Nocturne Build Guide by AsianFishy
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.
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.
Welcome to my Nocturne Dominion Guide! This is my first guide, so see it as a work in progress.
Nocturne is great in Dominion, simply because he can get around the map very fast, hold capture points for extended durations, great for helping out teammates that are in dire need, and escaping gruesome battles.
I am not a fan of clutter, huge pictures, colors everywhere, and huge wall of texts. Hopefully the way I format this it will be more enjoyable to read! The guide is straight to the point and gives you alternatives for everything. If you have any suggestions feel free to send me a message or leave a comment at the bottom!
Why take Nocturne?
In Zemiaza's highly crowned guide on Dominion (check it out here) we notice that Nocturne is known as a disruptor. He is highly mobile, can poke at other teams that are capturing, and overall is a great fighter as well. He has exceptional crowd control with his skills, along with crowd control-blocking skills. He moves faster with his skills, and can fly across the map in a split second. We will go more in-depth as we continue the guide, and end it with a few examples in a video!
Greater Quintessence of Movement Speed-Why? The extra movement speed is amazing for Dominion. Being 4.5% faster to the top cap will help in every game. If you do not already own these, I suggest getting them because they are very very useful on many champions in Dominion.
Greater Mark of Desolation-Standard. Will help against a typical Rammus or another variant before your Last Whisper. There are no other runes that will satisfy more than these. If you do not own these already at level 20, I suggest you get them because they are standard on almost every physical champion.
Greater Seal of Vitality-To compensate for the offensive masteries, we are going with extra health in this area. Before, I chose Dodge Runes, but since those are being fazed out of League of Legends, this is the overall best pick. I may change this once they come out with their new runes.
Greater Glyph of Scaling Magic Resist-Standard. The MR is best for the slot of runes. It will help a lot before you get that Odyn's Veil out.
Per level is best because you are leveling up very quickly and therefore benefiting the most this way.
Greater Quintessence of Desolation For those Rammus hunters and those who choose to fight more then cap more. Only take if you don't have Movement Speed Quints.
Greater Mark of Attack Speed I mean these are the only backups for Marks. I strongly suggest to use armor pen though.
Greater Glyph of Scaling Cooldown Reduction If you are the typical spammer. Try to only take these if you are having problem with cooldowns or if the enemy team is low on magic damage champions.
Greater Seal of Scaling Mana Regeneration If you are a spammer or still learning the game, you may need that extra mana regen to sustain skills. Most players should have these runes at some point so they are good alternatives you don't own the others.
Greater Seal of Armor These do work fairly well with Nocturne. This will help with the first fight you encounter, but I do feel as if the 171 health will be more beneficial.
With the new masteries, I've implemented a new 21-0-9 build for Nocturne.
The Offensive Tree will boost his Armor Penetration, Lifesteal, and overall damage. What is good about the new mastery tree is that you can take 9 in utility and get the most important parts of it:
-Increased Movement Speed
-Increased Buff Duration.
9 in Utility is VITAL for speed and overall buffness.
Also with this build, you get a little lifesteal which I didn't include in my build. This way we are more balanced than ever!
Feel free to experiment with other builds. We are going for a heavy damage Nocturne, not a tanky one. This is why this set of masteries is best.
-Testing out 12-9-9, 9-12-9, and some new fancies that may work better.
Dominion is not based on large teamfights! This is why this item build is good for Dominion.
First, I start with Berserker Greaves because its second level boots (for faster Windmill capping), and a Long Sword. The Long Sword will soon be built into the Brutalizer.
The Brutalizer is a must have early game. It is simply amazing, because of armor pen, cooldowns, and damage. Even in Summoner's Rift of Twisted Treeline, this item would be used by high ELO players.
Phage is a great buy after this. It gives health and damage. Soon it is built into an Entropy which guarantees slow with it's Active, and it deals massive damage, including true damage.
Next I build a Youmuu's Ghostblade. This item is also amazing, because of its movement speed, cooldown reduction, damage, and extra attack speed for those nasty one on ones you encounter. Be sure to include this in your build more than anything.
Odyn's Veil and Sunfire Cape are of course situational items. They give that extra health and armor/magic resist.
Finally to finish it off is the Last Whisper. More damage, and that very needed armor pen. More than likely you will have that nasty Rammus flying around and it will be helpful against him and any of characters.
