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Nocturne Build Guide by C4k3CooKieZ

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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.


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League of Legends Build Guide Author C4k3CooKieZ

Nocturne - Ranked Jungle

C4k3CooKieZ Last updated on October 18, 2011
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Team 1

Ability Sequence

1
3
5
7
9
Ability Key Q
2
14
15
17
18
Ability Key W
4
8
10
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
Sorcery
4/
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

Introduction - Will be adding more videos and pictures!

Hi everyone. This is my Nocturne guide for ranked. I'm currently arround 1700 rating in season 2 so this guide should be somewhat reliable. I play Nocturne as a squishy squasher, which means that lategame I jump on the carry/AP carry and take them out in something like 3-5 hits. His ult is a great utility for any team comp and his ganks are amazing.






Pros/Cons

spaaaaaaaaaaaaaaaaace
Pros

+Great team utility
+Great jungler
+Spell shield
+Speed and damage buff
space space
Cons

-Weak ganks pre 6
-Somewhat itemdependent
- Quicksilver Sash can counter his ult
-I really can't think of more


Guide Top

Masteries

Masteries
3/5
1/1
4/5
1/1
3/5
1/1
4/1
1/5
2/1
2/1
3/5
1/5
3/1
1/1


I like getting 21 in utility on most champions. The utility tree is just so much better than any other. Longer buffs, more experience and better cooldowns! Compared to the offensive tree and the defensive tree, the utility tree is just so much better. You can go for 21 in the offensive tree if that is what you prefer, but make sure to get 9 points in utility for the increased experience Awareness and at least 1 point in improved buff durations Utility Mastery

Masteries
3/5
1/1
1/1
4/5
3/1
2/1
3/5
3/5
1/1
3/5
1/1
4/1
1/1


Guide Top

Runes

Runes

Greater Mark of Lethality
9

Greater Seal of Armor
6

Greater Seal of Attack Speed
3

Greater Glyph of Magic Resist
6

Greater Glyph of Attack Speed
3

Greater Quintessence of Lethality
2

Greater Quintessence of Attack Speed
1

Yes! I know that these are the runes saintvicious use, but I really like them and this is how I play. When it comes to jungling I'm a bit of a fan of saintvicious. Peace!
Optional runes

Runes

Greater Quintessence of Attack Speed
3

Greater Quintessence of Lethality
3

Q
U
I
N
T
S

spa spa

Q
U
I
N
T
S


Runes

Greater Mark of Lethality
9

Greater Mark of Attack Speed
9

M
A
R
K
S

spa spa

M
A
R
K
S


Runes

Greater Seal of Armor
9

Greater Seal of Attack Speed
9

S
E
A
L
S

spa
  • Greater Seal of Armor: These seal really help your sustain in the jungle. If you ever want to play a jungler I recommend getting these. Without them you will have a hard time surviving in the jungle.
  • Greater Seal of Attack Speed: It's up to you if you want to get these or not. It will speed up your jungle a bit, but not a lot. Mix them with the armor seals if you like - like I do.

S
E
A
L
S


Runes

Greater Glyph of Scaling Magic Resist
9

Greater Glyph of Magic Resist
9

Greater Glyph of Attack Speed
9

G
L
Y
P
H
S


spa
  • Greater Glyph of Scaling Magic Resist: These runes are very great as you don't EVER meet a team without any sort of magical damage - and if you do you'll probably win that game. It increase you tankyness significantly. You can't go wrong with these.
  • Greater Glyph of Magic Resist: Same as before, but if you prefer some more tankyness early on, these are the glyphs of choice.
  • Greater Glyph of Attack Speed: You can go full out on this one if that is what you prefer, but I recommend that you get a few of the magic resistance glyphs.
spa

G
L
Y
P
H
S


If your team lacks a proper tank I suggest you use the rune setup below.
Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Speed
3


Guide Top

Summoner Spells

THE GOOD


T
H
E

G
O
O
D

SPA
I use this summoner on every single champion in the entire game with VERY FEW exception such as Singed. This summoner is just following the current meta. Everyone uses Flash. You won't meet competitive teams who don't use this. END OF STORY.
SPACE
You're a jungle. You need Smite! Don't try and argue against this. Smite helps you jungle much faster, secure buffs and steal buffs. "But I can jungle fine without Smite! I'd rather pick up exhaust or something because it's much better lategame". NO YOU'RE WRONG! In a Baron fight it's essential to be able to have Smite. In a Baron fight: Smite > any other summoner spell. END OF STORY.
SPA

