Nocturne Build Guide by Toby X
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.
Defenssive Choices - Magic Resist
Typical Full Build #1 - Mixed
Typical Full Build #2 - Hybrid Tank
Typical Full Build #3 - Armor Tank
Typical Full Build #4 - Magic Resist Tank
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.
Who am I and Who is Nocturne?
I am Toby [Summoner Name "Tobeh"], currently a Platinum jungle main, and ever since the release of Feral Flare, I've loved playing carry jungles - Nocturne being my favorite because he wasn't banned EVERY. SINGLE. GAME. (cough Master Yi
Nocturne is probably my favorite champion for YOLO queue, as he can fill a variety of rolls in the jungle:
- Roaming Support
- And last of all, Carry
Even after constant (and I mean constant Feral Flare nerfs) Nocturne is still a great pick that can fit into most team compositions.
Pros / Cons
Before we look at what is good about Nocturne, let's check out some of his flaws.
- Only Hard CC is over a tether
- Counter Junglable
- Ganks are Derpy Pre-6
- Little Burst
- Great Ganker Post-6
- Great Jungle Sustain and Clear with Umbra Blades
- Top Tier Duelest
- Spell-Shield with built in Attack Speed steroid
- Catching someone out becomes a breeze with Paranoia
- Can build tanky and still do damage
- Major poke negateable with Shroud of Darkness / Banshee's Veil combo
+ Strong Ganker
+ Good Duelest
+ Tank ≠ Useless
- Weak Early
- Not Bursty
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
Why take these over Greater Mark of Attack Damage? The reason is simple; your Umbra Blades. Nocturne's basic attacks reduce this cooldown by one second. This is especially helpful in the early levels, as you can clear more camps with the increased sustain from more Umbra Blades heal procs.
|Greater Seal of Armor||Standard Seals to take - decreases damage taken from Jungle camps (especially those pesky Golems ) and from AD champions.|
|Alternate Seal; Greater Seal of Health||While these Seals are especially good for early game, they tend to fall off late game.|
|Greater Glyph of Magic Resist x5||These give you Magic Resist in the early game.|
|Greater Glyph of Scaling Magic Resist x4||These give you Magic Resist in the late game.|
Let's go back to the cons, shall we? Nocturne is a Counter-Jungleable champion. With Greater Glyph of Magic Resist, he is able to withstand many counterjungles that would of ended up in his demise.
"But Toby! Champions like Lee Sin aren't even AP champions!"
What?! Of course he is -- those super tanky shields are amazing!
Jokes aside, his Tempest, while scaling off of Attack Damage, does Magic Damage.
(Protip: Magic Damage is countered by Magic Resist!)
|Alternate Glyph #1; Greater Glyph of Scaling Magic Resist x9||These are a good choice when not at threat for invades.|
|Alternate Glyph #2; Greater Glyph of Magic Resist x9||When the enemy team has Tons of (Magic) Damage™.|
|Alternate Glyph #3; Greater Glyph of Scaling Armor x9||Same reason as #2, except for Physical Damage.|
The ability to travel from camp to camp at a quicker pace makes any Feral Flare Jungler stronger, as you can get stacks faster. Also, ganks become much more easier due to the fact that you can keep your tether connected. apply red buff sooner, and get that last blow on the Teemo your ADC would've killed anyways.
This is a standard Mastery Page for any carry Jungle.
For a tankier jungle Mastery Page, consider the following:
Note: The reason for Expose Weakness in the Offensive Section of the Tanky Mastery Tree is so your team can dish out more damage, as opposed to only you. Also, the reason for Second Wind as opposed to another point in [Legendary Guardian]] is mainly for your Umbra Blades and Feral Flare healing in crucial situations.
In both of the trees, you may of realized that instead of Enchanted Armor , Tough Skin is taken. The reason for this is because of Enchanted Armor 's scaling - it scales with bonus Armor and Magic Resist. Bonus implies extra Armor/Magic Resist, which you will have close to none early - here's a bit of math showing this.
This will make your early jungling a bit harder, as you will have taken more damage, and may have to return to base sooner (especially if Wolves crit you.)
Skill Explanations and Ordering
|Duskbringer||Nocturne throws a shadow blade which deals 60 / 105 / 150 / 195 / 240 (+0.75 per bonus attack damage) physical damage, leaves a Dusk Trail, and causes champions who are hit to also leave a Dusk Trail for 5 seconds. While on the trail, Nocturne ignores unit collision and has 15 / 20 / 25 / 30 / 35 % increased Movement Speed and 15 / 25 / 35 / 45 / 55 additional Attack Damage.||This is the skill that defines Nocturne's ability to be spooky - of course, aside from his ultimate. This gives him both movement speed and attack damage - both necessary for jungling. Always throw one of these out when leaving base, as the movement speed will allow you to get back to your jungle faster. Also, be careful when using this on wraiths, as if you angle it incorrectly, the enemy midlaner may be able to see your trail.|
|Shroud of Darkness||Passive: Nocturne empowers his blades, permanently gaining 20 / 25 / 30 / 35 / 40 % attack speed.
Active: Nocturne creates a magical shield for 1.5 seconds which will 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.
This skill is probably my favorite skill in the game. Its active is a spell-shield which, when destroyed, doubles its passive, which is a permanent attack speed buff. It synergizes extremely well with both his Umbra Blades and Duskbringer - more attacks for more damage. Before Feral Flare, this would be maxed third, with Unspeakable Horror being maxed second. However, I tend to max it second to stack it much more quickly. Alternatively, you could alternate between this and Unspeakable Horror if you plan to do a mixture of ganking and farming. As I've been rambling, here's a quick TL;DR; Synergizes well, spell shield, kill things quick. Farming = Max second, Ganking = Max third.