Nocturne Build Guide by Smoka
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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.
Hi everyone! My name is Smoka and this is a Nocturne guide. I believe this is the best way to build him ( Offensive-Tank ). I became gladly love with Nocturne when he first came out, which was the first bundle I have ever bought. This is a more of a jungle guide, I do not recommend laning. If you find my build weird or do not feel confident in it, please read my reasons. I will show you how to jungle and give tips. I will give reasons why for masteries and show you what not to use for Nocturne. If you are just looking for the build it is up above, do not down vote me for having the build you do not like. By reading this guide it will help you improve. Enjoy!
Pros / Cons
I find Nocturne just as good as the junglers such as Lee Sin, Udyr, and Skarner. He is definitely a great level 2 ganker with fear and his steroid Q. I find his ultimate on a high CD, he is a great farmer using his Q and his great passive. Has a great artwork and is a cool champion.
Clears the Jungle fast
Can gank when out of position
Clears minion waves fast
Will die very fast if build wrong
Not a great farmer in lane
High CD on ultimate
He is a fairly easy champion to play, no skill shots needed to aim, and can focus anyone with his ultimate.
His ultimate makes him gankable from anywhere and unseen-able against wards.
His jungling is very fast because his Q gives him an attack buff.
He is a sustainable champion when built correctly and his passive heals him.
A great invader with his Q, giving him movement speed and then quickly fearing them.
His laning is mediocre, he isn't a great laner, and is easily harassed.
Paranoia can be used to prevent teams from ganking, vision, and will force them to retreat. When covering for teammates wait for your passive and land your Dusk to clear minion waves fast. You can use Q to harass other players
*Do not overextend
*Push when his ultimate is down
*He is not a very good turret diver
*Pressuring the Nme
*Focus the AD Carry
*Prevent them from overextending
Brute Force gives 3 Attack damage
Resistance and Hardiness]give armor and magic resistance which are good for early game ganks and jungling
Alacrity, Attack speed is always good if going Vampiric Sceptre
Weapon Expertise, %10 armor penetration, Armor pen always helps
Sunder, 6 APen, armor pen always helps
I believe this is the best jungle mastery, 21-9-0.
My Rune setup will give 13 armor, 13 Armor pen and 16% Attack speed, I believe this is the best setup for a lot of junglers.
Greater Seal of Resilence, Armor is always good and helps you stay tanky
Greater Quint of Desolation, Armor penetration against the wolves and raids
Glyph of Alacrity - This is helps attack speed and mostly will help with the Vamp Sceptre
Greater Mark of DesolationMark of Desolation - Does more damage to minions
Mark of Alacrity - More attack speed, it always helps
Passive: Umbra Blades- Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% physical damage and heals himself for 15/20/25 per target hit.
Q: Duskbringer- Nocturne throws a shadow blade which deals 60/110/160/210/260 (+75% attack damage) physical damage and leaves a Dusk Trail for 5 seconds. Enemy champions hit also leave a Dusk Trail.
While on the trail, Nocturne ignores unit collision and gains 15/20/25/30/35% Movement Speed and 15/25/35/45/55 Attack Damage.
W: Shroud of Darkness -
Passive: Nocturne has 20/25/30/35/40% bonus Attack Speed.
Active: Nocturne creates a magical barrier for 2 seconds, which blocks the next enemy ability.
If an ability is blocked by the shield, Nocturne's passive Attack Speed bonus doubles for 5 seconds.
E: Unspeakable Horror-
Nocturne plants a nightmare into his target's mind, dealing 50/100/150/200/250 (+100% ability power) magic damage over 2 seconds. If Nocturne stays within 600 range of the target for the full duration, the target becomes feared for 1/1.25/1.5/1.75/2 second(s).
Cooldown 15/14/13/12/11 seconds
Nocturne reduces the sight radius of all enemy champions and removes their ally vision for 4 seconds.
While Paranoia is active, Nocturne can launch himself at an enemy champion, dealing 150/300/450 (+120% attack damage ) physical damage.
Cooldown 160/130/100 seconds
Passive: This skill is deadly at level 1. Works very well clearing minion waves.
Q: This also helps clear waves, gives movement speed which helps chase down your opponents, and gives a load of attack damage. Great way to also harass your opponent
W: The shield is very similar to Sivir's spell shield, gives a bonus attack speed that helps jungling. I get this point at level 2 and max it last.
E:Very high Cooldown, and it is important to know who to fear it on. Right after I ultimate, I instantly try to fear the AD Carry. This is great for escaping and chasing
R:His ultimate is also on a high cool down so it is important to not waste it and save it for team fights. Ultimate blocks out vision for other players and can use this to KS, split push and force people to run back
I recommend Health Potion / Cloth Armor for sustain and to be safe. For example if you get counter jungled or something ganking early, potions will heal you back up. Why I do not recommend Vampiric Scepter is because it makes jungling more scary.
On the way back you should have around 375+/- gold, you can simply pickup Boots of Speed and Health Potion or you can get Madred's RazorMadred's Razorif you are not ganking and your enemies are not overextending, I only recommend this if you are not ganking.
On the second trip back you should be able to finish your Wriggles Lantern, it gives you lifesteal / and a passive smite. Which helps for Baron, Dragon and jungling when needed. I recommend using the ward on the dragon if it is not.