Oracle's Extract-It is really cheap and it is affordable. Please please please buy one if you are fighting any cloaked enemies. It will change the game.
Other great items to Consider:
Prostpector's Blade-Another great starting item. Lifesteal is great.
Mercury's Treads-Works very well, just doesn't fit into that early game push.
Frozen Mallet-Massive slow, take it when you aren't doing so hot.
Trinity Force-A great replacement to Entropy. Less damage but more mobility and nuke.
Sanguine Blade-If you are the lifesteal type of guy this is your item.
Randuin's Omen-A great item. Don't hesitate to take it if your team has not.
Force of Nature-Gives you that extra speed, although the health regen isn't very helpful.
Quicksilver Sash-Grab when the other team has a lot of crowd control.
Maw of Malmortius-This item is EXTREMELY good. Don't hesitate to grab this.
If you are not the type of person who remembers actives:
Grab an early Phage
Get a Sanguine Blade
Turn the Phage into Frozen Mallet or Trinity Force
Grab 2 Tanky items (many to choose from that don't have actives)
Finish off with a Last Whisper
Warmog's Armor-Useless. You will not be killing minions much so the stack will be useless.
Guardian Angel-For that price to revive with just a little health, I'd rather just die, because most likely you will be dead 9/10 times anyways.
The Bloodthirster-This item is great! Just not in Dominion. You will die too much and will lose stacks consecutively in almost every game. Just not worth the 60 attack damage when you can get better items.
Tiamat-This item costs way too much for what it does. Denied.
Thornmail-This item gives off the vibe of: "Don't attack me! Attack the squishy mage!" You are the front man guy. You will take hits. This will make the team far worse.
Boots of Swiftness-The extra money is not worth the extra 60 movement speed it gives you.
Boots of Mobility-You will barely be out of combat. Not very useful.
Duskbringer is a very useful skill to have first. It makes you fly around the map with it's extra speed, and nukes pretty hard. It pokes very well from behind walls to stop enemy caps when you are low. Overall a must have.
An early level of Shroud of Darkness is very helpful. It gives attack speed and that free Quicksilver Sash! YES! You get to block one skill in every fight, which is so helpful.
Unspeakable Horror should be taken before maxing Shroud of Darkness because it increases fear time, while Shroud of Darkness barely increases attack speed and cooldowns in continuous levels.
Paranoia is a great ultimate for Dominion, helping to clear enemy caps or to finish off an enemy or chase to them. Although it has been nerfed many times, it is very useful in Dominion.
Ghost and Flash.
Ghost is a must for getting around the map and escaping easily. It is probably the best spell for almost every champion for Dominion. I strongly recommend taking this.
Flash is useful in the fact that you can get into a fight and flash right out before you die, escaping with that MASSIVE movement speed. Bare in mind that Flash HAS been nerfed, so it is less viable now. But it still works well with this build, considering the mastery tree we are implementing.
Garrison works as well, but not as helpful I'd say. With Duskbringer poking its not needed, but if you want to take a more solo type of situation, use this. The problem is that Garrison has a terribly long cooldown (not as long as Flash though) so in a span of the game, you may only use it a max of 3 or 4 times.
Ignite works too, but I wouldn't take it personally. Replace Flash if you please. A matter of guaranteeing a kill is not as important as living through a fight with Flash. But with the nerf of Flash, Ignite seems more viable now.
Exhaust is a good spell to take over Flash, but because we are building an Entropy which gives percent chance of slow and guarranteed slow with it's active, its recommended to take Flash because Exhaust does have a long cooldown where an item's slow is more viable.
Heal is a bad summoner spell in general. If you are new to the game and need that extra health take this, but experienced players should never take this. Even with it's buff, the cooldown is too long and it is in the Defensive tree for masteries.
Promote is an ok summoner spell but can be put in better places. With my experience, a large minion spawned by Promote has never been a problem.
Revive has a ridiculously long cooldown is not worth the wait. Good for troll builds.
Smite is probably one of the worst skills to get in Dominion. If you can find a reason for it, let me know.
Cleanse is a free Quicksilver Sash, but with your Spell Shield you probably will not need this very often, and Flash would still be better.
Clarity will give you a little extra mana. That's it. Not useful at all for experienced players.
