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Nocturne Build Guide by

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

Jungler King Nocturne

Last updated on July 2, 2011
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Ability Sequence

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

 
 
 
 
 
Sorcery
4/
Alacrity
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Guide Top

Abilities

Abilities



Passive: Umbra Blades - Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% of his physical damage and heals himself for 15 / 20 / 25 per target hit. Nocturne's basic attacks reduce this cooldown by 1 second.

It's what makes Nocturne Nocturne. Because of this passive, you are a beast in the jungle and a total badass at farming. The splash damage has a pretty nice range as well.

Q: Duskbringer - Nocturne throws a shadow blade which deals physical damage 60 / 110 / 160 / 210 / 260 (+0.75 per bonus attack damage), leaves a Dusk Trail, and causes champions who are hit to also leave a Dusk Trail for 5 seconds. While on the trail, Nocturne ignores unit collision and has increased Movement Speed 15% / 20% / 25% / 30% / 35% and Attack Damage 20 / 30 / 40 / 50 / 60.

Every nightmare needs a way to close the distance and get to it's prey. Your distance closer which will make you just lol at people who try to ghost away. This isn't the easiest skillshot to land and is going to take some practice. You will want to fiddle around in practice games so you can know the speed of the particle and how you need to aim it. Use line missile display!

One thing that is vastly overlooked about Duskbringer is the fact that it gives bonus AD. +60 AD at level 9 is just insane. Make sure you get this buff in teamfights as it makes a huge difference.

W: Shroud of Darkness - Nocturne empowers his blades, passively gaining attack speed 20% / 25% / 30% / 35% / 40%. Activating Shroud of Darkness allows Nocturne to fade into the shadows, creating a magical barrier for 2 seconds which blocks a single enemy ability and doubles his passive attack speed for 5 seconds if successful.

Every nightmare needs a way to defend itself from the courageous... In style. If you are a sivir player this one is going to come pretty easy to you. +20% attack speed at level 2 is going to be a very nice boost. Keep your W finger ready to go for this skill. You are going to want to bait CC by standing vulnerable, pretty much asking to get stunned, snared, slowed, etc.. By baiting cc like this you have just soaked up CC for your team AND have a very nice attack speed boost. At level 18 you get 80% attack speed if you proc this skill (which you will)... Why would you need any more?

E: Unspeakable Horror - Nocturne plants a nightmare into his target's mind, dealing damage each second for total 50 / 100 / 150 / 200 / 250 (+100% of ability power) over 2 seconds and fearing the target for 1 / 1.25 / 1.5 / 1.75 / 2 seconds if they do not get out of range by the end of the duration.

Every nightmare needs to induce fear into his targets. He needs to scare them SO MUCH that they run towards him. Nocturne achieves this. At level 5 it's a 2 second fear which is a pretty nice piece of CC. Obviously you are going to use this for chasing. There are also a lot of ways to use your E in a teamfight, including:

1) On your target you are chasing, to be able to chase it more easily.
2) On someone who is trying to focus you down, to protect yourself while killing your target.
3) On their other carry who is not your target.

Usually, though, I'm just button mashing and fearing whoever my mouse clicks, which also can work pretty well :P

Ultimate: Paranoia - Nocturne reduces the sight radius of all enemy champions and removes their ally vision for 4 seconds, this includes champions, minions, wards and towers. He can then launch himself at a enemy champion with a large range 2500 / 3250 / 4000. Deals 150 / 300 / 450 (+1.2 per bonus attack damage) physical damage on arrival.

Every nightmare needs to have an ultimate that limits vision for 4 seconds, allows the nightmare to dash to its target and deal damage equal to a 1.2 AD ratio. EVERY nightmare. Paranoia is what makes Nocturne such a nightmare. It's that ability that makes the other team flash back to their tower thinking OMG I AM DEAD. Paranoia is your supreme ganking ability. A common misconception with this ability is that the range is almost global. This is WRONG. The range is not even half the river. PLEASE mouse over your R key before you pop this ult so you can see where your range is.

Now, with that out of the way, when are you going to ult? You will use your ultimate whenever you see a clear opportunity to net yourself a kill. This is especially possible when someone in the solo lane overextends or someone on your team is getting towerdived. Pop that *****, know the entire enemy team is hearing your evil laugh and dive in. Your ult can also be used to save your life. If you can get enough separation from your enemy, pop your ult and abuse your vision advantage to juke the enemies and go somewhere where they don't know where you are. This is VERY difficult to do, but occasionally it is possible.

Paranoia IS NOT an initiator. It is actually quite the contrary. You want to ult after the meat of the fight has started and after all the CC has been blown. Then you get free reign on whoever you choose to focus.


Guide Top

The Path

1. Wolves - Use Q on the camp and proceed to kill all of them. Focus the big wolf down first. Do not use smite here.

2. Wraiths - Run up to the big wraith, attack it for max heal then smite it, use Q on the rest of them, kill 'em and level up W.

