Matchup

Power Spikes

Strength by game phase

Early (0-15)
Mid (15-30)
Late (30+)
SkarnerSkarner
HecarimHecarim
Neutral
Neutral
Neutral

Hecarim's abilities

Passive, spells and ultimate

Warpath (P)

Hecarim gains Attack Damage equal to a percentage of his bonus Move Speed.

Cooldowns

Cooldowns by spell rank

LevelQWER
34s14s20s
64s14s20s2m20
94s14s20s2m20
114s14s20s2m
164s14s18s1m40
184s14s16s1m40

Playing against Hecarim

How to counter and exploit weaknesses

1

Hecarim is very dependent on movement speed — slows are devastating against him.

2

His E (charge) can be stopped by hard CC — a stun or knockup during his charge stops him dead.

3

He's relatively squishy if he doesn't build tanky — burst him before he drains with his W.

4

Ward deep in his jungle: Hecarim wants to charge from fog of war, vision nullifies his ganks.