Nocturne Build Guide by 131SLAYeR
Not Updated For Current Season
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.
This is my second guide. I put two parts, a Jungling part and a Laning part, but I highly suggest Jungling. The latest game I've played with this build, I went 25-9-13, and I did the most damage in the match, (185,331 Total Damage Done). I highly suggest this build, it's a great build. And I'm just putting in a few letters so that I can reach 5,000 letters so that it can make it onto the page.. Lol. Anyways, yes my friends and I love this build and use it sometimes, it's not a bad build, just try it out.
Pros / Cons
-A lot of damage output.
-Great farm when jungling.
-Can roflstomp carries.
-Squishy, until you get lifesteal and HP.
-Roflstomped by stuns.
-Useless if you're not fed early game or if you have bad CS early game.
-Not such a great Laner.
I take the same item build on either play style, except in Jungling, I get a Wriggle's and use the ward in the bush before I initiate, so that no one ganks me while I'm ganking. For the Laning build, I skip the wriggles, and rush for the Bloodthirster.
Why a Frozen Mallet?
-Helps your survivability.
-Adds to the AD gain from Atma's.
-Helps you in chasing with the slow effect.
Why an Atma's Impaler?
-It gives armor, increasing your survivability.
-Gives you a good amount of AD with [Warmog's Armor] on maxxed and the [Frozen Mallet].
-Gives a little bit of Crit chance.
I personally like this runepage because it has a mixture of my favorite things, AD per level and armor pen for damage, MR per level and flat armor for survivability, and MS Quints for chasing and running faster.
I take these masteries in the offensive tree simply because they're great, you have the extra tower damage which is awesome when pushing, armor pen, AD, lifesteal, and some attack speed. For defensive tree, I take both types of reducing incoming damage, armor, magic resist, reducing turret armor, improved smite, and thornmailforminions (bladed armor).
For the utility tree, I take improved Flash, and some mana to stay in the lane longer. I take improved recall so that there's less time when going back, so you lose less EXP. I take the .5% MS instead of the 1% MS becuase your Quints give you 4.5% MS, and when you get the .5% MS Mastery, you have 5%+ MS in total, instead of ahving 5.5% MS. (I'm OCD. You can adjust it if you wish.)
For the ofensive tree, I just go straight AD, not taking the extra turret damage.
I like to take my E at level 3 in both builds.
For Jungling I take it at level 3 so I can gank at level 4, with my spell shield at level 2.
I like to max out my W and Q first, but keeping my W ahead of my Q, so that you can spell shield more ofently and you get a good attack speed bonus (W's passive).
I really shouldn't need to explain the Jungling summoner spells. Let me skip to Laning summoner spells.
Laning summoner spells, I take Ignite and Flash. I take Ignite because I personally like it, and it can be used in a few situations.
1).You're fighting someone with a lot of lifesteal.. Let's say Warwick. You ignite him in the middle of a fight, reduce all his incoming healing, and you get an advantage because you're stealing more life while he's losing more.
2).You see your enemy got away with 20 HP. You Ignite him before he gets out of range to end his joy of thinking he lived.
I like to start at blue buff, with my W first of course, and I like to get a leash from the person in mid. Be cautious to make sure Twitch or Evelynn aren't waiting for you stealthed, and make sure you pull the 3 creeps into the nearby bush for a bit more concealment. I go from blue buff, to Wolves, Wraiths, Dubs (twin golems), and then I restart that route. I take red buff at levels 3~4 (~ = Approximately) and then I gank after I take red buff, whether I have blue buff or not. When ganking, make sure you ask your teammate in the lane to let the enemy push a bit, let the enemy champion get at least half way across the river, or completely across it. That part is vital to a successful gank, make sure the enemy over pushed.
LAST HIT as much as possible. It is vital that you last hit, it is what makes you the GOLD. When the enemy has pushed to the point where you're right in the middle of the river, I suggest you go into the bush, let your lane partner know you're going to initiate with at least a "ping" and then initiate with your Q. When you feel like they are going to CC you, throw Nocturne's hands in the air and press W. Use E ASAP. I don't go solo top, but you can if you want to. I'd solo top maybe if both teams had a Jungler. If only your team has a Jungler, and the enemy team doesn't, I suggest not soloing top. Of course though, you can go ahead and test the 2v1 top lane, I won't do it.