T
H
E

G
O
O
D



THE VIABLE


T
H
E

V
I
A
B
L
E

SPA
Ghost is probably the best replacement for flash. Yet, only very few use this. I don't think it's the best summoner spell for Nocturne to get, because Flash is simply better. Flash get's you into a good position/out of a bad one in 0.1 seconds. Nocturne also already has his Q Duskbringer for speed, so he doesn't need Ghost.
SPACE
I have seen a few players get Exhaust instead of Flash. It probably works best in a premade 5v5 match, as you can rely a lot more on your team mates, but in solo queue, I'd probably still go with flash, although Exhaust is BEAST lategame!
SPA

T
H
E

V
I
A
B
L
E



THE BAD


T
H
E

B
A
D

SPAAAAAAAAAAACE
Ok, I don't feel like talking about this. Just get Flash and Smite ok? kkthxbai :D
SPAAAAAAAAAACEl

T
H
E

B
A
D


Guide Top

Abilities Explanation




Umbra Blades: Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% of his physical damage and heals himself for 15 / 20 / 25 (Level 1/7/13) per target hit. Nocturne's auto attacks reduce this cooldown by 1 second.

This spell is what makes Nocturne a jungle and it is also what encourages people to get increased attack speed items/runes. If you get a crit off of this hit lategame it WILL be massive. Trust me when I say that you will hit the carries for 1000 damage.

NOTE: All On-hit effects and lifesteal are only applied to the main target that he is attacking.


Duskbringer: Nocturne sends a shadow blade in a line that deals physical damage to all enemies it passes through, leaves a Dusk Trail on its path, and causes champions who are hit to also leave a Dusk Trail when they move for 5 seconds. While on the trail, Nocturne ignores unit collision and has increased movement speed and attack damage.
  • Cooldown: 10 seconds
  • Range: 1200
  • Cost: 60 / 65 / 70 / 75 / 80 mana
  • Physical Damage: 60 / 105 / 150 / 195 / 240 (+0.75 per bonus attack damage)
  • Movement Speed Bonus: 15 / 20 / 25 / 30 / 35 %
  • Attack Damage Bonus: 15 / 25 / 35 / 45 / 55

This is Nocturne's "bread and butter" - AKA - this is the spell you want to max first. As you can see, the numbers are massive. As early as level 7 you can deal damage as if you had another B. F. Sword. Make sure that you hit with this spell when you gank as otherwise, your ganks will be very weak.

NOTES
  • The skillshot will calculate the damage on the moment it hits a champion, so it will take the attack damage bonus Nocturne receives from the dusktrail in account when it hits if he is standing on the dusktrail? (I'm not sure if this is true)
  • It has a very brief channel time (0.1s) before it activates upon cast.
  • Dusktbringer will be blocked by spell shields, the target won't be damaged and won't produce a dusktrail behind while walking.
  • The dusktrail is not blocked in any way by Black Shield.
  • It benefits from 33% of Nocturne's Spell Vamp.
  • It procs Rylai's Crystal Scepter 15% slow for 1.5 seconds after being hit.
  • If Duskbringer hits stealthed units, they will leave the dusk trail behind them as they move but they will not be pulled out of stealth.
  • Duskbringer doesn't proc any On-hit effects.


Shroud of Darkness:
(Passive): Nocturne empowers his blades, permanently gaining attack speed.
(Active): Nocturne creates a magical shield for 2 seconds which can block the next enemy spell that hits him. If an ability is blocked by the shield, his passive attack speed is doubled for 5 seconds.
  • Cost: 50 mana
  • Attack Speed Bonus: 20 / 25 / 30 / 35 / 40 %
  • Cooldown: 20 / 18 / 16 / 14 / 12 seconds

A spell shield is like one of the best kinds of spells in the game. Your basic spell, which you can learn at level one, can literally block and ultimate with 10 times the cooldown, that you learn at level 6 - seems fair to me (from a Nocturne's perspective ^_^). When somebody jumps on you immediately, you will probably throw stuff at them (spells). If you use the spell shield in time the carry will only have accomplished an even sooner death! >:D

