Dread but lacks durability, use burst damage.

2

Hecarim's ultimate causes foes to flee in terror. Spread out to reduce his power in fights.

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Hecarim in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily physical pressure

Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.

Arrr, fight rhythm

Track th' shipshape trick cycle

Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.

Arrr, range and access

Needs belay access fer basic attacks

Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.

Typical crew job

Arrr, create space and absorb attention

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.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Inspect whether recovery changes th' fight

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.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Hecarim?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Neither pair be automatic

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.
DisplacementArrr, healing or sustain
Arrr, pHYSICAL DEFENCE

Arrr, physical defence

Armour · hull · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive be specific to attacks.

Clash th' gear to attacks, critical strikes or trick burst rather than buying armour from th' label alone.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Arrr, Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects. Airborne and displacement effects be nay solved simply by stacking Tenacity.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, mEANINGFUL HEALING

Arrr, meaningful healing

Arrr, bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds gear can reduce healing.

Buy it only when healing be materially changing fights and yer champion can apply it reliably.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Hecarim fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopUnestablished course

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.

Inspect this role
MidUnestablished course

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.

Inspect this role
BotUnestablished course

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.

Inspect this role
SupportUnestablished course

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.

Inspect this role

Arrr, kit reference

Hecarim tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Warpath

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.

Q
Q trick

Rampage

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.

CooldownArrr, 4 secCost28/26/24/22/20Arrr, listed rangeArrr, 350 units
W
W trick

Spirit of Dread

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.

CooldownArrr, 14 secCost50/55/60/65/70Arrr, listed rangeArrr, 525 units
E
E trick

Devastating Charge

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.

CooldownArrr, 20/19/18/17/16 secCost60Arrr, listed rangeArrr, 300 units
R
Ultimate

Onslaught of Shadows

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.

CooldownArrr, 140/120/100 secCost100Arrr, listed rangeArrr, 50000 units
Arrr, cast commitment

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

Hecarim · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1625 Health, arr280 Mana, arr
Arrr, level 3781 Health, arr339 Mana, arr
Arrr, level 61,044 Health, arr438 Mana, arr
Arrr, level 111,555 Health, arr631 Mana, arr
Arrr, level 162,159 Health, arr859 Mana, arr
Arrr, level 182,427 Health, arr960 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickRampage

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 4 sec
W
Basic trickSpirit of Dread

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 14 sec
E
Basic trickDevastating Charge

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 20 secArrr, rank 2Arrr, 19 secArrr, rank 3Arrr, 18 secArrr, rank 4Arrr, 17 secArrr, rank 5Arrr, 16 sec
R
UltimateOnslaught of Shadows

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 140 secArrr, rank 2Arrr, 120 secArrr, rank 3Arrr, 100 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1625280 Mana, arrPick th' first aboard basic trick
2701309 Mana, arrStow another basic trick or rank
3781339 Mana, arrStow another basic trick or rank
4865371 Mana, arrSpend one trick point
5953404 Mana, arrSpend one trick point
61,044438 Mana, arrFirst aboard ultimate rank normally available
71,139474 Mana, arrSpend one trick point
81,237511 Mana, arrSpend one trick point
91,339550 Mana, arrSpend one trick point
101,445590 Mana, arrSpend one trick point
111,555631 Mana, arrArrr, second ultimate rank normally available
121,669674 Mana, arrSpend one trick point
131,786718 Mana, arrSpend one trick point
141,907764 Mana, arrSpend one trick point
152,031811 Mana, arrSpend one trick point
162,159859 Mana, arrArrr, final ultimate rank normally available
172,291909 Mana, arrSpend one trick point
182,427960 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Hecarim buildsArrr, prepare a matchupArrr, browse champions