Proposed Hecarim Tweaks

9L9L9L9L9L9L9L··1 votes·426 views

Base mana increased to 327.2 from 277.2

Warpath (Passive) NEW:Ignores unit collision.

Rampage (Q) Cost reduced to 20/23/26/29/32 from 32/34/36/38/40

Spirit of Dread (W) Cost reduced to 40/50/60/70/80 from 50/60/70/80/90 Cooldown reduced to 18/17/16/15/14 seconds from 22/21/20/19/18 seconds

Devastating Charge (E) Cooldown reduced to 22/20/18/16/14 seconds from 24/22/20/18/16 seconds.

REMOVE:Zero unit collision moved to Hecarim's passive.

1 Comments

Juicyman1 votes

Hecarim's issues aren't in his numbers, it's rather his role. He's meant to be a teamfight oriented fighter but has zero sticking power and is pretty squishy. As a result people just build and play him as an assassin which creates horrible play patterns when against him. Hecarim probably needs more than little tweaks to make him a coherent champion and something similar to a mini rework, like lower the scaling on his E to halt assassin builds but improve his Q by, for example, giving him a flat movement speed buff at max charges of Rampage. Reward him for surviving in fights better or by landing AoE abilities so he can 'unlock' during a fight rather than trying to burst someone down because he's worthless at fighting.

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