Nocturne Build Guide by PsiGuard

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League of Legends Build Guide Author PsiGuard

Haunting the Jungle - Nightmare Style

PsiGuard Last updated on May 20, 2013
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Soloqueue Assassin (Cheat Sheet)

Champion Build: Nocturne

Health 3260
Health Regen 44.5
Mana 845
Mana Regen 21.1
Armor 217.69
Magic Resist 136.8
Dodge 0
Tenacity 35
Movement Speed 415
Gold Bonus 0
Attack Damage 190.1
Attack Speed 40.975
Crit Chance 0%S
Crit Damage 0%
Ability Power 0
Life Steal 15%
Spell Vamp 0
Armor Penetration 35
Magic Penetration 0
Cooldown Reduction 10%


Recommended Runes



Ability Sequence + Notes

1
4
5
7
9
Ability Key Q
2
14
15
17
18
Ability Key W
3
8
10
12
13
Ability Key E
6
11
16
Ability Key R

Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0

Guide Top

Introduction


Thanks to jhoijhoi for the awesome banner!

About the Author

Hi, I'm PsiGuard and welcome to my Nocturne guide. I've been playing League of Legends since November 2010 in Season 1, initially with my level 30 brothers in premade normal games, but now typically with my friends from Mobafire when I'm not soloqueueing. I began my ranked journey in Season 2 maining Lux and Kennen, but later switched to main jungle since a lot of my friends played mid. I reached gold near the end of Season 2 and shortly into Season 3 rose to a new top elo of 1823. This season I've reached a top ranking of Platinum I maining jungle.

Since Nocturne's teaser, I wanted to buy him. I was in love with his lore, his art style and his gameplay mechanics. I bought him shortly after his first freeweek when he was still orders of magnitude stronger than anyone else in the game. Despite repeated nerfs, I kept an eye on his strength compared to other junglers was delighted to see him remain a strong pick. When the new season 3 jungle came, Nocturne rose again to be one of the top picks in competitive play. He is still one of my favorite champions and one of my preferred picks when I need to play an aggressive jungler.

About Nocturne

Nocturne is undoubtedly built for jungling. He has excellent AoE clear speed with Duskbringer and Umbra Blades while also being auto-attack focused, allowing him to quickly DPS down the larger monster camps with his natural steroids. His kit provides excellent damage, utility and gap-closing ability when ganking lanes, especially after level 6 when he has his ultimate, Paranoia, which can allow him to completely bypass enemy ward coverage with its vision disruption and huge gap-closer. Nocturne's early game offers strong damage and nearly unpredictable and inescapable ganks along with fast pushing and clearing speeds.

Later in the game, Nocturne best serves the roles of peeler and assassin. With proper itemization, Nocturne can use Paranoia to leap onto vulnerable enemy champions who are caught out of position, he can go toe-to-toe with enemy bruisers trying to get to his carries and he can, given the opportunity, completely destroy enemy squishy champions in team fights. He can adapt his strategy depending on the two team compositions and the flow of the team fight, peeling at some times, targeting squishies at others, and even initiating if need be. Though he does not fill the role of a dedicated tank with high defenses and CC, he makes an excellent bruiser for your team's front line.

LoL Terminology

(for any abbreviations you don't understand)


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Synergies


Nocturne is an exceptional chaser and initiator, but he can only use those skills effectively if his team is able to follow him as well. Champions with mobility, sticking power, CC and gap-closers make great allies for Nocturne. He works especially well with champions that can offer their own CC to help him keep in leash range until Unspeakable Horror goes off. Getting your fear off or not can make or break a gank, so it's invaluable to have teammates that can help you accomplish this.

Ahri's mobility from her ultimate and strong single-target CC make her an excellent partner for picking off vulnerable targets, especially in early and mid game. Use Paranoia along with her Spirit Rush to close huge gaps and reach far away targets. If she's able to land Charm, use the opportunity to cast Unspeakable Horror so the fear goes off when the charm ends. In team fights, you can use Paranoia to jump on to any squishy that Ahri catches with Charm.

Kha'Zix can be played in mid or top lane and is an exceptional AD assassin with strong poke and a lot of single-target burst. You can gank for him early game and roam with him later to pick off lone targets with ease. Unseen Threat can help slow down a target long enough for you to proc your Unspeakable Horror, and Kha'Zix can proc it at range if he evolved Void Spike. Once he's evolved Leap, he'll be able to follow you when you use Paranoia on a squishy. In team fights you should both poke and peel until an enemy carry is vulnerable, then both dive and kill the carry together.

Lulu isn't very complicated to work with since she'll be mostly helping you and your team do their jobs better in fights rather than making any specific plays. One trick you can use when ganking is to get Lulu to cast Help, Pix! on you before you use Paranoia, then she can use you to fire Glitterlance far outside her normal range, slowing the target so your Unspeakable Horror can take effect. In team fights she enhances your initation abilities and keeps you alive with Wild Growth. Just make sure you don't dive too deep too quickly or she won't be in range to ult you.

