Nocturne Build Guide by Oden1

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.

League of Legends Build Guide Author Oden1

Noc - Put the Fear in Your Opponent

Oden1 Last updated on March 11, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Taken from RiotGames' lore for Nocturne

Before Nocturne, people believed that dreams were figments of their imaginations, meaningless images that flashed through the mind when one slept. This belief was put to the test when a rash of sleep-related incidents started afflicting summoners of the League. Some would wake up screaming, terrified and beyond consolation. Some could not fall asleep, slowly going mad as the nights ticked by. Some simply never woke up. Physicians were baffled until a Field Architect happened to pass out next to a nexus on the Twisted Treeline. Witnesses said he cried out once and then stopped breathing. Immediately after, magical energy arced out from the nexus, and Nocturne appeared.

Nocturne did not take his introduction to this world kindly. He slaughtered everything he could find before summoners were able to magically confine him. After a period of intense study, League experts divined that Nocturne hunted summoners in their sleep, attacking them in a place where their magic was useless. This seemed to be his only purpose. The families of the victims demanded justice, but League officials were concerned that death might only return Nocturne to the place from which he came. They bound him to a nexus fragment, trapping him in the physical world. As punishment for his crimes, they allowed summoners to call upon Nocturne in League matches, bending his will to the summoners he hates and creating his own personal nightmare. League scholars don’t know whether he truly came from the plane of dreams, or whether there are any more like him. Some theorize that the summoning act affected the summoners' subconscious minds, luring Nocturne to them in their sleep. Perhaps the most disturbing theory is that Nocturne is a person’s nightmare come to life. If this is true, they wonder, who is the dreamer?

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Ever Think about this build?

I played a few games with this build and it, well dominates the field. You yourself have DP's/Health/Armor/Magic Resist to stand against any opponent and if you have to rearrange it so you can, (depending on the enemy). Please take into consideration that this is a ranked 5v5 Build not used on 3v3 yet, but i'd take it up to the challenge.

Be Aware of the DARK, for a Noc is there waiting...... >:x

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These runes I like, for the Fact that Nocturnes (W) passive is 40% increased. Add on that Extra for Extremeness. Next Always best for an AD to have Armor Pen.

For you'r seals, I go with Flatt Armor Runes for the extra Sustain.

Glyph's - Well have it your way but in all reality, Magic Resist and A little cool-down never hurt Ur ad Champ Especially, Your a jungle'r, With Blue buff well, i don't realy need to explain do I??

Quintessences - Armor Penetration All DAY!!

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Fiddle around with them i like this Mastery Just for the sake of Ad/Jungle'r.

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Only thing's i would change is the Aegis or the Trinity, please don't don't don't take Nocturne and use him as all attack speed n damage....Its just well.........POINTLESS.

Have skill Use Champs Different Ways Give them A Different Meaning

(Thank You)

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Skill Sequence

Every 10 seconds, Nocturne's next attack strikes surrounding enemies for physical damage and heals himself by 15 / 20 / 25 for each target hit. Nocturne's physical attacks reduce this cooldown by 1 second.

Indeed a very nice passive. It is like extra lifesteal. With your Vampiric Scepter and this; your lane sustain will be infinite. When you have this passive ready, walk into a good chunk of minions and attack one of them. Thus the passive will hit them all, and you will be healed 100-200 health depending on your level.

Nocturne throws a shadow blade which deals damage, leaves a Dusk Trail, and causes champions hit to also leave a Dusk Trail. While on the trail, Nocturne ignores unit collision and has increased Movement Speed and Attack Damage.

Very good ability! This is one of your most important skils. It allows chasing, escaping, and dealing the killing blow to a champion. It gives bonus attack damage and movement speed. You ALWAYS wanna use this if you are going for the kill on an enemy. Throw this one them follow them and use your Unspeakable Horror on them. The kill is almost secured, and if they get away with little health just throw another Duskbringer.

(Passive): Nocturne empowers his blades, passively gaining attack speed.

(Active): Nocturne creates a magical barrier for 2 seconds which blocks the next enemy spell. If an ability is blocked by the shield, his passive attack speed is doubled for 5 seconds.

