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Nocturne Build Guide by Elthizar

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 Elthizar

Nocturne - The First Nail

Elthizar Last updated on October 30, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 12

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Hey there guys, and welcome to my "The First Nail" Nocturne Build Guide! This build I came up with in late October, and has worked to a good degree of success in both ranked and unranked setups. It utilises the great initiation ability that Nocturne possesses as a result of his ultimate, Paranoia.


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Pros / Cons

Pros

  • Nocturne is a very strong jungler and counter-jungler. Playing aggressively as him will often pay dividends post-level 6.
  • Your ganking presence is nothing short of fantastic. You can engage from a long way away with Paranoia, but still gank strongly before level 6 or when it is on cooldown by combining your other abilities.
  • This build provides a very strong balance between damage and sustain, allowing you to initiate fights using Paranoia and deal heavy damage across the period of a teamfight, as opposed to leaping in and dying in two flat seconds.

Cons
  • It is a balanced build. Do not expect to A) Deal ridiculous amounts of damage, or B) Be able to tank the damage of a whole team. This build is a 'best compromise' between the two, at the cost of some parts of both.
  • As a Nocturne, you tend to suffer in your early jungling if you cannot get blue buff.
  • You can be counter-jungled with relative ease in the early stages of the game.


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Masteries

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

This mastery setup is fairly standard for a DPS-focussed jungler.


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Runes

Runes

Greater Mark of Attack Speed
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
3


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Items

Core Build:

  • From here, building Berserker's Greaves will give your attack speed a nice boost, which is further increased when you build Wit's End, and also provides a good amount of magic resistance. Getting a Phage sets you up for a very strong mid-game.

Mid/Late-Game Build:


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Skill Sequence

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

Maxing Duskbringer provides a massive increase to the effectiveness of your ganks, as the movement speed bonus while on the trail allows you to close for Unspeakable Horror easily. It also grants bonus AD while you are on it.

Maxing out Unspeakable Horror next will further increase the potency of your ganks, as its damage and the duration of its fear component is increased. You max Shroud of Darkness last, as it's primary use is for the shield component. Yes, the attack speed is handy, but it is only really useful for its utility.


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Summoner Spells


A must-have for this build, as you are a jungler. In the early game, Nocturne does take a lot of damage while trying to get the buffs, and without it, would lose a considerable amount more health doing so. Also, if you upgrade it using Summoner's Resolve , then you get 10 gold every time you use it.


There are arguments for Flash or Ghost on this build, but I prefer to take Flash, as it will allow you to catch a fleeing opponent far safer than Ghost. It is better when chasing because it will allow you to avoid most CC's your target throws your way. Ghost, when combined with, say, Youmuu's Ghostblade, will allow you to run really fast, catching up very quickly, but you are susceptible to CC effects while you do this.


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Non-viable Summoner Spells


In my opinion, the only champion on which this is viable is Dr. Mundo. The fact is you should not, if you are playing Nocturne right, be dying anyway.


Not required because you should be picking up your team's blue buff at the start of the game and whenever your team's mid laner does not need/want it.


In all simplicity, you are a jungler. The only time you will come into contact with siege minions is when you are ganking a lane, and all it will do is steal gold from your laning allies, and push their lane, which will leave them wide open to ganks from the opposing jungler.


It should be your support's responsibility to take this if they do not take Exhaust, and a sight ward or two, well placed in the opposing jungle will not cause any major dent in your gold, and keep you wised up on the general position of the other team's jungler.


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Jungling/Ganking


Key:
Arrows: Gank Routes
Numbers: Jungle Route (the Elthizar way)

  • Start at the wolf camp, getting some assistance from your mid-laner.
  • Get your mid to pull the blue buff, then kill with extreme prejudice.
    {Elthizar's Crazy Moment #3}
  • Take the wraith camp, then re-do the wolf camp when it respawns.
  • Take the red buff (your Smite should be available again by now).
  • Assess the situation, then gank or continue jungling.


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Summary

This is Elthizar, signing off after my 3rd proper build! If you've been looking for a build of this ilk, I hope the The First Nail will be as effective for you as it has been for me!

Please leave a comment and rate this build. Not to be whiny, but can negative feedback be limited to constructive criticism only please; if you down-vote the build, please explain your reasoning, so I can edit the build accordingly (if I feel your point is sufficiently qualified).