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 March 20, 2013
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PsiGuard's Nocturne (Cheat Sheet)

Champion Build: Nocturne

Health 3210
Health Regen 30.5
Mana 845
Mana Regen 14.1
Armor 267.69
Magic Resist 161.8
Dodge 0
Tenacity 35
Movement Speed 415
Gold Bonus 0
Attack Damage 149.8
Attack Speed 52.875
Crit Chance 0%S
Crit Damage 0%
Ability Power 0
Life Steal 25%
Spell Vamp 0
Armor Penetration 10.24
Magic Penetration 0
Cooldown Reduction 0%


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 + Notes

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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)


Guide Top

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.


Guide Top

Masteries

This is my preferred setup for jungling Nocturne in the Season 3 meta. The 9 points in offense are essential for basic jungle speed and DPS against enemy champions. 21 points in defense compliment a defensive build, which is pretty much the only way to play Nocturne viably at a competitive level. You may have some variation such as taking Relentless against a lot of slows or Tenacious versus snares and stuns, but generally this is what your mastery setup should look like.


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Runes

x2 x7
M
A
R
K
S
  • Greater Marks of Armor Penetration: It's a small tweak, but you can slip in two of these marks for more efficiency in your DPS, especially while clearing the jungle.
  • Greater Marks of Attack Speed: Attack Speed is a stat that will significantly increase Nocturne's clear speed and DPS. You'll be able to make better use of Duskbringer's AD steroid and proc Umbra Blades more often. Neglecting AS in your rune setup will leave you with a slower clear and weaker DPS until you get an AS item, so make sure to rune for it.
___ M
A
R
K
S

x9
S
E
A
L
S
  • Greater Seals of Armor: These extremely cheap runes are easy to purchase and work on any champion in the game. They're especially powerful on junglers, benefit you when fighting jungle monsters, minions, towers and AD champions. Make sure you get the flat runes to help your early resistances in the jungle. I would not replace these runes on Nocturne.
___ S
E
A
L
S

x9
G
L
Y
P
H
S
  • Greater Glyphs of Scaling Magic Resist: These glyphs are cheap, powerful, and good on all champions. The scaling glyphs will help Nocturne survive nukes from AP carries (who you'll likely be targeting) after he exits the jungle. I don't recommend the flat runes; they're useless until you actually take some spells from an AP carry, which will likely be around level 6. By that time, your scaling runes will have almost caught up and will be more helpful as the enemy AP carries get high AP items like Rabadon's Deathcap.
___ G
L
Y
P
H
S

x3
Q
U
I
N
T
S
  • Greater Quintessences of Armor Penetration: Since we need a mix of armor pen and AS from our marks and quints, this is usually where you'll get most of the armor pen you need to jungle efficiently. It'll also help your champion damage, especially against low-armor targets.
___ Q
U
I
N
T
S


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Summoner Spells

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.

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.

A very powerful spell to have on a team, Exhaust works great for ganks and shutting down dangerous carries. Nocturne is an excellent ganker on his own, but Exhaust will give you much stronger pre-6 ganks is still very useful for late game team fights. You'll be lacking an escape mechanism, so make sure you're confident enough with your judgment calls that you can play safely without Flash.


Guide Top

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.
  • Umbra Blades and Wriggle's Lantern make it easy to heal up after a tough fight without having to recall to base.
  • Using Umbra Blades and Duskbringer effectively can allow you to push a lane very quickly, or do heavy damage to the enemy team.


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.
  • 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.
  • Duskbringer acts like Ghost, allowing you to pass through minions, which makes it a useful tool for chasing or escaping through a minion wave.
  • The Duskbringer trail left by an enemy can be used to follow them, even if they've broken line-of-sight.


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:


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:


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 like Destiny, so make sure your target is in sight range.

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.


Guide Top

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 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 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.


Guide Top

Itemization

Early Core




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 Madred's Razors on your first recall to allow you to farm the jungle and clear objectives more quickly. There's really no reason not to get it.

