Nocturne Build Guide by kubamacht

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 kubamacht

Nocture Ultimate Ganker/Turret distroyer

kubamacht Last updated on June 18, 2011
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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.


Brute Force
Improved Rally

Offense: 27

Strength of Spirit
Veteran's Scars

Defense: 3

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0

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Nocturn the Ultimate Ganker

I revised my guide basically building a new one since I have had a lot more experience and have played in ranked so I'm passing my knowledge down.

This guide is to help you understand Nocturn and help explain how to use him.

He is mainly an assassin used to help kill, solo take down turrets in seconds, or if you get a good start to slaughter the entire other team.

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When going for runes you want to stick to 1 or 2 types not to do like most other guides will tell you to cut it up have a different type for each glyph, seal, etc... DON'T... Keep it simple beefing up 1 or 2 tops.

This is good instead of slightly increasing a few different types that will help but not that much you can greatly increase one which will later make you not have to buy certain items and give you the advantage of being able to do more damage or take more damage right off the bad.

With Noc I always go with crit chance or attack speed. I prefer attack speed due to it reduces the need for a second phantom dancer.

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You want to get as many attack and attack related skills skipping the ones pertaining to minions. minions you will kill pretty quickly. I usually put the remaining in armor which is not a necessity but it can come in handy.

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I almost always start off with your basic boot and 2 hp pots. Starting off with the pots allows you to live longer to almost assure that first ganks success.

You wanna finish off your (1.) beserkers greves then get your vampiric scepter and work on your zeal which is part of your phantom dancer. Next you will get your (2.) wiggles lantern which will help out alot all around. Next you wanna get a (3.) bloodthirster followed by the rest of your (4.) phantom dancer. Start saving up for another (5.) bloodthirster. Start saving up for a whole bloodthirster. When you save up abour 2300 sell your beserkers greves and get another phantom dancer. Last but not least when you save up another 3000-3100 sell your wiggles lantern and buy an infinity edge. Assuming that your kicking a$$ and have tons of money to spend this will be your ultimate build.

Your ultimate build will be 2x Phantom Dancers and 3x Bloodthirsters 1x infinity edge.

This will give you the advantage as long as your not fighting a stun heavy team.
You will hit fast, move fast, hit hard, steal hp as you kill, and crit often.

If your set up like this and the other team isn't fed you should be able to take out 2-3 maybe even 4 enemies all at once. Since you are super fast, hit super hard, and steal almost 45% of the damage you deal you should have no problem taking them out. Having this build I took out one after another 6-7 enemies in a row, running to their nexus, all in their spawn.

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Summoner Spells

You want to get either Exhaust, Ignite, Heal, Flash are all helpful. Ignite will allow you a good beginning killing boost. You should be able to finish at least one enemy with it. Exhaust will let you get those last few vital hits or save you from getting killed. Heal for those moments when your just about to die to give you a few seconds more. Flash will come in handy not really to get away or save you which most people use it for but to flash over the wall on 3v3 and take out the nexus.

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Pros / Cons

Pros - If you get a good start you can become like a god. Anything that stands before you dies.

Cons - If you get a bad start you will still be able to take out turrets pretty easily and will be able to help gank with your teammates but, you can be killed very easily and you seem to feed the other team if you don't turret hug.

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Creeping / Jungling

When Jungling get to about level 6 before beginning to jungle. When you do jungle take about 3 hp pots with you. First jungle mob you should kill is the lizard which will give you a buff. After killing this mob you can take out any of the others besides the dragon. Do a few rounds by this time you should be around level 9-10 you should be able to gank a lane or two. If your successful in your ganks that puts more money away for you to beef yourself up. If you die while trying to gank no biggie. You got time to spend your jungle money Then you should be able to gank them no problem but, don't yet. make another round or 2 in the jungle. Right before your go to take on the dragon about level 12 kill the lizard so you get double buffed. After you kill the dragon and get buffed your ready to join the team and gank/destroy turrets.

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Team Work

It is very important to communicate with your team. Your team talking can coordinate the effort on one centralized unit to obliterate them or to win the game.

A few strategies I like to use to help win games are listed below.

The most fed member of your team that deals high damage quickly sneaks around to top or bottom while their team is pushing the opposite lane creating a distraction. As your team pushes the designated person pops out at the opposite end taking out a turret. staying off the mini map as much as possible. The pros of this is the team pushing if successful take out that turret and or inhibitor if lucky kill the other team which gives you all more time to push. Also your ganking a turret if not 2.

Another thing I like using that gives you a great advantage is using the mia system.
Mia stands for (Missing In Action) If a enemy near you or that you see disappears you ping the map in the direction they were headed to warn others someone is coming towards them.
(Everyone using a ward every 3 minutes cuts the cost down on one person and allows everyone to place a ward near them in a spot they think others might pop out of.)
(For anyone that does not know a ward either a vision ward 125 gold or a sight ward 75 gold allow you to see an invisible champion of the opposite team.)