3. Golems - Use Q and kill them.

Base - You are going to be kinda low so it's time to go back to base and buy cloth armor and a health pot. From here you can decide to gank a lane if you think it's possible. If not, continue on to blue.

4. Blue Buff - Jungling becomes pretty straightforward now... Basically just start with Q and kill your target. Save smite for blue and red buff. Smite blue with 500-550 health left. Again, if you wanna gank go do it.

5&6. Wolves, Wraiths - Keep going. When you hit level 4 you can use your E to speed up your jungle.

7&8. Golems, Red Buff - Pop your health pot on the way to the golems. Kill them then move on to the lizard. Smite the red buff at 550-600 health. From here again you may choose to gank if you find there is a good opportunity. This is a great time! If not continue to finish your path and level up to 6.

9,10,11. Wolves, Wraiths, Golems - Finish up your route and go back to base to get your razors and boots. It is now time for you to gank!

Ganking/Invasion - If you STILL can't gank tell your team that they seriously need to stop pushing. You are not going back to your jungle here though... Nope, if there are no ganks available, invade their jungle, steal some creeps and maybe net a kill on a tasty jungler.


1. Wolves - Use Q on the camp and proceed to kill all of them. Focus the big wolf down first. Do not use smite here.

2. Wraiths - Run up to the big wraith, attack it for max heal then smite it, use Q on the rest of them, kill 'em and level up W.

3. Golems - Use Q and kill them.

Base - You are going to be kinda low so it's time to go back to base and buy cloth armor and a health pot. From here you can decide to gank a lane if you think it's possible. If not, continue on to blue.

4. Blue Buff - Jungling becomes pretty straightforward now... Basically just start with Q and kill your target. Save smite for blue and red buff. Smite blue with 500-550 health left. Again, if you wanna gank go do it.

5&6. Wolves, Wraiths - Keep going. When you hit level 4 you can use your E to speed up your jungle.

7&8. Golems, Red Buff - Pop your health pot on the way to the golems. Kill them then move on to the lizard. Smite the red buff at 550-600 health. From here again you may choose to gank if you find there is a good opportunity. This is a great time! If not continue to finish your path and level up to 6.

9,10,11. Wolves, Wraiths, Golems - Finish up your route and go back to base to get your razors and boots. It is now time for you to gank!

Ganking/Invasion - If you STILL can't gank tell your team that they seriously need to stop pushing. You are not going back to your jungle here though... Nope, if there are no ganks available, invade their jungle, steal some creeps and maybe net a kill on a tasty jungler.


Guide Top

Why AD>AS on Nocturne

So you're looking at Nocturne's W and passive and you're like, "Wow.. I'll just stack AS like yi and I'll do so much damage!" No. W gives you a lot of attack speed. Runes give you more. Masteries give you more, Zerkers give you more. Since you already are going to have 1.5 to 2.0 AS, it's just stupid to buy any more. Your passive has a 1.2 AD ratio, your Q has a .75 AD ratio and gives you 60 attack damage. When you buy these AD items and pair them with your Q you will have >300 AD and have 1.5 to 2.0 AS. Rather than doing >200 damage and having 2.0 to 2.2 AS. Oh, and don't forget that Youmuu's Ghostblade has an active... And it's pretty good.


Guide Top

Jungling with the Superior Route

You are using a path that is called a "Superior" path. It is going to get you to level 6 as fast as possible as well as offering multiple opportunities to gank rather than the standard full jungle clear gank at 4. The Superior path has many possible ways to start and play throughout the path. This means that you are versatile and adaptable.

You can start at either wolves, wraiths, or small golems and still achieve relatively similar jungle speeds. I prefer the wolves start because if the opposing team is going to try to gank you, they will assume you are starting at blue. If your whole team is with you you can pick up first blood and win the level 1 fight. Even if your team isn't with you, you will gain valuable information that they just stole your blue and can adapt your route accordingly. The key when you are counter jungled is not to be desperate and force things but just calmly transition to a different route and recover. It is also possible to start off counterjungling by taking the opposing jungler's golems.


Guide Top

Ganking

A big part of ganks is using Shroud of Darkness at the right time. Usually they are going to enter panic mode and blow their CC on you right away. Pretty much you have to expect the CC at all times and have quick reaction time. If you are going in vs a Taric, for example... THINK "he is going to stun me.. he is going to stun me.." the entire time while you are ganking. That way when you see the stun come out you can press W instantly to block it. Sometimes your reaction time may not be fast enough(and some CC is pretty instant like Veigar's stun), though, so you will just have to predict.

A nice way I find to predict CC coming is when I see the enemy turning towards me. Most cast animations for CC involve the champion having to turn and face the target, so that's a way you can predict it. Just remember that the timing of your W is subjective and will not always be the same for every gank. Quite honestly though I am making this sound more complicated then it really is. Most of the time they will just blow their CC right when they see you. Now on to the combos.