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Spells:
Exhaust
Ignite
Ability Order
Umbra Blades (PASSIVE)
Nocturne Passive Ability
Nocturne in game !
Skills
Passive: Umbra Blades
Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% physical damage and heals himself for 15/20/25 per target hit.
Nocturne's basic attacks reduce this cooldown by 1 second.
Explanation:
As shown in the video, this skill is extremely deadly from level 1 onwards, simply having a super tiamat passive is a huge deal when it comes to clearing waves, jungling and teamfights. This spell should be looked like as a fairly short cd AOE spell that Nocturne has at his disposal as it scales all game.
Q: Duskbringer
Nocturne throws a shadow blade which deals 60/110/160/210/260 (+75% attack damage) physical damage and leaves a Dusk Trail for 5 seconds. Enemy champions hit also leave a Dusk Trail.
While on the trail, Nocturne ignores unit collision and gains 15/20/25/30/35% Movement Speed and 15/25/35/45/55 Attack Damage.
Cooldown 10 seconds
Cost 60/65/70/75/80 mana
Range 750
Explanation:
One of Nocturne's main skills, this allows him to do multiple things such as run/chase people, farm/jungle better as well as give him a attack buff. This will be maxed first as it's simply too strong to pass up and without this skill, Nocturne would be irrelevant without his ultimate. Though remember, it's AOE is fairly small despite the animation and be very careful when aiming this at a group of jungle minions as it's likely to miss one if you're careless.
W: Shroud of Darkness
Passive: Nocturne has 20/25/30/35/40% bonus Attack Speed.
Active: Nocturne creates a magical barrier for 2 seconds, which blocks the next enemy ability.
If an ability is blocked by the shield, Nocturne's passive Attack Speed bonus doubles for 5 seconds.
Cooldown 20/18/16/14/12
Cost 50 mana
Explanation:
Ths will be one of the things allowing Nocturne to be a bruiser as it'll block possibly a pivotal disable or damaging spell so he can go in effectively. Without this, it's highly likely he'd be similar to master Yi where people could mindlessly throw spells out and kill him. However I only get one point in this at level 2 and max it last as his other skills are far more important to level.
E: Unspeakable Horror
Nocturne plants a nightmare into his target's mind, dealing 50/100/150/200/250 (+100% ability power) magic damage over 2 seconds. If Nocturne stays within 600 range of the target for the full duration, the target becomes feared for 1/1.25/1.5/1.75/2 second(s).
Cooldown 15/14/13/12/11 seconds
Cost 60/65/70/75/80 mana
Range 400
Explanation:
While Duskbringer is important, this spell will be very useful in adding some CC component to Nocturne's chase/fleeing/teamfighting capabilities and leveling this over W is in order to have the enemy feared for a longer time and more often.
R: Paranoia
Nocturne reduces the sight radius of all enemy champions and removes their ally vision for 4 seconds.
While Paranoia is active, Nocturne can launch himself at an enemy champion, dealing 150/300/450 (+120% attack damage ) physical damage.
Cooldown 160/130/100 seconds
Cost 100 mana
Range 2000/2750/3500
Explanation:
The other big spell Nocturne has is this, the ability to wipe out the opposing team's vision and add be able to gank from a significant distance. This is extremely useful against split pushers who like to hit towers until they force someone to run back, with Nocturne, it's extremely hard not to get caught by him when he uses this. Other uses are gank/vision oriented as shown in the video, this is extremely deadly with corners and brushes.
Passive: Umbra Blades
Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% physical damage and heals himself for 15/20/25 per target hit.
Nocturne's basic attacks reduce this cooldown by 1 second.
Explanation:
As shown in the video, this skill is extremely deadly from level 1 onwards, simply having a super tiamat passive is a huge deal when it comes to clearing waves, jungling and teamfights. This spell should be looked like as a fairly short cd AOE spell that Nocturne has at his disposal as it scales all game.
Q: Duskbringer
Nocturne throws a shadow blade which deals 60/110/160/210/260 (+75% attack damage) physical damage and leaves a Dusk Trail for 5 seconds. Enemy champions hit also leave a Dusk Trail.
While on the trail, Nocturne ignores unit collision and gains 15/20/25/30/35% Movement Speed and 15/25/35/45/55 Attack Damage.
Cooldown 10 seconds
Cost 60/65/70/75/80 mana
Range 750
Explanation:
One of Nocturne's main skills, this allows him to do multiple things such as run/chase people, farm/jungle better as well as give him a attack buff. This will be maxed first as it's simply too strong to pass up and without this skill, Nocturne would be irrelevant without his ultimate. Though remember, it's AOE is fairly small despite the animation and be very careful when aiming this at a group of jungle minions as it's likely to miss one if you're careless.
W: Shroud of Darkness
Passive: Nocturne has 20/25/30/35/40% bonus Attack Speed.
Active: Nocturne creates a magical barrier for 2 seconds, which blocks the next enemy ability.
If an ability is blocked by the shield, Nocturne's passive Attack Speed bonus doubles for 5 seconds.
Cooldown 20/18/16/14/12
Cost 50 mana
Explanation:
Ths will be one of the things allowing Nocturne to be a bruiser as it'll block possibly a pivotal disable or damaging spell so he can go in effectively. Without this, it's highly likely he'd be similar to master Yi where people could mindlessly throw spells out and kill him. However I only get one point in this at level 2 and max it last as his other skills are far more important to level.
E: Unspeakable Horror
Nocturne plants a nightmare into his target's mind, dealing 50/100/150/200/250 (+100% ability power) magic damage over 2 seconds. If Nocturne stays within 600 range of the target for the full duration, the target becomes feared for 1/1.25/1.5/1.75/2 second(s).
Cooldown 15/14/13/12/11 seconds
Cost 60/65/70/75/80 mana
Range 400
Explanation:
While Duskbringer is important, this spell will be very useful in adding some CC component to Nocturne's chase/fleeing/teamfighting capabilities and leveling this over W is in order to have the enemy feared for a longer time and more often.
R: Paranoia
Nocturne reduces the sight radius of all enemy champions and removes their ally vision for 4 seconds.
While Paranoia is active, Nocturne can launch himself at an enemy champion, dealing 150/300/450 (+120% attack damage ) physical damage.
Cooldown 160/130/100 seconds
Cost 100 mana
Range 2000/2750/3500
Explanation:
The other big spell Nocturne has is this, the ability to wipe out the opposing team's vision and add be able to gank from a significant distance. This is extremely useful against split pushers who like to hit towers until they force someone to run back, with Nocturne, it's extremely hard not to get caught by him when he uses this. Other uses are gank/vision oriented as shown in the video, this is extremely deadly with corners and brushes.
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