Gameplay changes for existing champions, runes, and other gameplay, as opposed to information about Hecarim himself. In this episode, Riot Games is discussing the changes for Kayle, Teemo, runes, and experience gain.
Here are Hecarim's stats, for all you LoL pros out there.
Hecarim ignores unit collision and gains attack damage equal to a percentage of his bonus movement speed.
Hecarim gains increasing movement speed for 4 seconds. His next attack knocks the target back dealing 40/75/110/145/180 (+) to 80/150/220/290/360 (+) physical damage based on how far Hecarim has traveled during Devastating Charge.
Cost - 60 Mana
Range - 300
Onslaught of Shadows
Hecarim summons spectral riders and charges forward, dealing 100/200/300 (+0.8) magic damage to anyone they strike.
Hecarim releases a shockwave when he finishes his charge dealing an additional 50/125/200 (+0.4) magic damage and causing neaby enemies to flee from Hecarim for 1 seconds.
Hecarim himself will only move to the targeted location. The riders will always move the full distance.
Cost - 100 Mana
Range - ?
Hecarim cleaves nearby enemies for 50/80/110/140/170 (+) physical damage. (50% damage to minions and monsters)
If Hecarim damages at least one enemy with this attack he gains a stack of Rampage, reducing the base cooldown of this skill by 1 second for a short duration. This effect can stack up to 2 times.
Cost - 25 Mana
Range - 20
Spirit of Dread
Hecarim deals 80/125/170/215/260 (+0.8) magic damage over 4 seconds to all nearby enemies. Hecarim is healed for 10/15/20/25/30% of the damage these enemies take from any source.
Hecarim cannot heal more than 60/90/120/150/180 health from minions.