1. There is no solid item build here, so I listed the items in a generic timeline including all branches. Read at least the item section before playing.
2. I am not liable for you trying to use this build without the proper runes. Feed at your own risk.
This is a guide to Nocturne as a jungle tank with high cc and killing power. The overall goal is to maximize survivability so you can train targets with slows until they die. Once teamfights come around, your ult and CC will allow you to completely disable their carry, and probably kill them. As an extra bonus, you can safely tower dive a lot.
Runes are designed to allow you to avoid rushing heavy armor/MR items.
I recognize that other playstyles work for this champion, so please don't downrate this guide because you prefer them.
Pros / Cons
-Doesn't require kills to be effective
-Near guaranteed win if the match reaches lategame
-Build can be adjusted to counter single enemy legendaries
-Map awareness is a must
-Dependant on team being good at dps
-Has trouble solo killing
-Most people are convinced that Nocturne is a dps champion, and will probably want to play him that way, so you might get raged at for taking him and tanking.
-High skill cap on Duskbringer shots
My rune setup is designed to maximize defense without buying any heavy-armor/resist items. Some other rune setups may work as well, so I will list what else is almost-good here.
greater mark of desolation ARMOR PENETRATION:
-Best physical marks, period.
greater seal of defense ARMOR PER LEVEL:
Armor is good. It makes you laugh at towers. Flat armor runes are not worth using, since you match them by level 9. I use these as part of my overall strategy of stacking health items and defense runes.
If you don't have armor per level runes, you can use these, as they are nearly as good (but not good enough). They stack multiplicatively with Ninja Tabi or evasion, or else they would be considerable.
greater seal of vitality HEALTH PER LEVEL:
About half as effective as armor/lvl seals, but the third best option if you don't own the runes above.
MAGIC RESIST PER LEVEL:
If you play ranked, it might be a good idea to back-book (have an extra rune page set) with these. They are only effective if you know that the other team has no physical dps, but very strong if you can catch that.
MAGIC RESIST PER LEVEL:
No other glyphs compare to these in power. The magic resist is extremely high, and all other glyphs suck for Nocturne.
greater quintessence of defense ARMOR PER LEVEL:
My personal choice, since the rest of the build is focused around endgame anyway. These are really nice for tower diving mid-game, and just as good as flat armor by level 12. This is the only rune set up for debate.
Like armor/lvl runes, but help early game a lot and barely weaken late game. I use one of these to solidify my level 1-3 jungle.
MAGIC RESIST PER LEVEL:
Great defense against mages. Another rune I would suggest back-booking if you play ranked.
A good option if you don't have armor runes.
Very strong offense runes, much moreso than arpen on tank Nocturne. If you don't have any of the other runes, or you want to get kills at an equal risk of more deaths, use some of these.
Skill Sequence / Reviews
-Fairly strong offensive spell.
-Hard to hit on champions.
-Difficult to aim in teamfights.
-VERY powerful mobility, worth using even if there was no damage.
-Helps with jungle speed in early game
-I chose to max with this skill first, mostly for farming boost.
-Diminishing returns on movespeed already take effect at rank 1 of this skill, with the soft cap beginning to take effect at rank 3 if you have Force of Nature or
SHROUD OF DARKNESS:
-Extremely strong at rank 1, weak rankups unless you are stacking AD.
-Mostly used for blocking CC on yourself during ganks, but also nice during teamfights/other scenarios.
-I did experiment with ranking for more spell shields, but a lot of them were wasted and useless.
-The damage itself is slightly less than if you ranked up duskbringer, but this has a 100% hit chance.
-On top of being comparable dps, ranks allow you to add even MORE control to your slowing/tanky build.
-We max this second for the control synergy.
-While it's up, your enemies can't even see their pets or clairvoyance. It over-rides Twisted Fate's ult.
-While of itself not very damaging, it can completely wreck any chance of coordination the enemy team may have had.
-This particular build uses it for teamfight initiation, and quite effectively.
Overall: We start with Shroud of Darkness, get Unspeakable Horror to rank 1 at 4, and then max out Duskbringer first.
-When ganking, try to let your partners be in position to help (when you need it or they are close by)
-In teamfights, always be the initiator. Play smart about whether or not to use your ult for this.
-WARD WHEN IT'S NEEDED!
-Be a team player, don't rage at your partners when they do bad, help them!
-Don't argue with people if they try to start a fight, just say nothing and let it go.
-Tell your team that you intend to tank before the match starts. Also request they do not pick a second tank. People will assume you are dps Nocturne, if you say nothing.