NOTES
  • The passive attack speed is in effect even when the skill is on cooldown.
  • Shroud of Darkness' magical barrier is a spell shield and works the same way as Banshee's Veil and Spell Shield.
  • If you have both Banshee's Veil and Shroud of Darkness magical barriers activated, They will both pop if hit so be careful. This is intended.
  • Shroud of Darkness will protect from the placement of certain effects, like Time Bomb and Unspeakable Horror (lol go play draft ^_^), but if activated after the placement it won't protect from the later effects like the explosion and the fear, respectively.


Unspeakable Horror: Nocturne plants a nightmare into his target's mind, dealing magic damage over 2 seconds and fearing the target for the full duration if they do not get out of a 550 range of Nocturne.
  • Range: 475
  • Cost: 60 / 65 / 70 / 75 / 80 mana
  • Cooldown: 15 / 14 / 13 / 12 / 11 seconds
  • Total Magic Damage: 50 / 100 / 150 / 200 / 250 (+1.0 per ability power)

This spell makes Nocturne so ******** powerfull. You should activate this as soon as you hit your target with Paranoia - though, if they have an escape mechanism up (e.g. Flash) it's probably a good idea not to use it right away. It also makes his ganks slightly more effective pre level 6.

NOTES
  • If the targeted champion gets far enough away to break the tether but then comes back, the fear will not trigger because the leash would already be broken.
  • It is immediately activated upon cast.
  • The placement of the leash will be blocked by spell shield. However, if a spell shield is activated later, it won't break or protect the fear.
  • Unspeakable Horror will damage Black Shield, and if it remains after the end of the two seconds the fear will be blocked by it.
  • It will benefit from 100% of Nocturne's Spell Vamp.
  • It procs Rylai's Crystal Scepter 15% slow for 1.5 seconds after being hit a tick of damage.
  • Unspeakable Horror tether will still leash a target that enters stealth.
  • Unspeakable Horror doesn't proc any On-hit effects.


Paranoia: Nocturne reduces the sight radius of all enemy champions and removes their ally vision for 4 seconds; this includes champions, minions, wards and towers.
While Paranoia is active, Nocturne can launch himself at a visible enemy champion, dealing physical damage.
  • Cost: 100 mana
  • Sight modifier: -300
  • Cooldown: 160 / 130 / 100 seconds
  • Physical Damage: 150 / 250 / 350 (+1.2 per bonus attack damage)
  • Jump Range: 2000 / 2750 / 3500

This is the ability that makes Nocturne unique and such a great utility to have on a team. Late game you can simply use this ability to jump on a squishy enemy and rip them appart in a matter of seconds. With your spell shield and a Banshee's Veil they won't get a chance to even touch you before they, themselves are already dead. It also makes his ganks OMG-alike when you reach level 6.

NOTES
  • You will lose any sight provided by Clairvoyance and will not get any vision from casting it during Paranoia's duration for the 4 second duration.
  • This also applies to Twisted Fate's Destiny. He can teleport, but he will do so with only his own vision.
  • If an enemy or ally Twisted Fate uses Destiny while Paranoia is activated, Destiny will reveal no Fog of War.
  • Clairvoyance and Destiny will give sight for their remaining duration after Paranoia is over.
  • Nocturne is immune to ALL crowd control from the moment he starts his jump until he hits his target.
  • If the target dies before Nocturne reaches it, Nocturne will continue to jump to the location of its target corpse.
  • Paranoia will pop spell shields and that champion will not be affected by any sight loss.
  • Paranoia will not be blocked in any way by Black Shield.
  • It benefits from 100% of Nocturne's Spell Vamp.
  • It procs Rylai's Crystal Scepter 35% slow for 1.5 seconds after being hit.
  • It won't proc any On-hit effect.
  • You will continue to fly to a enemy champion even if you lose vision of them while in the air.


Guide Top

Tips and Tricks

Check this out for some general tips and tricks when playing Nocturne!