Malphite's gank reception before level 6 is pretty awful, but once he has Unstoppable Force, he becomes a very easy lane to gank for. If you both use your ultimates together, you should be able to land a pretty easy Unspeakable Horror. In team fights, he can either follow up your initiate if the enemy team wants to collapse onto you or he can initiate for you (probably more common), leaving you to follow up with Paranoia or save it to dive or clean up depending on how the fight goes.

Olaf is very easy to gank for and can follow up any plays you make as long as he has his Ghost off cooldown. Undertow is a spammable and very strong slow that gives you some great sticking power for landing Unspeakable Horror. After level 6, you can use Paranoia as Olaf uses Ragnarok and Ghost for incredibly strong ganks that are almost impossible to escape. He can help you peel in team fights and makes a great addition to your team's front line, plus he can dive carries with you since his ultimate makes him immune to peeling and he generally builds quite tanky.

Shen doesn't have the same mobility as most of these picks since he usually doesn't run Ghost and Shadow Dash is relatively short range, but his ultimate, Stand United makes him an incredible asset for your team. You can very easily 4- or 5-man bot lane without warning by using your ultimates together to bypass wards. Shen improves your initiation capabilities by ulting onto you when you're dashing with your own ultimate, then following up with a Shadow Dash to lock down the enemy team.

Singed is a good ally for many of the same reasons that Olaf is a strong pick with Nocturne. In ganks, he can use Ghost, Insanity Potion and Mega Adhesive to gap-close, then Fling to keep your target in range of Unspeakable Horror. In team fights, Mega Adhesive provides great disruption of enemy positioning, allowing you to reach and fear an enemy carry quite easily. He can also follow you through the enemy team, resisting peel with Insanity Potion and Flinging a target back for your team to focus.

Twisted Fate is one of the strongest roaming mids, past level 6, using Destiny to bypass ward coverage and reach even farther than you can with Paranoia. He can also land a gold Pick A Card as you use Paranoia, allowing you to land Unspeakable Horror fairly easily. Destiny also reveals the enemy team, which can get you a kill if you're in Paranoia range of a low enemy, but don't have the sight to jump to him. The reveal can also light up a good portion of the map when enemies are spread out, potentially showing nearby enemies that could be picked off. In team fights he has good poke and can follow up your initiation with a stun, but generally won't dive with you unless it's safe enough that he won't get blown up instantly. If he has Zhonya's Hourglass, you might be able to take some more risks to kill the enemy carries together.


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Masteries

This setup is designed to give your early ganks a lot of power and scale well with offensive items. The extra damage and armor pen from the offensive tree increases your clear speed and gank strength, allowing you to spend a lot of your early game ganking. It's also an effective setup for fighting the enemy jungler if you are stronger than them and decide to invade.

This setup is better suited to provide more utility and defensive stats to compliment a tankier build. The masteries in the defensive tree scale well with health and resistance items and are very strong in mid and late game team fights.


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Runes

Ganking Runeset

x9 x9 x9 x3

These runes sacrifice jungle optimization for stronger early game ganks. AD marks and quints give decent jungle clear speed and high damage to enemy champions during ganks. The high amount of early game AD will help you hit hard with Duskbringer and autoattacks.

Armor seals are standard on junglers to mitigate monster damage while jungling and physical damage from champions and towers during ganks. Scaling MR glyphs give you a lot of mid and late game MR to survive magical burst damage and AoE spells. They also free up your build a little so you don't have to spend too much on MR items.

Farming Runeset

x2 x7 x9 x9 x3

These runes are optimized for jungle clear speed while still giving good DPS in ganks. AS marks and armor pen quints give you consistently high damage output against jungle monsters. This allows you to get a lot of gold from farming the jungle in slower games where fewer gank opportunities happen, generally in arranged 5s games.

Armor seals are standard on junglers to mitigate monster damage while jungling and physical damage from champions and towers during ganks. Scaling MR glyphs give you a lot of mid and late game MR to survive magical burst damage and AoE spells. They also free up your build a little so you don't have to spend too much on MR items.


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Summoner Spells

Primary Spell

This spell is absolutely necessary on every single jungler. If you think jungling without Smite is just as viable, you are mistaken. While performing a jungle route without Smite is certainly possible, Smite is invaluable for practicing and preventing counter-jungling. If you jungle without Smite, not only will your jungle be more difficult, but you can be easily counter-jungled by any competent enemy with Smite. You'll also lose all objective (baron and dragon) control for your team because the enemy jungler will have a 1000 true damage nuke that can be cast at range and you won't. Once the enemy jungler starts last-hitting every single buff you try to take and stealing every dragon and baron, then you'll understand what I mean.

Secondary Spell

Flash works wonders on every champion (yes, even you LeBlanc) and Nocturne is no exception. Its multitude of uses in a variety of situations make it indispensable as a utility spell. You can use this spell for chasing, fleeing, initiating, ganking, juking, stealing buffs or dragon, and following another champion who uses Flash. Since Nocturne is a strong anti-carry with a great initiate, it helps to have an escape mechanism on hand in order to escape after you pick off a carry in a team fight. You might even net a few kills with it when following fleeing enemies who try to Flash to safety. I tend to favor this spell in arranged games when I build more utility items in order to have an escape mechanism if I need to initiate. I would always take this over Ghost because Nocturne has Duskbringer's speed boost, but no way to blink over walls or close gaps. Flash fills a weakness in his kit while Ghost is a redundancy.

