Nocturne General Guide by sportmike789
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.
Nocturne is an awesome AD, Crit, and Attack Speed champ, who can roll face on pretty much anyone he passes.
This is my first guide to any character for League of Legends. I have been playing nocturne for quite some time now, and I've tried playing him many different ways. Personally, I like laning the most, because I just have a better time doing it, so that is how I will do my guide.
I would also like to say that I am totally open for suggestions, questions or any comments and the comment section is open to anyone. Please feel free.
NOTE THAT THIS BUILD IS BRAND NEW AND IS BEING MODIFIED. REFER TO THE CHANGE LOG.
Pros / Cons
-Heavy attack speed, around 2 hits a second
-Can kill tanks
-A fear which pisses everyone off
-A Q that passes through enemies, hooking enemy champions. While on this, you get increased move speed, increased damage, and can pass through enemies.
-Very reliant on auto attacks, therefore can be countered by thornmail
-Squishy until you get frozen mallet
-You can get really cocky and really lose control, early and late game
Gets focused pretty much all the time
Since Nocturne is an auto-attack champ, the main 21 is going to be attack. I also dont max Brute Force because 3 attack damage is worth nothing and I put 2 in it just to get the last mastery in attack. Now, for my 9, I have mine in utility because of the increased xp, and the increased buff duration. If you want, but it in defense or the armor and magic resist. This build is flexible so it's ok. Just please, if you go utility, don't max in perseverance. I read a build once and the guy did the math for it, and it practically does nothing. You may as well get the little less time spent dead.
I'm not too great with runes, so you can choose what you want, but aim for the attack speed runes because they really do help as I've noticed. I like the health Quintessences (which may seem odd to some) because 26x3 is 78, and 78 health can save you a last hit, and it's a big help early game too.
I have tried A LOT of summoner spell combinations for Nocturne. I go with the Flash + Exhaust combo most of the time, but from time to time I'll take ignite.
Exhaust - Can be nice for turret diving, getting a last couple hits, making an escape, etc.
Flash - Good for escaping, going through walls, getting to/ ahead of someone, etc.
Ignite - Tired of people getting away? Take Ignite. Also useful for ganking in the beginning of the game for that awesome 400 gold for first blood.
Ghost - I really do not like taking Ghost for Nocturne. Your Duskbringer pretty much acts as a ghost. But if you really insist, go ahead. If you want a good get to or escape method close to Ghost, get Flash.
Clairvoyance - I see this spell for characters like Zilean or other support or caster characters.
Fortify - Because it sucks (and most people agree)
Heal - It's more for tanks and off-tanks who can't heal like Singed.
Revive - No explaining needed.
Smite - For laning it's a big no-no. If you want to jungle, herp derp take it.
Teleport - It can be useful, but why when you have an ult that does it for you?
Cleanse - Eh. It can also be useful, but there are better ones.
Rally - Again, no explaining.
Clarity - You barely use mana. If you really need the mana (sometimes I do have troubles early game) ask the person laning with you to help you out and take the blue buff on your side.
My items are kind of a mish-mash of different build for laning Nocturne on mobafire.
I start out with Boots of Speed and 3 Health Hotions. Then, I harass my lane hoping to get first blood to get Berserker's Greaves right away. I proceed getting 2 Vampiric Sceptres to stay in lane longer. Then, I get Phantom Dancer, Infinity Edge, 2 The Bloodthirsters, and last but not least Frozen Mallet. You should end with: Berserker's Greaves, Phantom Dancer, 2 The Bloodthirsters, Infinity Edge, Frozen Mallet. If you end up reaching full build and have extra gold, you can always buy the consumable elixers to increase ability power, attack speed, health, etc.
NOTE: THE TOP BUILD TELLS YOU TO SELL BERSERKER'S GREAVES. DO NOT!!! KEEP BERSERKER'S GREAVES. I DON'T KNOW HOW TO FIX IT, AND HELP WOULD BE APPRECIATED.
It offers great life-steal, around 2 hits a second, around 450 move speed, and the health, slow, and the little bit of attack damage from Frozen Mallet is really nice. The The Bloodthirsters are pretty flexible, but the rest I would leave alone. I recommend getting at least one, but if you trade on, I would take black cleaver. If there's a Jax really making you mad, take a Thornmail or a Force of Nature if really necessary, but don't really change anything else.
Remember, for you new to nocturne, his Q ( Duskbringer ) passes through enemies. This makes it easy to clear minions in a lane, seeing as you can hit every minion, go between all of them, and hit one (kill most, if not all of them) to activate umbra blades.
Nocturne's E ability also does damage. I did not know this at first, but I read the ability and figured it does damage. Use this to your advantage! If someones making a getaway and has a bar or half a bar left, use your E, and it will most likely bring them down. If it doesn't, they're feared and you can land a hit on them.
Your spell shield is simply a God tool itself. It blocks the most insane ults, for example Karthus , or can stop a last hit spells like a Teemo blinding dart .
In a team fight, you first want cast a Duskbringer, trying to hook the squishiest champion. Next, fear the highest damage out-putter, or the support. Let's say there's a team of Sona, Alistar, Amumu, Master Yi, Heimerdinger. You'll want to hook the Sona, fear the Master Yi, then focus Sona > Master Yi > Heimerdinger > Alistar > Amumu. If you're team has already initiated, and are in desperate need for your help, ult in. But, if you are there when it's initiated, do your damage, and if anyone tries to escape with low hp, then you can ult them. Just try to make your decision soon (also keep their move speed in mind) and ult them before they can go into the "Fog of War," or you've wasted an ult.
Every game around mid game, right around my phantom dancer, I go out to jungle for a little bit, usually only coming out when my team needs help in a team fight or if they need help laning. Usually, I go for dragon, blue buff, red buff, then minor minion camps all around the map. It gives you some gold, some exp, some buffs, and the global gold from the dragon. Late game, when you have full items, you can solo Baron, but it's obviously nice to have some help.
Change Log/ Update Log
Version 1.1a 8/4/11 - Added character icons and ability/ summoner spell icons.
Version 1.1b 8/4/11 - Added more icons, changed masteries.
Version 1.2 8/5/11 - Changed the masteries and summoner spells section a bit. Added icons.