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

QWQE then >>>


The stats and scales on Duskbringer are the best. More damage and more speed, scaling each level. It simply gives more than the other abilities. It's also the best ability for jungling. Grab a point in Shroud of Darkness in level 2 for the massive attack speed boost. The spell shield also helps you deflect counter jungling. When you reach level 3 you can get a point in Unspeakable Horror or Duskbringer. If you see a good opening for a gank you can get the point in Unspeakable Horror for the 2 seconds fear. Otherwise continue your jungling and get another point in Duskbringer. At level 4 you should have all 3 abilities with 2 points in Duskbringer.

Duskbringer scales the best. Level this one up first - it's also the best skill for a level 1 fight. Unspeakable Horror's fear may not scale, but the damage increases and the cooldown gets shorter. Get this second. Shroud of Darkness has some OK scales, but there aren't many team fights early on so a spell shield every 20 seconds is more than enough. I get the one point for the initial attack speed boost, as the 5% increase per level isn't that game breaking. Of course get a point in Paranoia whenever you can.


Guide Top

Starting Items

Your starting items really depends on what jungle route you're gonna go with.



This is probably the most cost efficient item to start out with. You won't lose any gold from buying health potions and you will still be able to jungle just fine. If you do this path you probably won't be able to kill the entire jungle on you're own, but you will be able to do the small camps just fine.


This is a safer way to start out. You can do the aggressive route (to level 4 while getting both buffs) without problems. Or, you go annoy the enemy jungler. I will be explaining that later, It simply has something to do with Smite - SEE IT'S GOOD FOR A REASON!


First trip back


If you started out with Vampiric Scepter, you need the armor to do the buffs - get Cloth Armor and some health potions. Otherwise you will die, and your team will yell at you, which will lead to flame and rage and a possible loss.

If you started out with Cloth Armor, you probably still have some potions a few potions left. Pick up Boots of Speed This will help you ganking and also clear your jungle faster actually.

I'd probably say, that starting with Cloth Armor is better for ganking and such, while starting with Vampiric Scepter is much more cost efficient, and it allows you to finish Wriggle's Lantern much sooner. Go gank or clear your jungle (Blue buff towards double golem camp).

KEEP DOING THIS!!!



and or



These are the completed items you want to rush A.S.A.P. Wriggle's Lantern help you jungle faster and sustain in the jungle - the ward is a nice bonus. Berserker's Greaves is the most costefficient attack speed item in the game. It's a very decent item, but if you find yourself against a heavy CC (stuns, snares etc.) team, you want to get Mercury's Treads.

I also like to get a Ruby Crystal or even a Phage early on, primarily for the extra health - you are very squishy early on. The slow is also a nice addition on Phage.


Guide Top

Core and situational items

Item Sequence











Berserker's Greaves
1100

Youmuu's Ghostblade
2900

Banshee's Veil
2450

This is the core build, the items you want to get in every single game. Berserker's Greaves can be swapped for Mercury's Treads.
Overall very decent item. Damage, crit, armor penetration and cooldown reduction - and the active is just so good. Nocturne has a somewhat long cooldown on his ultimate Paranoia, especially pre level 16. The cooldown reduction on Youmuu's Ghostblade really helps out a lot.

Nocturne has a spell shield. With Banshee's Veil he has 2. That's pretty crazy. Banshee's Veil is able to deflect 2 spells before it's removed actually. They just need to hit you within something like 0.2 sec.





Situational items


Offensive items




I actually get this item a lot. It's like THE #1 damage item in the game. With this item you will blow up squishies in no time!


A possible replacement for Wriggle's Lantern when you run out of space. 60-100 damage and 15-25% lifesteal. Crazy.


Very good item. Attack speed, damage and movement speed. Some very decent stats for Nocturne. It's this item vs. Frozen Mallet. Synergy with Infinity Edge


Extremely crazy item! With a decent amount of HP, this item is just a beast. Synergy with Infinity Edge as well.



Defensive items




This is probably the best armor item for Nocturne I can think of. Armor and damage. Can it get any better? Yea. How? The damage scales with hp - AWESOME.


Great synergy with Atma's Impaler. There's a reason why it's called Atmog's. You should only be getting Warmog's Armor if your team lacks a tanky initiation.


Permaslow is OP. This with Atmog's is amazing. Again, you should only get this if your team lacks a tanky initiation or if you find yourself being focused down very fast. This will also disallow enemies targeted by Unspeakable Horror to get too far away and break the chains.