This spell offers stronger early game ganks than Flash and allows you to disable the enemy AD carry for a few seconds during team fights, usually while you attempt to quickly kill him or the AP carry. I see this as a more soloqueue-oriented spell because it's risky to play without an escape mechanism, but offers a higher chance of snowballing. Try not to waste this spell during a gank by blowing it when the target still has Flash up. Use your abilities first and, if your target is fighting back or low on health and running, use Exhaust to slow them down and secure the kill. It's important not to waste this for a Flash because you can come back after they blow Flash and use Exhaust for a free kill.


Any spells I did not mention are unviable or sub-optimal and I do not recommend using them on jungle Nocturne.


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Abilities




Umbra Blades (passive): This is Nocturne's passive ability, which helps him to be very sustainable in the jungle. Since it scales with AD, it is useful all game long and is equally effective at farming groups of minions, healing up in the jungle or lane, and doing heavy AoE damage in team fights.

Tips and Tricks:
  • When Umbra Blades is ready, try to position Nocturne in the middle of a group of enemies for heavy damage and lifesteal.
  • Using Umbra Blades and Duskbringer effectively can allow you to push a lane very quickly, or do heavy damage to the enemy team.
  • If Umbra Blades is about the come off cooldown and you are clearing a jungle camp, leave the small minions alive to increase the amount of health you gain from the proc.


Duskbringer (Q): This ability has a variety of purposes. The initial damage from the skillshot makes it effective at farming creeps and harrassing champions. The move speed allows a Nocturne with blue buff to get around quickly, and can be used as an escape mechanism. Duskbringer also gives Nocturne increased attack damage while he's on the trail, so it's great for jungling and dueling. Last, but not least, hitting an enemy champion with this ability will cause them to leave behind a trail for a few seconds, allowing you to chase in for the kill with ease.

Tips and Tricks:
  • Duskbringer isn't just useful for chasing. Fire it at a group of champions to wear down their health safely. This is especially strong if you have blue buff and Spirit of the Elder Lizard.
  • Using Duskbringer when retreating can save your life, just make sure you keep moving after you use the spell.
  • The attack damage increase from the trail on Duskbringer helps when killing champions, clearing creep camps, and even pushing down towers. Make sure you're on the trail when clearing your jungle. Sometimes when you fire it, you need to step forward to get on the trail.
  • Duskbringer allows you to ignore unit collision, making it a useful tool for chasing or escaping through a minion wave.
  • The Duskbringer trail left by an enemy can be used to track them, even if they've broken line-of-sight or entered stealth.


Shroud of Darkness (W): Much like Sivir's Spell Shield, this ability blocks one offensive spell if cast shortly before Nocturne is hit. Use it to reduce damage taken by enemy casters, block pokes like Nidalee's Javelin Toss / Takedown, survive delayed spells like Ace in the Hole and Requiem, and shake off any crowd control spells that come your way. It is important to remember that this ability gives bonus attack speed as well, doubling after a spell is blocked. Also, if you block a spell, you get to hear Nocturne's evil laugh, which makes it all the more satisfying.

Tips and Tricks:
  • Blocking a spell with Shroud of Darkness doubles the passive attack speed bonus, allowing you to take down enemy champions or towers even more quickly. You can also proc the shield while doing baron in order to increase your DPS. For some reason Baron aggro breaks the shield even if you aren't hit by one of his acid geysers.
  • Shroud of Darkness has a long cooldown. Sometimes it is better to get hit by a weak spell so you can block a more dangerous one later.
  • Shroud of Darkness is easiest to use on abilities with slow particle speed, such as Morgana's Dark Binding or Taric's Dazzle.
  • Shroud of Darkness is a simple way to dispatch traps like Bushwhack / Pounce and Yordle Snap Trap without being revealed. You can also absorb Teemo's Noxious Traps without taking damage or being slowed.
  • Some delayed spells like Time Bomb can only be blocked by shielding the initial placement of the spell. If it's already on you, the detonation of the effect will go right through your shield.
  • Some spells like Wall of Pain don't break spell shields.


Unspeakable Horror (E): This is the only one of Nocturne's abilities that deals magic damage. While it does scale well with AP, it's not worth building any on Nocturne for just this skill. In addition to the small amount of damage it provides, the main use for this skill is to fear your target when ganking. It is Nocturne's only hard CC, so remember to use it to prevent your target from escaping or fighting back. You can also use this ability defensively if you are being chased, just make sure you stay close enough for the fear to take effect.

