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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Umbra Blades (PASSIVE)
Nocturne Passive Ability
Introduction - Will be adding more videos and pictures!
spaaaaaaaaaaaaaaaaace |
Pros
![]() +Great team utility +Great jungler +Spell shield +Speed and damage buff |
space | space |
Cons
![]() -Weak ganks pre 6 -Somewhat itemdependent - ![]() -I really can't think of more |


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!
Runes



Q |
spa |
|
spa |
Q
|
Runes



M |
spa |
|
spa |
M
|
Runes



S |
spa |
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S
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Runes



G |
spa |
|
spa |
G
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THE GOOD
T |
SPA |
I use this summoner on every single champion in the entire game with VERY FEW exception such as ![]() ![]() |
SPACE |
You're a jungle. You need ![]() ![]() ![]() ![]() ![]() |
SPA |
T
|
THE VIABLE
T |
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 ![]() ![]() ![]() ![]() ![]() ![]() |
SPACE |
I have seen a few players get ![]() ![]() ![]() |
SPA |
T
|
THE BAD
T |
SPAAAAAAAAAAACE | SPAAAAAAAAAACEl |
T
|

This spell is what makes

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

- 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


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.

(Passive):

(Active):

- 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

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.

- 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



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.


While Paranoia is active,

- 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


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.
The stats and scales on












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

First trip back
If you started out with



If you started out with


I'd probably say, that starting with



KEEP DOING THIS!!!
and
or
These are the completed items you want to rush A.S.A.P.



I also like to get a



Item Sequence








This is the core build, the items you want to get in every single game.










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


Very good item. Attack speed, damage and movement speed. Some very decent stats for




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

Defensive items

This is probably the best armor item for


Great synergy with



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


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.
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

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

Yes, the buff duration doesn't increase. Otherwise everyone would be getting

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





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 :)
The following videos explain the basics of counter jungling, using

TheOddOne's Nunu Counter Jungle Tutorial Part One
TheOddOne's Nunu Counter Jungle Tutorial Part Two

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




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! :)
-
V1.0.0.125:
Unspeakable Horror: leash range reduced to 525 from 550.
V1.0.0.123: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.

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...”
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