If they just have too much CC or damage over time abilities, what so ever - get this.


I only recommend you get this if the team lacks a tanky initiation. The magic resist, movement speed and regen is really neat.


Use your common sense to judge which item is better for which situation. If you plat ranked, you should have some knowledge of the game, and there shouldn't really be need for me to write all these items down.


Guide Top

Jungling - The timers

As a jungler you MUST know the timers - this is important so you can get them before the opposing team does.




THE SMALL CAMPS



Initial spawn: 1:40 - - Respawn time: 1:40
I usually don't keep track of these anyway, but it's nice to know.



THE BUFFS



Initial spawn: 1:55 - - Respawn time: 5:00
Buff duration: 2:30 - - with Utility Mastery - 2:52 / 3:15
Keep track of these as much as possible - I don't really do it that much though ^.^



THE GLOBAL



Dragon - Initial spawn: 2:30 - - Respawn time: 6:00
Keep track of this buddy! I usually type in chat the exact moment Dragon was killed. For instance: 11:23. I add 6:00 and it's next respawn time is 17:23.



Baron Nashor - Initial spawn: 15:00 - - Respawn time: 7:00

Buff duration: 4:00 - - with Utility Mastery - 4:00
Yes, the buff duration doesn't increase. Otherwise everyone would be getting Utility Mastery Remember to keep track of this buddy!


Guide Top

Jungle route


In this video. Stonewall008 shows how to get to level 5 as fast as possible.

There is an alternate version of this one that I like to use against jungler like Amumu and Warwick. I simply go to the enemy wraith's and Smite the big one. That way, they can't get to level 4 by the end of their jungle route. Make sure you start with Cloth Armor and some potions as you won't have Smite for your own wraith camp - you will die without the extra armor and potions.



The 3 jungle routes



In this video, Stonewall008 explains the 3 basic jungle routes that a jungle can perform. Adapt this into your own playstyle :)


Guide Top

Counter jungling

Counter jungling is a great way to harass the enemy jungler. It allows you to get ahead and by denying him gold and experience you will be able to pose a much bigger threat to the lanes than he is. It will allow your team to play very aggressive in the lanes while not needing to worry about a gank as their jungle won't pose a big enough threat. Many of the following aspects may look a lot like PsiGuards Nocturne guide - see it here. But that's also where the inspiration comes from.

The following videos explain the basics of counter jungling, using Nunu as an example, as he is - or at least was - the best counter jungler in the game. The nerfs though, crippled his ability to be very effective and he became outshined by other junglers. Sad story...

TheOddOne's Nunu Counter Jungle Tutorial Part One



TheOddOne's Nunu Counter Jungle Tutorial Part Two



Guide Top

Recovery paths

Many bad junglers try to stay on their jungle path after being counter jungled - this is not a good idea. Seriously! Don't do this. You will just be a drag for your team - useless and weak. Gank will help you catch up, but they are not very reliable. Therefore you should adjust your jungle route. The following video will help you adapt this into your playstyle.


Guide Top

Team Fighting

If your team lacks an initiation, you should probably build tanky and do that tanky initiation for your team. I recommend that you use Paranoia on the enemy that poses the biggest threat - in terms of damage or general team utility such as buffs or heavy CC. While this is said you usually want to jump on a squishy and take them out quick as it is often those who pose the biggest threats. After you've taken them out (or they got too far away) you should fight your way back to the carry to protect them. This is very important as your team will lack a huge damage factor. After all you can't deal damage if you're dead.

Now if your has a tanky initiation, it simply makes your work on the AD carry quicker as you can build a whole lot more damage. I've said before that you should jump their AD carry, but that is not always the case. If someone in the enemy team is semi protecting the carry (let's say they have a heavy CC) you should jump on that heavy CC champ and kill them first, so they don't distract you while you take out their AD carry. A very good example could be Malzahar. If you jump their AD carry, he will simply CC you with his ult and you die. Can't let that happen. Jump Malzahar and kill him quick. Your spell shields should be able to handle his ult, otherwise get Quicksilver Sash.