Tips and Tricks:
  • Fearing the big monster in a jungle camp with Unspeakable Horror will briefly stop their damage output, causing you to take less damage. Baron and Dragon however, are not disabled by this spell.
  • Untargetability does not break the fear chain, so you can still fear Vladimir during his Sanguine Pool, for example.
  • Unspeakable Horror is easiest to proc when used during an allied CC spell. Try to coordinate with your teammates and have them use their CC to help you get your fear off.
  • It's much easier to stay in range after casting Unspeakable Horror if you land Duskbringer on your target first.


Paranoia (R): Nocturne's ultimate, like many champions, is what really defines him. When your enemies hear Nocturne whisper "DARKNESSSSS!" they'll be running to the nearest tower. Use the global vision debuff to surprise enemy champions and prevent them from coordinating. The long range dash afterwards is great for initiating, ganking, chasing, and just plain scaring the hell out of people. Make sure to check the range on this ability before activating it by resting your cursor over the button. Also note that this ability does not provide vision of enemy champions, so make sure your target is in sight.

Tips and Tricks:
  • Sometimes it is better to approach a fight normally and save Paranoia for a chase.
  • If you are chasing multiple weakened champions, use Paranoia, dash to the farthest champion, then fight your way backwards. This technique can land you double or triple kills.
  • You can use Paranoia to dash past towers towards retreating champions.
  • The global sight reduction from Paranoia can be used defensively to juke enemies or prevent them from coordinating. Using the brush can also allow you to isolate and pick off enemy champions without being seen.
  • The dash component of Paranoia makes you immune to CC effects. If you have quick reflexes, you can time the second cast of your ult to pass through an enemy CC spell like Enchanted Crystal Arrow without being affected.


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Ability Sequence

>>>

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is a pretty standard skill sequence for Nocturne, and shouldn't require much deviation. Take Duskbringer at level one to help you clear the jungle (it's also great in level one team fights). Usually you'll want Shroud of Darkness at level two for the AS boost to help you clear since the jungle became harder to clear this season. Get Unspeakable Horror at level 3 unless you gank or fight the enemy jungler at level 2. I generally don't wait to take it until level 4 because if you suddenly have a gank opportunity or you encounter the enemy jungler at level 3, having another point in Duskbringer isn't going to do squat if you don't have your fear yet.

Of course, always get a point in Paranoia when it is available (levels 6, 11 and 16). Prioritize Duskbringer for the damage on the skillshot as well as the AD steroid on the trail. Unspeakable Horror is next for a longer fear duration. Finish Shroud of Darkness last for a little more attack speed and a shorter cooldown on the spell shield. Do not max W before E ever. The longer CC duration is much more valuable to you and your team than a little extra attack speed.


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Itemization

Core


x5


x5
These are really the only starting items taken by junglers in season 3, with few exceptions. For 300 gold, Hunter's Machete gives you a significant boost to your clear time and leaves room for some Health Potions to sustain you through your first clear. You can upgrade it to Spirit Stone on your first recall to allow you to clear jungle camps more quickly. There's really no reason not to get it.

Spirit Stone is one of two upgrade options for Hunter's Machete. Currently, Madred's Razors is a pretty good item, but Wriggle's Lantern doesn't measure up to the Spirit Stone upgrades in its current state. Since you'll want Spirit of the Ancient Golem or Spirit of the Elder Lizard later in the game, get Spirit Stone over Madred's Razors.

Boots of Speed aren't good starting items on junglers anymore, but you'll still want to pick up at least a basic pair pretty early in the game. You'll need the boost to your mobility if you want to roam and gank effectively. Upgrading your boots after your first complete item is usually a good idea, though you might need to upgrade earlier or later depending on the game.

Opening Items


+ OR +

Spirit of the Ancient Golem is really stupidly strong on junglers right now. The amount of useful stats that you get from this item is incredible and it applies to basically every jungler. This should be your standard opening item unless you are ahead enough to build more damage first. Don't worry too much about enemy CC. Even if they only have a couple CC spells, this item is still worth buying.

Ninja Tabi have taken the spotlight as one of the strongest jungler boots in the game since the buff to Spirit of the Ancient Golem. Since Mercury's Treads are no longer a required buy against teams with moderately high CC, you can buy these very frequently to combat the enemy AD carry as well as AD bruisers. They're also much cheaper than merc treads and can be built quickly without interrupting your build. The passive damage reduction from autoattacks is incredibly strong late game when the enemy AD carry is critting you for close to a thousand damage.

Spirit of the Elder Lizard is a pretty good item to get if you're snowballing or if your team is already really tanky. If you have a strong initiator like Malphite who's building lots of durability, you can usually afford to build more damage, especially if the enemy team is also quite durable. Since you won't have the tenacity from Spirit of the Ancient Golem, check the enemy team comp to see if you need Mercury's Treads to accompany it. Sometimes you can get away with Ninja Tabi if the enemy team doesn't have many threatening CCs.

Mercury's Treads are pretty standard on a lot of melee champions since they're more vulnerable to being kited and generally have to tank skillshot CC for their team. Unless you're against a very AD-heavy team where you'd need Ninja Tabi or the enemy team has very little CC, get these boots if you aren't getting Spirit of the Ancient Golem. Do not stack these boots with the golem item. Tenacity is expensive and it doesn't stack, so don't waste your money.