Good ability. The attack speed boost is great, and the spell shield works the same way as Sivir's Spell Shield and Bashees veil. You wanna use this ability right before you know someone is gonna use an ability on you. If you don't block an ability with it, don't worry; the passive is still there when it is on cooldown. One of the nice things about this is, that you can block any abilities, you see coming, like Karthus' Requiem , or Brand's slowly moving Pyroclasm. We max this last because the main use of this ability is blocking spells. The attack speed boost is great; but getting some more ad and movement speed from your Duskbringer, or more damage from your Unspeakable Horror is greater.

Nocturne plants a nightmare into his target's mind, dealing magic damage over 2 seconds and fearing the target for the full duration if they do not get out of a 550 range of Nocturne.

Nocturnes CC :) Very nice ability for disabling your prey. You wanna initiate with Duskbringer then use Unspeakable Horror on the person you wanna kill. When you chase deliver as many hits on him as possible. When he/she gets feared they are (if they are squishy or low life) most likely almost dead. By the way when you are chasing someone like Lux or Morgana remember to use Shroud of Darkness. A well placed Dark Binding or Light Binding can ruin a perfect gank.
You can use this ability to get away too. Use your Duskbringer away from your opponent, and put Unspeakable Horror on them. They get feared, and you have plenty of time to get away.

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. Deals physical damage on arrival.

Amazing ultimate, in detail when activated it removes all map vision for the enemies. Only their own personal sight radius, they can see; and the personal one is reduced too! This is perfect for ganking enemies, as it ruins their potential, to see both their allies and their enemies. When the darkness is on, you can use ultimate again to dash towards a enemy champion you decide. Mostly you don't want to use Paranoia for initiating. It is mostly for after the fights. If someone run of with low health, you just pop ult, dash towards them and kill 'em with a few basic attacks, maybe an Unspeakable Horror or Duskbringer if they have a bit life, or are escaping. Overall: Very good ult! Can be used for more things and is affecting all enemies on the map.

NOTE: The Paranoia vision debuff, will be blocked by spellshields, like Banshee's Veil, so the enemy with spellshield isn't affected by the vision debuff.

NOTE: If the enemies tries to use Clairvoyance when Paranoia is active it will have no effect.

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Summoner Spells

Keep smite, For me flash all day with his q n his Ultimate, You can easily catch a drifting opponent.

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Pros / Cons

Very sustaining in lane
Great damage
A fairly strong fear
Nice ganking/gap closer ultimate
Spell shield with awesome passive
INSANE chasing skills
Can jungle very effectivly(Please look up other builds)

Easily countered with armor
Very cc vulnerable
Often focused

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Creeping / Jungling

The Golems Route

If you use this route, you'll have blue for much of your early jungling, negating any possible mana problems when clearing camps. You'll get a late red for ganks around level 4 or 5 with very high health, and if you keep jungling you can often get to 6 before your red runs out. Since you don't start at a buff, no leash is required for this route (though having one is always a good idea). Starting with Vampiric Scepter will also save you some money on early Health Potions.

Here's a quick re-cap of the route:
Start at double golems, targeting the big golem first and Smiteing when he's low.
Move to wraiths, focusing the big wraith then cleaning up the rest.
Kill the two wolves, targeting the big wolf first.
Head to blue golem and attack it, then Smite it when the golem is low on health. You might get a bit low in this camp, so make sure you open with Duskbringer.
Recall to base and buy Boots of Speed and a Health Potion.
Clear wolves again.
Clear the wraith camp.
Attack the red lizard and Smite it when it's low on health. You can use your Health Potion now if you didn't use it yet.
Clear the double golems.

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 it's appropriate.

If you are counter-jungled, you don't have a full set of runes and masteries or you messed up on your route, you may find yourself low on health during the first route. If you don't have enough health to continue, simply recall to base and buy boots, potions, or work on your Wriggle's Lantern. If you finish the route but have insufficient health to gank, go back to base and get Boots of Speed.

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Warding For Team/Early Ganks

The following is a very quick warding guide taken from Soraka - The Babysitting Queen. Thanks Summoner for letting me use this section! 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.