Madred's Razors gives a 25% chance to proc the bonus damage and builds straight out of Hunter's Machete. It's a great item to rush for faster clear times, especially for the more single-target focused camps (blue, red and golems). The armor from this item will make you more durable against monster damage as well as enemy champions you're ganking, but you might still need a couple Health Potions to sustain you if you end up farming your jungle a lot before you go back to base.

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 core item is usually a good idea, though you might need to upgrade earlier or later depending on the game.


When to get Wriggle's Lantern



Berserker's Greaves are strong boots on Nocturne, especially in low-CC environments. If you're looking for some cheap DPS for faster clearing and/or more deadly ganks, this is a good place to get it. I tend to build these whenever I can get away with it.

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. If you're against a team with a lot of CC, you'll probably want some tenacity. This is a great place to get it early.

Ninja Tabi are pretty straightforward boots. You should consider them against teams with several dangerous AD champions, especially if 2-3 of them are reliant on autoattacks. The armor and autoattack damage reduction from these boots will make you more resilient to AD carries and allow you to fight enemy bruisers without taking as much damage.

Enchantment: Furor is probably the most obvious choice for Nocturne. It's a strong tool for chasing down enemies and general mobility in fights. You'll be proccing the effect a lot in combat since you'll be autoattacking constantly, so it's great when assassinating and pretty useful if you're peeling too.

Enchantment: Homeguard is a useful enchantment on any champion. If a lot of action is taking place near your inhibitors or inside your base (whether you're losing or it's just a back-and-forth game), you'll definitely want to buy this. You can still get it just to get out of your base faster even if you aren't pushed to your inhibitors since it ends up saving you a lot of travel time.

Defensive Items



Runic Bulwark is a great item to build for your team, especially 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.

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 late game, especially against dangerous AD carries, and is useful both for disruption when initiating and peeling bruisers off of your carries.

Locket of the Iron Solari is an incredibly cost-efficient survivability item with great utility in team fights, however I don't consider it core because it doesn't synergize with Nocturne's kit quite as well as it does other champions like Xin Zhao. It's still a terrific item, especially if you're behind and can't afford Giant's Belt for Warmog's Armor. An early Kindlegem will help you get off more Paranoia ganks, should you need your ultimate to gank slippery or well-warded lanes.

Sunfire Cape is a good item to build if you're ahead and durable enough to survive focus in team fights, or if your team has a lot of really tanky champions and you need to add some more damage to your team comp. Keep in mind that this item doesn't give as much cost-efficient survivability as Warmog's Armor, Randuin's Omen or Locket of the Iron Solari, so don't build it when you're behind and need defensive stats.

Frozen Mallet is a bit of a niche defensive item, but it can be very powerful if you make good use of the passive. It provides a big boost to your health pool and a very strong on-hit slow. 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 and sticking to carries.

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.

Spirit Visage doesn't have a huge amount of synergy with Nocturne in terms of the healing + regeneration amplification, but it's a great MR option for him should you need to build a Negatron Cloak against magic-heavy comps. This item was buffed to give 20% CDR which takes a huge chunk out of your cooldown time, especially Paranoia's lengthy CD. You'll generally want to pair it with Warmog's Armor and/or some lifesteal to make use of the increased healing and regeneration.

Guardian Angel is a poor survivability item in terms of raw stats, but the passive can make it occasionally 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. 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).

The Black Cleaver is a really expensive item considering it's pure offense, but you can consider it as a late game option in order to shred armored targets for your AD carry to focus down. If you have a strong early game you can get The Brutalizer for damage and CDR and gank a lot to create an advantage for your team. Finish The Black Cleaver later on in the game if you have enough survivability to live through team fights.

Maw of Malmortius is a little bit situational, but works quite nicely against double AP comps, especially with a lot of single-target burst or DoT spells. You'll generally want to just build the Hexdrinker early on and hold onto it until later in the game. You can upgrade to Maw if the game goes long enough, but generally Hex is enough to get the job done.


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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 might not 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.

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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