Defensive Items



Locket of the Iron Solari is an incredibly cost-efficient survivability item with great utility in team fights. An early Kindlegem will help you get off more Paranoia ganks, should you need your ultimate to gank slippery or well-warded lanes. I generally look to build this if I don't have a lot of gold because the components are very cheap and the item as a whole is quite cost-efficient. If you have a lot of gold, you can skip this item in favor of a more expensive, late game oriented item like Randuin's Omen.

Runic Bulwark is usually an essential item to build for your team if your support isn't getting one. You'll get a good amount of durability for yourself as well as the aura, which works wonders for you and your team in large team fights where a lot of AoE spells will be thrown around. The MR and health will also make you more resistant to burst damage if the enemy AP carry decides you're a significant enough threat to focus. This item is essential to surviving magic-heavy compositions as it provides 180 magic resistance spread across you and your teammates. If you need MR but your support is getting Runic Bulwark, buy a Hexdrinker instead.

Randuin's Omen is my go-to armor item on Nocturne. The active and passive will both allow you to reach carries more easily without being kited, since you can slow their AS and MS. Overall it's a great survivability item for mid and late game, especially against dangerous AD carries, and is useful both for disruption when initiating/diving and peeling bruisers off of your carries. Build it early if you have no other item priorities (like Runic Bulwark) or if an enemy AD champion is fed.

Warmog's Armor is an expensive investment, but a very effective defensive item for general survivability against physical, magical and especially true damage. It's a strong defense against teams with heavy true damage nukes (such as Feast and Noxian Guillotine). Watch out for health-shredding items and abilities before sinking a lot of your gold into this item though, especially Blade of the Ruined King on AD carries and bruisers.

Guardian Angel is a poor survivability item in terms of raw stats, but the passive can make it sometimes worth buying. If you're initiating and dropping in team fights, but your team is able to clean up after your death, you can buy this to punish the enemy team for wasting focus on you. You can also buy this if you're very far ahead and the only chance of the enemy team winning a 5v5 fight is focusing you down quickly. Using Guardian Angel effectively requires good positioning, so if you're just getting picked off and dying twice, fix your positioning or build a different defensive item.

Offensive Items



Blade of the Ruined King is quite expensive, but very effective on Nocturne. I would go so far as to say it synergizes with his kit better than almost any other bruiser (though it's also good on ADCs sometimes). Though Nocturne's AD scalings aren't spectacular, he has strong steroids to his autoattack DPS, which this item does as well. The active is also very useful for sticking to a target during the initial Unspeakable Horror chain. Build this item if you're snowballing or you can afford to build some damage within your team comp (fighting low-damage comps, and/or you have some strong bruisers or tanks on your team).

Hexdrinker is a great item to build against magic damage, especially if you aren't getting Runic Bulwark, though you could get both against a very magic-heavy comp. Don't upgrade to Maw of Malmortius until the rest of your build is complete. The stats you get for the price isn't worth the upgrade compared to putting that gold towards other items.

Last Whisper is a very strong late game item this season because bruiser builds are usually saturated with armor items. Items like Randuin's Omen and Frozen Heart seriously hurt your late game damage output. If you can afford to build more damage without blowing up in team fights, this is a great buy.

Frozen Mallet is a bit of a niche item, but it can be very powerful if you make good use of the passive. This extra CC can serve to pin down important targets in team fights or to peel enemy champions away from your carries. Since Nocturne just has Unspeakable Horror for CC, buying mallet for the on-hit slow improves his capabilities of both peeling bruisers/assassins and sticking to carries. I tend to favor this item against speed-reliant champions like Singed and Hecarim since they become a lot weaker without their mobility. You also usually need the permaslow to keep them from running away.


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Warding

It is the responsibility of everyone on the team to ward the map, but it is especially important for junglers to do so, since the jungler needs to provide buffs and map control as well as ganks.

Buy wards whenever possible, and watch for when allied wards by dragon or baron are going to expire. Make sure that dragon is warded once it has spawned, and ward baron constantly late game. Warding allied buffs is a good way to prevent counter-jungling. Remember, your Wriggle's Lantern provides free wards on a cooldown. Be sure to make use of these wards throughout the game to save money. You can use Vision Wards to counter-ward at dragon or baron, or you can buy an Oracle's Elixir for some more extensive ward sweeping. If you notice the enemy team is getting a lot of wards, this will help your own team regain some map control.

Note: This is assuming you're purple. Simply mirror the positions if you're on blue side.

These show the best, non-situational (i.e no lane brush wards) positions to place wards, assuming you are winning as the purple side.

Mirror the positions of the wards if you need defensive wards in your jungle as well. This is especially important if you plan on counter-jungling, to prevent the enemy jungler from stealing your jungle while you are absent.

For a more detailed guide on warding, click here.


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Jungle Spawn Timers

Before you begin jungling, you should definitely know the basics.