Guide Top

Last words

Thank you for reading my Nocturne guide. Hopefully it has been useful to you. If you liked it I would much appreciate that you +1 it. Before giving it a -1 please read the WHOLE guide, try out the build practically and tell me what I could change or do better.

A special thanks to jhoijhoi for his guide to make a guide. You can find it here!


I will be adding videos when I get the chance! :)


Guide Top

Patch notes

    V1.0.0.125:
  • Unspeakable Horror: leash range reduced to 525 from 550.

    V1.0.0.123:
  • Paranoia:
    Nocturne will now attempt to attack the target after using Paranoia.
    Paranoia no longer grants assists for limiting enemy vision.

    V1.0.0.121:
  • Added minimap range indicators for Paranoia.

    V1.0.0.118:
  • Duskbringer: base damage reduced to 60/105/150/195/240 from 60/110/160/210/260.
  • Paranoia:
    Base damage reduced to 150/250/350 from 150/300/450.
    Fixed a bug where it caused a glitch the first time it was used.

    V1.0.0.116:
  • Fixed a bug where Paranoia would follow targets over variable amounts of distance depending on spell rank.

    V1.0.0.115:
  • Duskbringer: attack damage bonus reduced to 15/25/35/45/55 from 20/30/40/50/60.
  • Unspeakable Horror:
    Cast range reduced to 475 from 500.
    Leash range reduced to 550 from 600.
    Fixed a bug where breaking the leash near the end of the DoT duration would still trigger the fear.
    Fixed a bug where adding a spell shield like Banshee's Veil while the DoT was on you would block the fear effect.
  • Paranoia: jump range reduced to 2000/2750/3500 from 2500/3250/4000.

    V1.0.0.114:
    Shroud of Darkness shield is now brighter and easier to see.

    V1.0.0.113: Added. (Original Stats)
  • Duskbringer: Nocturne throws a shadow blade which deals damage, leaves a Dusk Trail, and causes champions to leave a Dusk Trail. While on the trail, Nocturne ignores unit collision and has increased Movement Speed and Attack Damage.
  • Shroud of Darkness: Nocturne empowers his blades, passively gaining attack speed. Activating Shroud of Darkness allows Nocturne to fade into the shadows, creating a magical barrier which blocks a single enemy spell and doubles his passive attack speed if successful.
  • Unspeakable Horror: Nocturne plants a nightmare into his target's mind, dealing damage each second and fearing the target if they do not get out of range by the end of the duration.
  • Paranoia (Ultimate): Nocturne reduces the sight radius of all enemy champions and removes their ally vision in the process. He can then launch himself at a nearby enemy champion.
  • Umbra Blades (Innate): Every 10 seconds, Nocturne's next attack strikes surrounding enemies for physical damage and heals himself for each target hit. Nocturne's physical attacks reduce this cooldown by 1 second.


Guide Top

Lore




Before Nocturne, people believed that dreams were figments of their imaginations, meaningless images that flashed through the mind when one slept. This belief was put to the test when a rash of sleep-related incidents started afflicting summoners of the League. Some would wake up screaming, terrified and beyond consolation. Some could not fall asleep, slowly going mad as the nights ticked by. Some simply never woke up. Physicians were baffled until a Field Architect happened to pass out next to a nexus on the Twisted Treeline. Witnesses said he cried out once and then stopped breathing. Immediately after, magical energy arced out from the nexus, and Nocturne appeared.
Nocturne did not take his introduction to this world kindly. He slaughtered everything he could find before summoners were able to magically confine him. After a period of intense study, League experts divined that Nocturne hunted summoners in their sleep, attacking them in a place where their magic was useless. This seemed to be his only purpose. The families of the victims demanded justice, but League officials were concerned that death might only return Nocturne to the place from which he came. They bound him to a nexus fragment, trapping him in the physical world. As punishment for his crimes, they allowed summoners to call upon Nocturne in League matches, bending his will to the summoners he hates and creating his own personal nightmare. League scholars don’t know whether he truly came from the plane of dreams, or whether there are any more like him. Some theorize that the summoning act affected the summoners' subconscious minds, luring Nocturne to them in their sleep. Perhaps the most disturbing theory is that Nocturne is a person’s nightmare come to life. If this is true, they wonder, who is the dreamer?

“The darkness is closing in... it’s pitch black now... but I can still see him...”