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Spells:
Smite
Flash
Ability Order
Umbra Blades (PASSIVE)
Nocturne Passive Ability
Introduction


Why don't you try these builds out?
:)








''The darkness is closing in...it's pitch black now...but I can still see him...''
- Kelvin Ma, patient #4236

blah |
Pros
![]() + Fast jungle clearing + Great farmer + Great 1v1 + Powerful chasing mechanic + ![]() + Long range diving ultimate + Able to limit enemy sight + Cool ability animations + JUST BOSS. |
blah |
Cons
![]() - Kinda squishy without items - Kinda mana hungry - Kinda long CDs - Must land ![]() - Usually always focused by enemies >:( - Requires skill to play - Melee champion - Unreliable escape mechanism ( ![]() - Nothing else, really. |
As you can see,


:)
Runes




- Greater Mark of Desolation: Best marks there are out there for
Nocturne. Gives him the ability to do a lot of damage early to late game.
Greater Seal of Armor: Jungle seals that provide
Nocturne survivability in early game camps and ganks.
Greater Glyph of Scaling Magic Resist: These glyphs are standard for bruisers. Provides a hefty amount of magic resistance when casters start to hurt.
- Greater quintessence of Desolation: With these quints combined with your marks, you'll have 25 armor penetration at lvl 1, which is basically doing true damage every hit, which is awesome. Helps out a lot during ganks and late game teamfights.
The above setup provides the most efficient clearing speed and the best way to rush level 6. With the 6% attack speed bonus from masteries, Nocturne can jungle efficiently with no attack speed runes.
![]() Smite This guide makes ![]() ![]() ![]() Flash Best summoner spell in game. Can be used to escape over walls, jump in range of ![]() |
You really don't need any other summoner spell on













- Try to hit as many minions as possible with this passive while farming.
- Keep good watch on your passive counter to ensure a 1v1 kill.




- Use
Duskbringer to buff up your movement speed and attack damage.
- If you're attacking a turret, using
Duskbringer helps you do a lot more damage.
- If you're moving from a place to place or is trying to escape, using
Duskbringer on the road gets you away faster.


- Be sure to not waste your
Shroud of Darkness in a teamfight, as it helps you dodge the most dangerous abilities.
- Ex: if
Karthus is using his
Requiem, use your
Shroud of Darkness when his ultimate is about to hit. It will remove all the damage. :)


- Your fear can be used offensively when chasing, or defensively when running.
- Do NOT use
Unspeakable Horror if you are already out of range, as it might not work 100% in time if they have cc.
- Stay in range of the enemy while using
Unspeakable Horror or else there will be no fear.



- You can use
Flash to get in sight range of your ultimate,
Paranoia.
- Using
Paranoia along with
Shroud of Darkness while diving combos well, because the enemy might panic when you dive at him/her and spam spells at you.
Paranoia can be a GREAT juking ability. If you're getting chased by the whole enemy team, wait for the timing, and use
Paranoia to jump on to the furthest champion. Then run away. :)
- You can use
Flash to get in sight range of your ultimate,
Paranoia.
- Using
Paranoia along with
Shroud of Darkness while diving combos well, because the enemy might panic when you dive at him/her and spam spells at you.
Paranoia can be a GREAT juking ability. If you're getting chased by the whole enemy team, wait for the timing, and use
Paranoia to jump on to the furthest champion. Then run away. :)
Ganking:







Ganking #2:







1v1 Close Range Chase With Items:






Far Range Chase With Items / Initiate (Not recommended in solo queue):






If the enemy is AP-based, you should use

If the enemy is AD-based with no strong spells to use, don't use



Q > W > Q > E > Q > R > Q > E > Q > E > R > E > E > W > W > R > W > W

At level 6, you get your ultimate,

Second, I would max

Lastly, I would max

Item Sequence










Both of the starting items build into a



Many people argue about getting Berserker Greaves instead of




A



A


An




Getting a



Normally you should keep the







Situational Items














If You're Doing Bad
Philosopher's Stone
If they have counterjungled you many times and have taken your blue when you need it, you could replace an


Route OneI DO NOT RECOMMEND THIS ANYMORE AFTER CHANGES.
This route is if you aren't expecting any action or changes in your normal jungle clearing.
- Start off with a

- Head on to wolves(1). Use two


- Head on to wraiths(2).