As you improve your jungling and become a better player, these spawn times are very important to know if you want to perfect your jungling and counter-jungling. Keep these spawn timers in mind when you play and get in the habit of typing out times when Baron or Dragon will respawn. I would advise enabling chat timestamps if you haven't already, especially if you're just learning to keep track of spawn timers. Any time your team witnesses the death of dragon or baron, you'll be able to note the time in the chat log down to the exact second.

Lesser Creeps



Spawns At: 1:40
Respawn Time: 1:00 (0:50 for Wraith camp)

Buffs



Spawns At: 1:55
Respawn Time: 5:00

Dragon



Spawns At: 2:30
Respawn Time: 6:00

Baron



Spawns At: 15:00
Respawn Time: 7:00 (3:00 after the buff expires)

For a more in-depth guide about basic need to know jungling, visit Hahano's Jungling 202: Beyond The Basics


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Jungle Routes

If there is a ganking opportunity during your route, feel free to interrupt your jungling if your team needs your help, or if you can pick up a kill or assist. You can easily gank any time after red buff, but you may want to try an earlier gank if an opportunity presents itself.

A note on Smite-less leashes: Though "leashing" as it was formerly known is no longer a reality in season 3 due to the new monster targeting algorithms, you can still kill a major buff camp pretty quickly with the help of a few teammates. If you have 3 or more teammates helping you clear your first buff and they give you a lot of damage, you shouldn't need to use Smite. If this is the case, you can save your Smite and go straight to your other buff for a fast level 3 or even counter jungle the nearby enemy buff if you feel safe doing so. I highly recommend smiteless leashes because it costs your teammates very little and gets you to level three with double buffs much faster.

The Blue Buff Route

  1. Start at wolves and hit them with Duskbringer. I usually stand beside one of the small wolves instead of in front of the big wolf in order to ensure that my Q hits all of them. You can get an ally to soften up the wolves after you hit them if you can trust them not to accidentally kill one.
  2. Kill the Blue Golem, preferably with some help from your nearby laners. Fire Duskbringer through the golem and make sure you stay on the trail when attacking it. Use Smite to last-hit the golem so the enemy jungler can't steal it.
    Note: You may choose to gank the nearest sidelane at this point since you should hit level 2 while the laners are still level 1. Keep in mind that you won't have red buff, so your Q and E combined with your laners CC and damage will have to be enough.
  3. Go to wraiths next. Stand behind the blue wraith and fire Duskbringer through the camp towards your red buff. This will prevent the enemy mid laner from spotting your Q trail. Revealing your location to the enemy team will allow the enemy jungler to counterjungle you more easily, while the lane that you are farthest from will be able to play aggressively without fearing ganks.
  4. Go back and clear wolves again. This is faster and easier on your health bar than clearing double golems.
  5. Head to the Red Lizard. You'll probably want to use a Health Potion now, so go ahead and pop one when you start the camp. Stand behind the Red Lizard and fire Duskbringer towards the curved brush. This will ensure that the enemy jungler can't see your trail over the wall and it also allows you to pull the lizard into the brush if you expect someone to try to steal it. Make sure you last-hit it with Smite.
  6. Finish by clearing wraiths again, being sure to stand behind the blue wraith and firing Duskbringer towards your red buff. It's usually a good time to gank right after you clear this camp, so you don't want to alert the enemy mid laner to your presence.

Using this route will ensure your blue isn't stolen while you're jungling and will get you to level 4 quite quickly. The mana sustain from Blue Buff makes this route ideal if you plan on jungling to level 3 or 4 instead of ganking early. Always try to get some help from your nearby laners as it will speed up your initial clear significantly as well as giving you more health for ganks.



The Red Buff Route

  1. Clear wraiths first. You can get an ally to soften up the wraiths after you hit them if you can trust them not to accidentally kill one. Stand behind the blue wraith and fire Duskbringer through the camp towards your red buff. This will prevent the enemy mid laner from spotting your Q trail. Revealing your location to the enemy team will allow the enemy jungler to counterjungle you more easily, while the lane that you are farthest from will be able to play aggressively without fearing ganks.
  2. Head to the Red Lizard. You should be getting a leash for this buff. Stand behind the Red Lizard and fire Duskbringer towards the curved brush. This will allow you to stay on your Q trail and keep your AD bonus while the lizard runs after the ally who leashed it. Use Smite to last-hit the lizard so the enemy jungler can't steal it.

This is a simple, but aggressive jungle route designed to give very early ganks, usually at level 2. Don't use this route if you don't plan to gank before level 4 or your red buff will expire much earlier than it would in a Blue Buff route. You'll also run yourself low on mana if you do nothing but clear camps, so it's better to start Blue Buff if you want to farm your jungle.


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Counter Jungling and Recovery

Counter Jungling

Counter jungling is an great way to boost your effectiveness while weakening the enemy jungler. Some champions are more resistant to counter jungling than others, so you need to know your opponent before attempting any high-risk counter jungling. Knowing each junglers likely paths and jungle speeds will allow you to predict their start location and movements, making it easier to steal creep camps or even buffs. Using wards or an allied ability that grants vision will make it possible to use Smite to last-hit enemy buffs or even gank their jungler outright.

