Hecarim vs Nocturne
Skill matchup
You are stronger early. Look to snowball before your opponent scales.
Build vs Nocturne
Build adapted to this matchup
Recommended items for Hecarim: Spear of Shojin, Death's Dance, Endless Hunger, Ionian Boots of Lucidity, Black Cleaver, Hubris, Axiom Arc, Maw of Malmortius.
Starting items
Core build
Standard
Summoner spells
Anti CC
Other options
Power Spikes
Strength by game phase
Nocturne's abilities
Passive, spells and ultimate
Every few seconds, Nocturne's next attack strikes surrounding enemies for bonus physical damage and heals himself. Nocturne's basic attacks reduce this cooldown.
Cooldowns
Cooldowns by spell rank
| Level | Q | W | E | R |
|---|---|---|---|---|
| 3 | 8s | 20s | 15s | – |
| 6 | 8s | 20s | 15s | 2m40 |
| 9 | 8s | 18s | 15s | 2m40 |
| 11 | 8s | 16s | 15s | 2m10 |
| 16 | 8s | 12s | 13s | 1m40 |
| 18 | 8s | 12s | 11s | 1m40 |
Playing as Hecarim
Tips to maximize your impact
- Charge from far away
Cast Devastating Charge (E) far from your target: the longer the run, the farther the knockback and the harder the hit, and Warpath (passive) turns your bonus move speed into AD.
- Engage from range with your R
Cast Onslaught of Shadows (R) from range: the fear from the shockwave, at the end of the dash, lasts longer after a long run.
- Recast Rampage without waiting
In teamfights, recast Rampage (Q) as soon as it's back: each cast that hits adds a stack, which lowers its cooldown and raises its damage.
- Activate your W in the thick of it
Activate Spirit of Dread (W) in the middle of the enemies: you gain armor and magic resist, and heal for part of the damage you and your team deal to them.
Playing against Nocturne
How to counter and exploit weaknesses
- Break his tether
Move away as soon as Unspeakable Horror (E) tethers you to him: if you get out of range before the tether ends, you aren't feared.
- Pop his barrier first
If you have CC, cast a cheap spell first: Shroud of Darkness (W) only blocks one ability, for 1.5 seconds.
- Move closer to your allies
When Paranoia (R) darkens your vision, move closer to your allies: you can't see them anymore, and he can launch himself at an isolated champion.
- Ward your flanks
Ward your jungle and your flanks: Paranoia (R) lets him launch himself at you from long range, and vision helps you see him coming.
Other Hecarim matchups
Patch 16.21.1