Heads up! We have done a partial reset of votes for season 4! You can now make new votes!
Hecarim

Hecarim

the Shadow of War

Fighter
Physical Damage
JunglerTop
Counter items & Summoner spells:
Counter mechanics:

Apply heal reduction

Build HP

Deny Blue Buff

Deny Farm

Dodge Abilities

Hard CC

Try to kite and poke

Try to Counter Jungle

Health Points: 440 (+95 / per level) Health Regen: 8 (+0.75 / per level)
Mana Points: 210 (+40 / per level) Mana Regen: 6.5 (+0.6 / per level)
Damage: 56(+3.2 / per level) Attack Speed: 0.67 (+2.5 / per level)
Attack Range: 175 Movement Speed: 345
Armor: 16 (+4/ per level) Magic Resistance: 30 (+1.25/ per level)
Influence Points (IP): 6300 Riot Points (RP): 975
Hecarim ignores unit collision and gains attack damage equal to 10% / 12.5% / 15% / 17.5% / 20% / 22.5% / 25% of his bonus movement speed.
Active: Hecarim cleaves nearby enemies, dealing physical damage. This skill deals only 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.
Cost: 24/28/32/36/40 mana
Cooldown: 4 seconds
Radius of AoE: 350

Physical Damage: 60/95/130/165/200 (+0.6 per bonus attack damage)
Physical Damage to Minions: 39.6/62.7/85.8/108.9/132 (+0.4 per bonus attack damage)
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 per cast.
Cooldown: 22/21/20/19/18 seconds
Radius of AoE: 525

Cost: 50/60/70/80/90 mana
Magic Damage Per Second: 20/31.25/42.5/53.75/65 (+0.2 per ability power)
Maximum Magic Damage: 80/125/170/215/260 (+0.8 per ability power)
Damage to Heal Ratio: 20%
Minions Healing Cap: 60/90/120/150/180
Active: Hecarim gains 75% movement speed over the course of three seconds, ending one second afterward. His next attack knocks the target back, dealing physical damage based on how far Hecarim has traveled during Devastating Charges duration.
Cost: 60 mana

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)
Active: Hecarim summons spectral riders and charges forward, dealing magic damage to anyone they strike. Hecarim releases a shockwave when he finishes his charge, causing nearby enemies to flee in terror away from Hecarim for 1 second.
Cost: 100 mana
Range: 1000

Cooldown: 140/120/100 seconds
Initial Magic Damage: 150/250/350 (+1.0 Ability Power)

Hecarim

Counter Tips
Move away from him when he has his Spirit of Dread on, as he will heal from any source of damage dealth to enemies.
Avoid being clumped so he won't be able to use his ultimate to fear multiple people.