A common occurrence of counter jungling often happens right at the start of the game. Experienced players and coordinated teams will often choose to roam the map early, before minions spawn, looking to pick off lone enemy champions and take control of one area of the jungle. If your team has a strong level one presence (usually some CC like Dazzle and champions with a lot of early game damage), you might want to consider doing an "invasion" of the enemy jungle. Often times you will be able to catch someone off guard for an easy first blood or at least force the enemy team out of their territory, allowing you to steal their blue or red buff when it first spawns. Keep in mind that the enemy team can also try this strategy on you, so be sure to move carefully and stick together to avoid being caught alone. You can ask your support to ward some areas if necessary since the enemy jungler will often try to steal your buff while you take theirs.

Note: Blitzcrank players will sometimes use Rocket Grab to pull your blue buff over the jungle wall into his team, so you'll usually want to invade theirs or group your team to your own blue and keep sight of the bush opposite your blue buff wall.

Later in the game, counter jungling usually prioritizes control over the enemy blue and red buff. Stealing the enemy blue buff later on will usually give your AP carry an edge in mid lane since they can lane with your blue buff while you deny the enemy mid their blue buff. Some junglers, like Shyvana, rely quite a bit on red buff to gank effectively, especially early game. Controlling the enemy red buff can often make the enemy jungler fall behind in experience and make it more difficult for them to gank effectively.

You can also steal small camps if you're in the area and it's safe to do so. If you do steal an enemy small camp, leave the smallest monster alive so the camp won't respawn until the enemy jungler comes by to clear it. Keep in mind that the biggest monster in the camp always holds the greatest amount of XP and gold, so you'll want to make sure you at least get that one.

The key to counter jungling is information. You have to know or at least suspect where the enemy jungler is and keep in mind how long it would take for nearby enemy laners to reach you. If you notice the enemy jungler ganked top lane at level 2 and started red buff for example, you know that they won't be at their blue buff and if you're close enough, you can probably steal it without them even knowing. Wards are also a great way to keep an eye on enemy buffs and attempt to steal them with Smite. This is usually easier to do at the enemy blue buff when their jungler allows his mid laner to last-hit blue. There is often a brief window for you to smite, just before the AP mid bursts the golem. Just make sure you can get out alive, since if you die, you'll just be giving the enemy team a free kill.

Recovery

Sometimes you'll find yourself against a strong counter jungler like Nunu or Shyvana or you'll get invaded and have one of your buffs stolen. Losing one of your first buffs is a huge blow to any jungler, but you can still cope with it even if your early game is set back. The first thing to look for if your buff is being stolen is to see if you can steal theirs at the same time. This will put you on even footing again with the enemy jungler and will allow you to continue your route normally. Often times this won't be possible, however, so you'll be set back and forced into a recovery state.

In the season 1 jungle, recovery routes were altered jungle routes that maximized your sustain in the absence of one of your early buffs. Since season 2, the small camps can be cleared more easily and spawn quickly, so specific routes are generally not necessary. If you lost your blue buff at level one, usually you should group your team to your red buff (unless you can take their blue) and start there instead. If you arrive at your red and find it's been stolen, simply move on to the next available camp and clear it. If you find yourself behind in gold or XP due to counter jungling, the best way to recover is usually to clear camps continuously and deny the enemy jungler any further opportunities.

Jungle defense is also an important part of your response to being counter jungled. Defending your own jungle relies on a combination of map awareness and team coordination. The key to stopping an enemy from counter jungling is to know where they are ahead of time (usually with good ward placement) and coordination with nearby laners to group to whichever camp the enemy jungler is going for. Even the strongest junglers won't be able to handle 3 or 4 champions in the middle of enemy territory. Your laners will always be closer than the enemy laners and there will be no nearby tower for the enemy jungler to escape to. If you manage to catch and kill the enemy jungler in the act, you'll usually see yourself start to catch up very quickly. Ward the entrances to your jungle and the brush curving around your two buffs and you'll be able to prevent any further counter jungling.


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Ganking Tips

The earliest level that Nocturne can effectively gank is level two with Duskbringer and Unspeakable Horror. His ganks after level 6 are phenomenally powerful. Also remember that red buff will improve your ganks a lot, especially before 6.

When your team mates are ready, initiate a gank (unless your ally has a strong initiate) by pinging the target, then hitting the enemy with Duskbringer. It is important that this ability lands so that the target will leave behind the trail to boost your MS and AD. When you are close enough, hit them with Unspeakable Horror and block incoming enemy spells (especially CC) with Shroud of Darkness. If the enemy does not die or uses Flash, use Paranoia and dash to pick up the kill if you can. Be careful when tower diving, as Nocturne doesn't have a lot of health early game. If your minions have drawn tower aggro, follow the target and wait until he/she exits the tower range (he will likely keep retreating out of range), then dash with Paranoia to avoid drawing tower aggro entirely. If the enemy turret hugs, judge for yourself if you can dive him or not. Just don't take any unnecessary risks and be wary for clutch heals, shields and CC if they're tower hugging.

