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Nocturne Build Guide by SirJubJub

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author SirJubJub

Jungle Nocturne - Ulting With Your Pants Down

SirJubJub Last updated on August 30, 2014
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Ability Sequence

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





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Nocturne with this build

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Threat Champion Notes
1
Elise
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Introduction

Welcome to my guide: Jungle Nocturne - Ulting With Your Pants Down. This is the best Nocturne guide Korea. I'm not actually Korean, nor am I from Korea; I'm just that good (in League, and in the sac). This guide on how to wreck *** as Nocturne - the shadow **** (no, I'd serious, look at him, he looks just like a ***** made of shadows. Swear to God). Most people see Nocturne as a tank or as an assassin - but what they don't realize is that, in actuality, Noc is just a ****ing badass. So enjoy the guide!


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Runes

Nocturne, the shadow ****, has an oddly unique focus on attack speed (I'll tell you why in a later chapter), so bring some marks of Attack Speed. Since he is basically an all AD champion (you will be building him all AD), for Quintessences grab Armor Penetration and thank me later. For seals take some armor and also lots of glyphs of scaling MR. You need a little tankiness to offset the damages while you start raping carries.


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Masteries

I don't have much to say here in masteries, just take your standard jungle masteries or copy the one I put in the guide. Pretty self explanatory. I don't use these masteries on Nocturne specifically for any reason; he's a jungler. Bring jungle masteries. Duh.


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Items

The build is what seperates good Nocturnes from "Oh-my-god-this-Noc-is-violating-my-********" Nocturnes. The trick is knowing your strengths. Start machete and 4 health pots, but whether you build it Feral Flare or Lizard Elder is up to you. If you are amazing at farming the jungle and your lanes don't really need any help, go Flare. If every lane is feeding like crazy and you need some early/mid game dominance - go Lizard.
Your second item should always be either Randuins or Bork, and your third item will be either Randuins or Bork. If you need the extra tankiness - Randuins - and get Blade of the Ruined King if your lanes are doing fairy well. After building either you have mad ganking potential. After you get them both you should be fairly overpowered.
If your team has more kills than the opposing team, build a brutalizer. If not, then start building a frozen mallet. Now the guide is splitting into two separate parts - Post-Brutalizer, and Post-Frozen Mallet


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Items, post Brutalizer

Since your team is ahead, you want to be building the damages. Get some Berserker's Greaves, normal (Upgrade to homegaurd at the endgame). Now that you have that, finish up your brutalizer by building it into a Youmoo's. Remember - if you use the actives on all three of your items, the enemy will not have a chance.
Next you want to start building an Iceborn Gauntlet - so build sheen. Do not complete the item until after you purchase your next item - a Ravenous Hydra. Once you have this pull up the iceborn Gauntlet and no one will be able to escape you. (MWAHAHAHAHAHHAHAHA and in the darkness, no one will hear them scream).


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Items, post Mallet

Once you have a frozen mallet, enemies will lack the ability to escape from you; but they may be able to outdamage you. So the next item that you shall build is a Last Whisper. Now you have the damages and tankiness to survive. Pickup boots whenever you see fit - Merc treads if their team is Heavy on AP, Tabi otherwise.
Then pick up a Banshee's Veil; your W offer's you some CC protection, but when you dive the carries you'll be thankfull for the shield and the health.
The last item you want is Trinity Force, to completely rape everyone all the always.


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Skill Sequence

Pretty self explanatory, level Q W E, then level Q all the way up, W all the up, R all the way up, and, finally, E all the way up. Q for the damages, W for the attack speed, R for the Rape, and E last because it scales with AP. Can't stress this enough - LAND YOUR ****ING Q's.


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Spells

I usually bring flash and smite. Ghost is okay, but unnecessary if you land your Q; so you could (Theoretically) bring ignite/smite, but I also wouldn't suggest it. Your Q/W is good for chasing but not as good for running.


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Creeping / Jungling

Start blue. Always. Then wolves, then Red. If you bought Wriggle's Lantern, then keep farming the jungle. Gank at 6, unless they beg for assistance or you stumble upon an amazing opportunity. Counter jungling is possible; but be careful. Although you can probably 1 v 1 their jungler, you cant from half health. IF you bought Lizard take some farm every time you go in for a gank, which should be often.


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Farming

Make sure you use your passive effectively timing it with your Q to do the most damage. Don't die to red or blue buff (that's just embarrassing), when you are at 1/3 health don't try for blue or red.


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Unique Skills

Nocturne's passive gives him extra damage and AOE on his basic attack every ten seconds - however, the CD of the passive is reduced every time Noc basic attacks, ergo, attack speed is good. The QWE combo is beautiful. Land your Q, go in, hook your E, then use W to block any CC. They will be feared, and an easy target to take out. Ult only if they escape, or, if by some unfathomable happenstance they are outdamaging you - the extra burst is a game changer.


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Team Work

Nocturne is only somewhat of a team player. You have to focus their carries. When a teamfight starts, ult onto the ADC or the APC, whichever is more fed. Once one is out of the way, start bursting down the other. The rest of your team should follow up and crush the resistance. Don't expect to live, but expect for your team to win (the casualties are usually 4 on their team to the 1 or 2 on your team, and a 4 for 2 trade is good).


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Pros / Cons

Pros -
If you are good you can 1v1 almost any champion
Carry killer
Both Assasin and Tank if built and played right

Cons -
No consistent, easy to place CC
Until you have Randuins or Bork, you can die easily
Ult on really high cooldown.


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Ranked Play

Noone likes Nocturne, very few people play him. You won't have to bite and claw to get him, and jungling isn't a tough position to nab either. Plus Noc is never banned. So play him skillfully. If you use this build in ranked and lose, it's your own damned fault.


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Summary

With this build, you should be able to destroy the competition. Play him based on your build, not based on your conceptions of Nocturne. He has a very flexible playstyle with the same combination of abilities; he can be full assassin or full tank or just a fighter if you'd like. Go forth my children and good luck - last piece of advice - win.