Hecarim's Spirit of Dread

Acefire·9/28/2017, 8:37:27 PM·1 votes·321 views

Hecarim Is my favorite champ and I was wondering if anyone else noticed a discrepancy in terms of "all sources". I included the description of the ability and emphasis on one part of it. I've been under turret before with Spirit of Dread up expecting to be healed once before (a year or so ago now) and it never healed me for the turret shot hitting the guy. I don't know if it was so tiny that I didn't notice the heal or what but I think this is an issue that either needs to be clarified or adjusted. Just a small guy here so don't think much of this but ya know? Gotta get my voice out somehow.

> Active: Hecarim surrounds himself with the spirit of dread for 4 seconds, dealing magic damage per second to all enemies within its reach. > > > Magic Damage Per Second:» > 20 / 30 / 40 / 50 / 60 (+ 20% AP) > > While Spirit of Dread is active, Hecarim is healed for 20% of the damage taken by enemies from any source within the area, capped from minions and monsters. > >Maximum Healing: > 90 / 120 / 150 / 180 / 210 > > Spirit of Dread is a point-blank area of effect. > > Applies spell effects as an area of effect ability. > Soul Siphon: Spell vamp is reduced to one-third effectiveness. > Rylai's Crystal Scepter will apply a 20% Slow icon slow for 1 second. > Magic damage will be mitigated by magic shields. > Banshee's Veil: Spell shields will not block the ability. > > Additional Information: > > Spirit of Dread has no cast time and does not interrupt Hecarim's previous orders. > The only restriction Spirit of Dread has for healing Hecarim is that the source must not be an enemy (damage from neutral monsters will count) and that enemies spending their own health to use abilities will not count. > The healing cap against minions accounts for every single one regardless of how many are present and/or affected by Spirit of Dread at the time of cast. >

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