After level 6, you can gank using Paranoia as your initation, which allows you to completely bypass ward coverage since you don't have to use the standard gank paths which are usually warded. Walking up from your own tower and ulting into the lane is usually the safest way to avoid wards. Make sure your laner is in position to follow up on your gank because when you cast Paranoia, your target will likely retreat to his tower.

Note: For some lane matchups, initiating the gank yourself will be doomed to failure. If the enemy champion has a lot of mobility or a strong CC, try to get your laner to engage them in combat before revealing yourself. It's a lot easier to gank a target that over-commits and blows cooldowns before they know you're there. This strategy works best when your ally has some strong CC with which to pin the target.

A gank does not have to net a kill to be successful. You may damage an enemy enough so that they have to play passively, or even recall to base. Forcing an enemy to use a summoner spell or ultimate can leave them without an escape mechanism, giving your team mate(s) the advantage in that lane. Once your gank is finished, return to the jungle, push the turret, take dragon or recall to base. Remember to pick up more buffs if you can before your next gank.


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Team Fights

As an assassin, Nocturne performs best when executing ganks and flanking enemies. He is also a good split-pusher, and can quickly push down a tower if your allies can occupy the enemy team. Though Nocturne isn't quite as strong in group fights as he is in small skirmishes, he can still perform well, especially with a more durable build. Here's how to do it.

One or two champions on your team should be the designated initiator. Usually this initiation will take the form of a powerful CC spell, perhaps accompanied by a Flash. If your Malphite uses Unstoppable Force, or Ashe fires her Enchanted Crystal Arrow, you know the fight has begun. You can also act as your team's initiator by using Paranoia to enter the fray, but this is generally not as strong as other initiations, so if you have an initiator on your team you should usually let them do it.

Once your team has engaged the enemy, you have two options. The first is probably the most intuitive, that is to assassinate an enemy carry. Duskbringer and Paranoia are both good ways to reach your target quickly and you should use Unspeakable Horror and your Randuin's Omen to CC them while you focus them down. Keep in mind that this will usually put you in a very vulnerable position in the team fight, so you'll have to burst your target quickly or wait to jump in until the enemy team is split or CC'd by your allies if they have AoE CC like Curse of the Sad Mummy. Hitting your Shroud of Darkness at the right time is especially key here since being hit by a CC while you're in the middle of the enemy tank line will probably get you killed. The extra AS is also nice for killing your target more quickly.

The second approach is to peel for your carries, which generally puts you in a safer spot, but doesn't make use of as much of your kit. Assassinating isn't always an option, especially if the enemy has a lot of CC or you're behind at this point in the game. When this is the case, peeling for your carries will be your main duty. Typically you'll see enemy bruisers and assassins close in on your squishy AP and AD carries. Your job is to keep your carries safe (especially your AD carry) and tank for them if possible. Activate Randuin's Omen to slow approaching enemies and use Unspeakable Horror on the most dangerous target. As long as you slow your enemies' approach and output some damage onto them, your AD carry can usually DPS them down pretty quickly. If your carry is completely safe, you can look to use Paranoia to quickly switch into an assassin role. This is usually the case when your team starts to win the fight because the bruisers are dying and you can use your excellent chasing abilities to hunt down low targets. If you have an option of whom to kill at the end of the fight, go for the most likely kill, the AD or AP carry, or whoever is the most fed on the enemy team. Generally all three of these will be the enemy AD carry, but it doesn't hurt to adjust your targeting priorities if they have a fed Riven or something who's almost dead.

If your team emerges victorious from the battle, push a lane, grab a buff, or kill Dragon or Baron. Attack minions and monsters to restore your health, or just recall to base if you need to do some shopping.

If you lost the fight and you're still alive, you'll probably need to retreat to your base and get your health back. Work with whomever else is still alive on your team to defend your towers. Unless the enemy team is really strong or it's late game, they'll probably use their minions to push rather than tanking a tower directly. Use Duskbringer and Umbra Blades to quickly clear their minion wave and force them to tank your tower or back off, though only proc Umbra Blades if it's safe enough to do so. If the enemy team is clearing an objective like dragon or baron instead, you'll generally have to just leave them. You can try to steal dragon if it's safe or baron if you're desperate (and confident you can get it), but most of the time you'll just have to bide your time until your teammates respawn.


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Conclusion

Thank you for reading my Nocturne guide, I hope that some parts of it prove useful to you. If you appreciated my guide or approve of my build, feel free to hit the Like button up top. Please leave any comments, questions or suggestions below and I will try to get back to you. I appreciate criticism, as long as it's constructive.

A special thank you to those who have supported my guide with votes, Scout points and advice that have been instrumental in bringing my guide to the level of quality it is today. I'd also like to specifically thank jhoijhoi for her insights into some coding techniques that I made use of in all my guides.

Thanks to jhoijhoi for the awesome banner!


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PsiGuard
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