**I have reasons for this build and there will be reasons for the optional items after **
I then purchase Mercury Treads, they give great tenacity which helps and keeps you sustained because you already have armor from Wriggles. Next up I will purchase a Warmog's Armor. Warmog's gives 920 health which is a lot, and gives health regen, this helps out a lot in laning if you are turret hugging, or waiting to gank. It gives a lot of sustain also. The next item is the Atma's Impaler, gives 18% critical strike and armor. This is all the attack damage you will need until the end. The armor will be helpful for tanking and the critical strike will be the bonus damage. Do not forgot 2% of your health will go into attack damage. Wit's End is my next because it does 42 bonus magic damage, and gives magic resistance. Wit's End and Mercury's treads are together good enough magic resistance for now. Ultimately my last item is the Guardian Angel. Gives armor and a mini magic resistance. It revives and makes the team confused on whether to focus on you because you will output a lot of damage. The enemy knows if they kill you you will just be revived and it's a great way for you to tank your enemies and let your teammates shred them.
Optional / Situational Items
I never said you could get these items. :P
Ninja Tabi - A situational boots, may use for strong AD teams or if you are not farming well get these instead of Mercury's.
Beserker GreavesBeserker Greaves - I only get these boots when my team is alreay tanky enough and I do not need to tank. Otherwise your passive is all you need.
Thonrmail- You don't need this unless your are fighting a heavy AD team or when you are not farming well or not killing. Prefer Sunfire Cape then the Thornmail.
Force of Nature- I pick this over banshees because it gives movement speed and health regen. The movement speed helps for chasing, and the heavy MR for tanking. Cheaper then Banshees and you do not need the mana or HP from Catalyst.
Quicksilver SashCheap and efficient, it is like a manual cleanse.
Trinity Force- Trinity Force is very expensive, you do not need the sheen and the phage is very helpful. Do not think it works very well with Nocturne also.
Frozen Mallet- Great item, if your team does not need anymore tanks this is a great item with Atma's. Gives a slow and does very well against chasing other players. It is also cheaper then the Trinity Force
Phantom Dancer- Phantom Dancer is a great weapon, works well with the Atma's, gives movement speed and helps chase other champions
The Black Cleaver- This is a great 6th Item, gives AD and AS, and shreds there armor. Good against tanks and it is a lot cheaper then Bloodthirster and infinty edgeIE
HexdrinkerGreat weapon, can be a substitution for Wit's End and gives a nice shield. If you think you do not need ASpeed then pick this up!
- I fairly like this weapon, I think it is a great 6th item, it is very expensive and can shred Atmogs players and champions such as Chogath and Garen.
Infinity Edge- I find this weapon not that great, can be substituted by Bloodthirster or Madreds Bloodrazor. Infinity Edge is fairly also expensive and it's just pure AD.
Jungling is fairly easy now and almost every champion can practically do it now with the proper Runes and Masteries.
Wraiths = 50 Seconds
Wolf = 60 Seconds
Baron = 7 Minute
Dragon = 6 Minute
Let your teammates know the respawn rate for the Blue/Red and Dragon/Nashor
Start off doing
Wolves -> Blue Golem -> Wraiths -> Red Golem / Wolves -> Double Golem / Gank
From the picture: 1 -> 3 -> 4 -> 2 -> 1
Another safe route if you are counter jungled, it is known as the Recovery Path:
Wraith (Smite) -> Wolves -> Golems (Smite)
I talked about starting off as Cloth / 5 Pot for sustain and not starting Vampiric because unless you jungling the whole route. If you are using the Utility mastery you can run Vampiric and 1 pot. Only counter jungle when you see the enemy jungler gank, watch and look for what buff he has, so you can steal the ones he isn't using. Remember to ward there bush if you are going to steal or counter. Do not forget to ask for a CV of there jungle if you are counter jungling. If your teammate is giving you a good leash you can save your smite for red after clearing Wolves / Blue.
Team Fight / Roles
He's very similar to Skarner, do not try to force a gank but only gank when it is needed before level 6. Help gank / cover when the allies need to heal, always watch the enemy overextending. Ask your teammates, "Hey do you guys need me to cover your lane?" when they are low on mana or health. If the enemy is not overextending it is best to jungle to level 6. Focus on leveling up to 6 because thats when your ganks are the strongest.
Focus on controlling buff, warding and taking Dragon. Dragon control is very important and you should go get Dragon when the enemy jungler is either top or far from smiting it. Ward a lot, especially around mid and the enemies buffs. Buy an oracles if you are confident in not dying.
Late Game / Team Fights
Remember to use your ultimate when you catch someone out of position, he is not the greatest intiator, but can push back teams when he turns on his ultimate. You mostly want to use Paranoia on the AD / AP, and turn on your shield as fast as you can, or if you don't want to you can use your shield to escape if you feel like your team isn't backing you up. If your team wins the fight, you can dragon / baron or kill a tower. Nocturne can catch enemies that split push and Nocturne can split push as well. Nocturne melts very fast in team fights, so it is best for your tank to initiate. If you are rushing your opponent, go in first with Unspeakable Horror then quickly turning on your Shroud of Darkness. It depends on my Duskbringer, if I'm dying very fast I will Duskbringer out or if we are winning use it to chase the enemy.
Thank you for reading my Nocturne guide! Hopefully this guide was useful to you, feel free for any questions I would love to answer them. Please hit the like button, I accept criticism and Thank you Stonewall for the video, and I wish you the best of your Nocturne games!