Nocturne Build Guide by The mechanic
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.
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.
i use Greater Mark of Attack Damage as this gives fastest early jungle speed and will leave your opponents in tears when you melt their HP in the first gank. other runes that work very well are greater mark of desolation the armor pen will mean you are dealing true damage to most neutral monster and will also increase you damage against champions. i normally avoid these runes as i play the role of bruiser mid/late game which means prioritizing survive-ability and letting your carries deal the damage. the last option is Greater Mark of Attack Speed this has great synergy with nocturnes passive Umbra Blades
i use Greater Seal of Armor which is standard for any jungle build. This gives increased survive-ability allowing you to stay in the jungle longer and always have a healthy HP reserve for when a gank opportunity arises.
Choosing Greater Glyph of Scaling Magic Resist is aimed at surviving mid/late game team fights as you will not take any magic damage in the jungle it is unnecessary to use greater glyph or warding rather go for the increased late game magic resistance where it matters most. the other option is to take Greater Glyph of Attack Speed this will increase your jungle speed and damage output.
i use Greater Quintessence of Attack Damage as this gives fastest early jungle speed and will leave your opponents in tears when you melt their HP in the first gank. other runes that work very well are greater quintessence of desolation the armor pen will mean you are dealing true damage to most neutral monster and will also increase you damage against champions. i normally avoid these runes as i play the role of bruiser mid/late game which means prioritizing survive-ability and letting your carries deal the damage. the last option is Greater Quintessence of Attack Speed this has great synergy with nocturnes passive Umbra Blades
Pros / Cons
nocturne has a unique set of abilities, all of them can be used both offensively and defensively and mastering the the timing of these skills will differentiate the good nocturne players from the great nocturne players. start with Duskbringer and max it as soon as possible. this is your major steroid ability as it does good damage and increases your damage and movement speed while you stay on the trial left by it. the increased damage allows you to build tanky and still deal remarkable damage while the movement speed buff is great for closing distance in ganks or escaping when things backfire.
next i take one point in Unspeakable Horror at level 2 but max it last. this skill is great for ganking as it locks up your opponent with the fear. as the fear is not reliable and is easily countered with Flash i only max this skill last. the reason i take Unspeakable Horror at level 2 instead of Shroud of Darkness is that it makes for more lethal early ganks if the opportunity presents itself. Shroud of Darkness is a great skill for increasing nocturnes jungle speed and damage output.
i take one point in Shroud of Darkness at level 4 and max it second. the passive attack speed lets you tear through the jungle. mastering Shroud of Darkness active is one of the trickiest things about playing nocturne. the correct use can result in blocking tones of damage or cc they your enemys throw at you and in turn you will enjoy increased attack speed for a short time. this has the potential to change a lost fight into a victory and you can casually recall as your opponent spam WTF NOOB LUCKER (believe me this happens alot).
finally as with all ultimates level Paranoia at 6 11 and 16. at level 6 the range on Paranoia is really small and it has limit use, but it is great for confusing and isolating enemys as they will have limited vision and no idea what is surrounding them. this can be very useful in team fights for isolating and engaging priority targets namely the ad and ap carries.
for summoner spells i recommend Smite and Flash.
for a jungler Smite is an obvious choice. this drastically increases your jungle speed and sustain and is great for stealing buffs and objectives like dragon and baron nashor
Flash is one of the most versatile spells league of legends, it can be used as an escape to put distance between you and the enemy, or more effectively flashing over a wall is an almost guaranteed escape. on the other hand flash can be used offensively to close distance or to chase a flashing enemy.
one of my personal favorite tricks is to wait on the other side of the wall of dragon or baron and wait for it to get low then Flash over the wall and Smite for the steal and bask in the glory as your team marvels your brilliance. even if you die you still got baron for the team which is worth much more than one kill.
Creeping / Jungling
this is the fastest most reliable jungle route that works time and time again. start with Cloth Armor and head to the wolves at 1 wolves try get some help damaging them a little so you have more Hp for blue. 2 get your mid to pull the golem . use smite to finish it off. this should allow you to kill it comfortably and proceed to the wraiths .
the wolves will still be down after you clear the wraith camp but they should up as you reach the camp. after clearing wolves for the second time you should be level 3 and smite will be ready for the lizard . from here i look for ganks, if none are possible i will clear the small golems and continue clearing camps as they spawn.
i would recommend trying to gank as much as possible with the lizard buff. the slow and true damage just add to your already great ganking power. when ganking you should lock up your enemy with Unspeakable Horror to guarantee landing Duskbringer. the other option is to open with Duskbringer if you think you can land it. the movement speed is great for closing distance and will keep you in range to trigger the fear from Unspeakable Horror.
it is important as a jungler to make ganks even if you know you wont get a kill. this will cause enemys to burn their Flash, Ghost or other escapes and can give your lane the advantage.
in mid/late game when teams start grouping up for team fights, your job in the team is to either isolate and assassinate the enemy carrys or provide protection for your carrys.
it is important to remember that you will be tanky enough to absorb a lot of damage but you are NOT a tank. you should not be initiating fights unless there is a clear opportunity. avoid cc as this can prevent the fear from Unspeakable Horror and will stop you from taking advantage of the damage buff from Duskbringer