- Then head on to small golems(3). Be careful here as you'll get relatively low. Use

- Buy a


- Go to blue golem(4), and kill it with

- Clear the respawned wolves(1) and wraiths(2) as you head to red.
- Kill red lizard(5) with abilities and

Here you have many choices to choose from based on the situation.
If you have enough hp:
Clear small golems(3) / go gank a lane that seems gankable / go counter jungle enemy jungler.
If you have relatively low hp:
Go back to base / gank a lane that seems REALLY easy to gank, or else don't take a risk.
Rinse and repeat.
Note: This route can be unstable. You CAN die at golems if you did something wrong, or if wolves crit you too much.
Route Two
Route two should be used only if the enemy has a slow jungler that starts out at blue, like


- First, start with a


Head on to wolves(1) regularly.
- After clearing wolves WITHOUT



- Clear wraiths(2) without


- Clear small golems(3).
- Go back to base and buy boots, and head on to blue.
- Clear blue golem(4) with

- Clear respawned wolves(1) and wraiths(2).
- Clear red lizard(5), pop pot if needed.
- Clear small golems(3).
If you have enough hp:
Here you have many choices to choose from based on the situation.
Clear small golems(3) / go gank a lane that seems gankable / go counter jungle enemy jungler.
If you have relatively low hp:
Go back to base / gank a lane that seems REALLY easy to gank, or else don't take a risk.
Route Three
This'll be a standard blue --> red --> full clear route.
- First, start with a


Head on to Blue Golem (4).
- Get a leash and clear blue golem with a couple of


- Proceed to wolves(1). Hit all of the wolves with


- After clearing wolves, go to your wraiths(2).
- Clear wraiths without



- Clear Red Lizard(5). Use your abilities when possible. Use a health potion immediately after taking damage.
- Clear small golems(3) with



You will have relatively low hp. If you can see a gankable lane, go for it. Otherwise, go back to base and buy boots and wards, and then go gank.
For ganking a lane, look in my Ability Explanations section. It contains information about spells to use when ganking.[/b]
Route Four HIGHLY RECOMMENDED NOW
This is the best route at this point, whether for jungle speed, flexibility, or sustainability.
- Start at small golems(3).
- Get a leash (preferably).


- Add E if you want to do a level two gank in the nearest lane. Otherwise, add W like normal.
- Kill wraiths(2) with one or two

- Head on to wolves(1). Clear with two

- Add E if you want to do a level three gank in the nearest lane. Otherwise, add Q like normal.
- Head on to Blue Golem (4). Clear with all your summoner spells. Focus blue golem.

- Go back to base.
- Go to respawned small golems (3). Clear normally. Do NOT

- Go to Red Lizard(5). Use all your abilities, and last hit it with

- Clear respawned wraiths(2). Like usual, focus big one.
You should have enough health to gank properly. If there isn't a good lane to gank, go back.



Do NOT dive in enemies head on just for a low hp squishy. you WILL die.
Your ultimate,

The enemy might be trying split pushing late game, but no worries, as


What you do with



So... What exactly are wards?
- Sight Ward - A type of ward that lasts three minutes and lets you see everything in a range around it, not including brushes, unless that ward is placed inside a brush. It's stealthed and cannot be destroyed unless the enemy has a
Vision Ward near it or an
Oracle's Elixir
Vision Ward - A type of ward that lasts three minutes and has the same effect of a sight ward, except you can see stealthed units, like
Twitch,
Evelynn, and even other Sight Wards and
Vision Wards.
Oracle's Elixir - I know this isn't a ward, but it's an item when used, allows the champion to see stealthed units in a limited range around him, even shorter than a
Vision Ward's sight range. You can see wards and farm off of them.
Why should you buy wards? It's pretty much a job of the jungler to keep control over the map, as the jungler will be the one roaming around the most (unless your team has a roamer like

You will have many opportunities to buy wards, because most times in early game, when you go back to base, you won't have enough gold to buy what you want. At this point you should definitely go buy wards.
Most people ask one question, and that is... WHERE do you place these wards?
Here is a good picture answering the question about ward placement.

- You should have Sight Wards on many places on the map, including your blue buff and red buffs, and the brushes near your allies' lanes. This way you can keep control over everything, so your allies can avoid ganks, and your buffs won't be stolen.
- You should have
Vision Wards on Baron Nashor and Dragon, because you can see the enemies' wards and champions next to it. Those two are key locations that should always be warded, but note that a team probably won't kill Baron Nashor before levels 14, and no one would solo dragon before 6, so you would want wards at dragon at around 6, and wards at baron around 14.
Thanks for reading this guide. I've put a lot of effort into writing this and I hope you have fun with

:D
Thanks.
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