Rally is amazing. Just kidding. Not really. Take it for maximum trolling.
Clairvoyance is pretty useless in dominion because most of the map is already illuminated for you (aka you can see most of the map). If a team is going to take it, it will probably be more of a support type of character such as Janna.
Examples (Video Style)
If you want the full replay of this, the link is here. It is uploaded to Mediafire so you can trust it is virus-free. Note: Works with LoL Recorder.
These clips are all from one game, where I pretty much carried hard going 16-0. Highlights are in this video. I suggest watching it in higher quality in Youtube (also of which will be larger), but it will be here too.
0:00-0:28-Taking first capture point. I chose to take this point because no one from the other team was going to the Windmill, so I siezed the opportunity because neither of my teammates chose to take it either. Note that I use my Duskbringer to speed up to the first capture point.
0:30-1:08-Pushing with my team to the Drill. We first take down Udyr. After capping part of the point, we are attacked. See that I run from the fight because I know that my usefulness will be mid-par. I go in with my Unspeakable Horror and try to fear the enemy. I dish out all the damage I can, and flash out right before I am about to die.
1:11-1:56-This is where Nocturne excels at. Jax and Akali are takin gthe Windmill, so I poke them with my Duskbringer. I then immediately charge through, fearing Akali and SPELL SHIELDING. I knew Jax was going to jump to me so I blocked a ton of damage and fought out a 1v2 until my team made it. I used my ultimate to dish out the extra damage to hold on.
1:57-2:32-Seeing as there are no enemy threats, I take the spell shield in the middle. I charge onto the Drill with my team, doing a ton of damage with my passive and my Duskbringer. Alistar creates a great knock-up, sealing t he triple kill.
2:23-2:51-Once the enemies are down, I take the Drill with Jax. Udyr shows up and right before Jax is about to die (to take the most of the point), I attack Udyr and nuke him hard. Sadly, the other team respawns before I can take the point.
2:54-3:38-I take the spell shield once again, first taking down Jax. As you can see I grabbed Oracle's Extract. Because I have it, I know I can fight Akali even with her circle.
3:38-4:05-Again, great mobility. Jax is in trouble so I Paranoia to him to seal the kill, not knowing if allie Jax would have died or not.
4:09-4:45-A skirmish starts, while three enemies are in the bush. They do focus me, and I dish out a ton of damage. Right before they are about to kill me, I flash out to the speed buff, getting away sorta...until the game ends.
Check out my Stream!
Check out my live stream! I don't stream much, but when I get the chance to I...do lol. I'm currently around the 1600 elo range. It does not embed into the guides so here is a link to it.
Cool! My first guide! Like it up, Thumbs it up, and I hope you use this guide! It'll work wonders.
If you have any comments or suggestions just leave it in the comments below!
If you want to play with me add my user AsianFishy! I tend to play more Summoner's Rift, but I will be around for Dominion!
=Cast range reduced to 425 from 500
=Tether range reduced to 465 from 525
-Unspeakable Horror leash range reduced to 525 from 550
=Nocturne will now attempt to attack the target after using Paranoia
=Paranoia no longer grants assists for limiting enemy vision
-Duskbringer damage reduced to 60/105/150/195/240 from 60/110/160/210/260
=Damage reduced to 150/250/350 from 150/300/450
=Fixed a bug where Paranoia caused a hitch the first time it was used
-Fixed a bug where Paranoia would follow targets over variable amounts of distance depending on spell rank
-Duskbringer attack damage bonus reduced to 15/25/35/45/55 from 20/30/40/50/60
=Cast range reduced to 475 from 500 and leash range reduced to 550 from 600
=Fixed a bug where breaking the leash near the end would still trigger the fear
=Fixed a bug where adding a spell shield like Banshee's Veil while Unspeakable . Horror was on you would block the fear effect
-Paranoia range reduced to 2000/2750/3500 from 2500/3250/4000
-Made Shroud of Darkness shield brighter and easier to see
I'm going to start doing this part just because I can.
-Restarted this thread
-Updated runes due to the taking out of dodge runes.
-More explanation of summoner spells because of the new mastery tree.
-Changed masteries based on the new ones that came out.
-Added the Fizz Patch Notes (11/14/11) nerf to the Champion Changelog.