Improving Hecarim's gameplay!
The changes aim at making Hecarim more of a splitt pusher and improving his overall presence on the battlefield. He does loose quite some damage, but gains more consistency and some really helpful teamfight utility. Numbers are not final.
Warpath:
- Damage bonus reduced from 30% down to 15 %
- New effect: Increases bonus movementspeed by 35%
Explanation: Since the removal of FoN and Shurelia's Hecarim has a difficult time to remain bulky while being tanky. This sift does lower his damage output by a lot, but allows much more mobility with less dedicated items. It serves the purpose of bringing him back into his mobile role.
Rampage
- Base cooldown reduced to 3s
- On-hit cooldownreduction removed
- New effect: This ability's cooldown is reduced b 0.5s for each champion hit
- New effect: Damaging a large monster with Rampage heals Hecarim for 20 / 30 / 40 / 50 / 60. Damaging a champion heals Hecarim for 2.5% of his maximum health instead. (Less powerful than the flat values at early levels, better once he has items)
Explanation: Worse jungle clear speed, but a better best-case-scenario against champions. The heal from his W got shifted here to to keep his sustain, while the ability got replaced. In it's current form the best case scenario is simply too problematic.
Spirit of Dread
- New functionality:
- Duration 4s ; Cooldown 12s ; Mana 50 / 60 / 70 / 80 / 90 ; radius unchanged
- Hecarim fears neutral monsters for 1.6 / 1.7 / 1.8 / 1.9 / 2
- The armor and magic resist of nearby enemy units is reduced by 2 / 3.5 / 5 / 6.5 / 8 % for 3.5 seconds. (maximum 3 stacks)
Explanation: As mentioned above the former version created to problematic best case scenarios. The ability got reshaped to be a strong support aura which rewards being in the middle of an enemy team. The fear is supposed to make it somewhat helpful in the new jungle.
Devastating Charge
- Knockback removed
- Windup time removed
- Mana Cost increased to 65
- Damage reduced to 30 / 90 / 150 / 210 / 270 + Bonus AD
- Duration increased to 5s, cooldown lowered to 12s
- Speed changed to 34 / 38 /42 / 46 / 50 %
Explanation: While the knockback did grant great utility it came at the cost of an incredibly inflexible, long cooldown speedbuff. The change aims at granting him more map presence while lowering his own killthreat. Note that he still needs mana compared to Rek'Sai.