Hecarim REWORK idea, Hecarim mains and RIOT hear me out :')
So idk why im writing this, (probably want RIOT to buff Hec so he can be viable again). We all know how strong Hecarim was when Tri Force was reworked; unfortunately Hecarim is not as strong as he used to be. To start off I'm going to be discussing all the strengths and weaknesses I see on Hecarim (personal opinion, but let me know if you agree or not). His EARLY GAME sucks! His Q costs are ridiculous, smart players against a Hecarim will either take his red or cheese him early game causing hecarim to fall behind. MIDGAME : I won’t lie, Hecarims main power comes in the mid game, even if you’re behind you can still manage to do some decent impact on the game. Hecarim is a good duelist at this peak hour, his sustain is a little wack and his stats don’t really scale for the lategame. His LATEGAME; let’s all be honest, if you main Hecarim then you know he is literally useless late game. You are forced to build resistances if you want to win even though any other bruiser (LeeSin, Olaf, Camille, Vi, Xin, Udry, Jarvan, etc) and tank (Darius, Garen , basically every tank) do more than Hecarim late game. Hecarim cannot 1v1 any champ LATE GAME. Here are some suggestions that I think can help Hecarim's early and late game to make him a viable champ.
His PASSIVE- it’s a little weak in my opinion
CURRENT: Hecarim gains 15% - 30% (3 , 6, 9, 12, 15, 18 based on level) of his bonus Movement speed movement speed as bonus Attack Damage. If you can wither INCREASE his base movement speed by 10 or 15, OR change the formula to 18%-36% and add more level caps **(2, 4, 8, 10, 12, 14, 16, 18 based on level). ** His Q is common sense to reduce his MANA cost from 32 / 34 / 36 / 38 / 40 MANA to 24 / 26 / 28 / 30 / 32. this would make his clear more efficient, Q dmg is fine but I have an idea that can help him against BRUISERS and TANKS late game. ACTIVE: Hecarim cleaves nearby enemies, dealing physical damage, reduced to 66.7% against minions. PHYSICAL DAMAGE:» 55 / 90 / 125 / 160 / 195 (+ 60% bonus AD) If Hecarim damages at least one enemy with Rampage, its base Cooldown reduction cooldown on subsequent casts are reduced by 1 for 8 seconds, stacking up to twice.
Here is my REWORKED VERSION: ACTIVE: Hecarim cleaves nearby enemies, dealing physical damage, reduced to_** 80 %_ AGAINST MINIONS. PHYSICAL DAMAGE:» 55 / 90 / 125 / 160 / 195 (+ 60% bonus AD) ADDED: (_+ 1.5% of CHAMPS MAX HEALTH as bonus Physical Damage). If Hecarim damages at least one enemy with Rampage, its base Cooldown reduction cooldown on subsequent casts are reduced by 1 for 8 seconds, stacking up to twice and DOUBLING the TARGETS MAX HP DMG ( + 3% of Champion's Max Health as bonus physical dmg**_). ***Note only add this Percentage max health damage on CHAMPS, otherwise minions and monsters would be to OP.
His W is fine honestly, maybe add some more magic dmg, but I think its unnecessary.
E is fine as well, but maybe add his old passive back to where he can walk through units, It makes more sense for a horse to walk through units than a WALKING FISH.
His_** ULTIMATE, meh its weak tbh, but If you take some of my suggestions no added dmg will be needed. Probably reduce his ult cooldown from 140 / 120 / 100 / TO 120 / 100 / 80 OR 100 at all RANKS. Damage wise from MAGIC DAMAGE: 150 / 250 / 350 (+ 100% AP) TO 200 / 300 / 400_ (+ 100% AP) and add flee duration from 0.75 to _2.0**_ sec based on distance traveled.
That’s basically it guys ! What are your thoughts on my ideas to make Hecarims Early and Late game a little more viable and to bring him back to the meta. I don't think this re-work is that strong when there are other champions who are way stronger than HEC. I haven’t played Hecarim jg because other champs can do his job better he is my favorite champ but if you pick him you will most likely going to lose with him in solo queue. *****TLDR; Hec is weak early and late game and here is my idea on how RIOT can make him better.