Nocturne Build Guide by kptl
Not Updated For Current Season
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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.
Magic Damage Nocturne is a build that is not used ever. However, it does not mean that it is not a good build. You should jungle with this build, and gank often starting at level 6. The point of this build, is to kill your opponents armor, magic resist, and deal tons of both magic and physical damage.
The magic Penetration runes can be replaced with armor pen runes if you want. Your magic pen runes will not be useful until you get your wits end, and bloodrazor. These two items, will make you deal a lot of magic damage, and still kill opponents really fast.
I go 20/0/9 on most DPS carries. With magic damage Nocture, i also be sure to bring the magic penetration mastery, because it makes your bloodrazor, wits end, and malady do more damage. I also bring the armor penetration mastery, because you will not only be dealing a lot of magic damage, but a lot of physical damage as well.
Your core items on Magic Damage Nocturne, are Madreds, wits end, and malady. This allows for a lot of magic damage to be done as well as physical damage. I like to get CDR boots, so that i can gank more often, and chase more efficiently. I also like to get Black Cleaver, because i also like to reduce armor, and deal more physical damage, so that it is not all magic, and i also like to get Gunblade, because it has a nice slow, and heals me off of both my Madreds, Maldy, and Wits end.
I like to max my duskbringer really quickly, because it speeds up my jungling speed, as it adds a lot of damage. I personally like to get my level in Shroud of Darkness at level four, because i am not going to be needing a spell shield in the jungle. However, if you plan on ganking at level three, then you should have one level in all of your abilities by that time, so you can fear, block spells, and deal lots of damage still.
Creeping / Jungling
I start with fighting the buffed golem at level one. I do this because it is a fast experience gain, and i will have full mana for a long time after. I proceed to fight the wolves, wraiths, and lizard. After i pick up the small golems, i probably am out of potions, so i go back, and repeat the cycle until level 6 in which i begin to gank.
Smite is necessary for killing the golem without dieying at level one. I like bringing ghost personally, because i like being able to move really fast even when off of duskbringer. However, if you want, you can bring exhaust of flash instead of ghost.
This is well used in a team with both Physical and magic Damage. You reduce the armor and magic resist, as well as dealing a lot of damage. You can also go as an off take, because you heal for a lot of damage whenever you attack someone because of gunblade.
This build works, because you deal a lot of both kinds of damage, attack really fast, and heal a lot from your attacks. You also have a lot of CC, and it is easy for you to escape from foes.