Nocturne Build Guide by Weaselmon
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Start at wolves and hit them with Duskbringer. I usually stand beside one of the small wolves instead of in front of the big wolf in order to ensure that my Q hits all of them. You can get an ally to soften up the wolves after you hit them if you can trust them not to accidentally kill one.
Kill the Blue Golem, preferably with a leash from an allied champion. Stand behind the golem, wait for an ally to attack it over the wall, then fire Duskbringer through the golem, towards the curved brush. This will allow you to stay on your Q trail and keep your AD bonus while the golem runs after the ally who leashed it. Use Smite to last-hit the golem so the enemy jungler can't steal it.
Note: You may choose to gank the nearest sidelane at this point since you should hit level 2 while the laners are still level 1. Keep in mind that you won't have red buff, so your Q and E combined with your laners CC and damage will have to be enough.
Go to wraiths next. Stand behind the blue wraith and fire Duskbringer through the camp towards your red buff. This will prevent the enemy mid laner from spotting your Q trail. Revealing your location to the enemy team will allow the enemy jungler to counterjungle you more easily, while the lane that you are farthest from will be able to play aggressively without fearing ganks.
Go back and clear wolves again. This is faster and easier on your health bar than clearing double golems.
Head to the Red Lizard. You'll probably want to use a Health Potion now, so go ahead and pop one when you start the camp. Stand behind the Red Lizard and fire Duskbringer towards the curved brush. This will ensure that the enemy jungler can't see your trail over the wall and it also allows you to pull the lizard into the brush if you expect someone to try to steal it. Make sure you last-hit it with Smite.
Finish by clearing wraiths again, being sure to stand behind the blue wraith and firing Duskbringer towards your red buff. It's usually a good time to gank right after you clear this camp, so you don't want to alert the enemy mid laner to your presence.
Using this route will ensure your blue isn't stolen while you're jungling and will get you to level 4 quite quickly. The mana sustain from Blue Buff makes this route ideal if you plan on jungling to level 3 or 4 instead of ganking early. Always try to get a leash as it will speed up your initial clear significantly as well as giving you more health for ganks. You can start with a Boots of Speed if you get a good leash, otherwise you'd be safer with Cloth Armor.
Clear wraiths first. You can get an ally to soften up the wraiths after you hit them if you can trust them not to accidentally kill one. Stand behind the blue wraith and fire Duskbringer through the camp towards your red buff. This will prevent the enemy mid laner from spotting your Q trail. Revealing your location to the enemy team will allow the enemy jungler to counterjungle you more easily, while the lane that you are farthest from will be able to play aggressively without fearing ganks.
Head to the Red Lizard. You should be getting a leash for this buff. Stand behind the Red Lizard and fire Duskbringer towards the curved brush. This will allow you to stay on your Q trail and keep your AD bonus while the lizard runs after the ally who leashed it. Use Smite to last-hit the lizard so the enemy jungler can't steal it.
This is a simple, but aggressive jungle route designed to give very early ganks, usually at level 2. I generally take Boots of Speed and 3 Health Potions with this route, since it'll give you the mobility to roam and gank early as well as enough sustain to keep your health up in the jungle. Don't use this route if you don't plan to gank before level 4 or your red buff will expire much earlier than it would in a Blue Buff route. You'll also run yourself low on mana if you do nothing but clear camps, so it's better to start Blue Buff if you want to farm your jungle.
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.
For a more detailed guide on warding, click here.
Wolves, Wraiths, MGolems:
Initial Spawn: 1:40 Respawn Time: 1:00
Gold, Health Restore, Mana Restore, XP
Initial Spawn: 1:55 Respawn Time: 5:00
Red - AD slows target's movement speed by 8 / 16 / 24% (5 / 10 / 15% for ranged attacks) for 3 seconds and a DoT that deals 10-44 (10 at level 1, increasing by 2 damage for every level gained) bonus true damage twice. If the buff holder is slain, this buff is transferred to the killer.
Blue - Regens 25 flat mana regeneration per 5 seconds and 0.5% of their maximum mana (or energy) per second and has 20% cooldown reduction on their abilities. If slain, this buff transfers to the killer.
Initial Spawn: 2:30 Respawn Time: 6:00
Gold: 190 (+25) Experience: 400
Initial Spawn: 15:00 Respawn Time: 7:00
Purple - Up to 40 ability power and attack damage, 3% of your maximum health in health regeneration per 5 sec, and 1% of your maximum mana in mana regeneration per 5 sec.