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Nocturne Build Guide by GodTakemeBack

Middle [11.16] SLEEP PARALYSIS - NOCTURNE (MID/JG) hybrid guide (W.

Middle [11.16] SLEEP PARALYSIS - NOCTURNE (MID/JG) hybrid guide (W.

Updated on August 22, 2021
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League of Legends Build Guide Author GodTakemeBack Build Guide By GodTakemeBack 27,631 Views 0 Comments
27,631 Views 0 Comments League of Legends Build Guide Author GodTakemeBack Nocturne Build Guide By GodTakemeBack Updated on August 22, 2021
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Runes: One Shot Scaling

Domination
Electrocute
Sudden Impact
Eyeball Collection
Ultimate Hunter

Sorcery
Absolute Focus
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist

Spells:

1 2
Jg Dueling
LoL Summoner Spell: Challenging Smite

Challenging Smite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[11.16] SLEEP PARALYSIS - NOCTURNE (MID/JG) hybrid guide (W.

By GodTakemeBack
Ability Rundown
Passive Umbra Blades


Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% physical damage and heals himself.
Nocturne's basic attacks reduce this cooldown by 1 second (2 against champions).


Q Duskbringer


Cost: 60/65/70/75/80
Range: 1125

Nocturne throws a shadow blade that deals 65/110/155/200/245 (+75% bonus Attack Damage) physical damage and leaves a Dusk Trail for 5 seconds. Enemy champions hit also leave a Dusk Trail. While on the trail, Nocturne can move through units and gains 15/20/25/30/35% Movement Speed and 20/30/40/50/60 Attack Damage.



E Unspeakable Horor


Cost: 60/65/70/75/80
Range: 425

Passive: Nocturne gains massively increased Movement Speed toward feared enemies.
Active: Nocturne plants a nightmare into his target's mind, dealing 80/125/170/215/260 (+100% Ability Power) magic damage over 2 seconds. If Nocturne stays within range of the target for the full duration, the target becomes feared for 1.25/1.5/1.75/2/2.25 second(s).


W Shroud of Darkness


Cost: 50
Range: 20

Active: Nocturne creates a magical barrier for 1.5 seconds, which blocks the next enemy's ability.If an ability is blocked by the shield, Nocturne's passive Attack Speed bonus doubles for 5 seconds. Shroud of Darkness will remain active during Paranoia's flight.


R Paranoia


Cost: 100
Range: 2500/3250/4000

Nocturne reduces the sight radius of all enemy champions and removes their ally vision for 6 seconds. While Paranoia is active, Nocturne can launch himself at an enemy champion, dealing 150/275/400 (+120% bonus Attack Damage) physical damage.
JG In Depth

GETTING STARTED





Picking up Nocturne might feel completely different for those who have never played high damage-based assassins but for those who have played champions like; Katarina, Pyke, Kha'Zix etc. will come to find it (Nocturne) like putting on the same pair of gloves. As Nocturne is heavily influenced by its backline cleanup potential you will be tasked with prioritizing the enemy AD carries and AP carries respectfully.

But don't get too ahead of yourself champ, Diving the back-line of the enemy team is a high-risk/High-Reward scenario as the enemy can easily collapse on you if done wrong.

An ideal engagement is something all Nocturne players should learn to keep in the back of their mind whenever near a potential team fight, sometimes it is best to wait for your team to make the first move before you engage. For example, If you have heavy gap closers such as; Hook supports (Blitzcrank, Pyke) and/or Tanks (Sett, Darius) you should always wait for them to engage first. By doing this your team splits up the enemy formation leaving their backline exposed to threats such as yourself.

Alternatively, an example of a bad engagement would be a scenario where the enemy team is able to isolate one or more of your teammates and collapse on them, Some Nocturne players may mistake this engagement as a team fight and try to assist their team by using R to engage onto the already lost duel.


Starting JG (00:00 to 20:00)




"Welcome to Summoner's Rift!"


Now you're in, the fate of the game lies in your hands summoner (somewhat). When Starting as JG be sure to take Emeberknife as well as Refillable potions. If you wish to take Hailblade instead you can do so as it is ideal for slowing down enemies but the Burn you get from Emberknife is more effective in jungle clear.

When starting on either the red or blue side I find it easy to always start at the bottom Jungle at your buff. But, if you want to ensure you don't get invaded top side, Go to your topside buff and wait in a bush that allows you to check the river entrance. Around 00:52 start recalling and just as you are about to recall put down a ward at your buff. When back at the fountain be sure to swap your Ward for an Oracle lens, this will come in handy later.

Now head to your bot side buff for a leash from your bot lane.

If you have started on the blue side do Gromp and Raptors and then do Red buff and then raptors before doing Scuttle (3:15), however, if you have started on the red side do Raptors second and leave your Krugs as doing this will likely result in missing Scuttle spawn (3:15) after a full top side clear.

When going to scuttle allow yourself to have enough time to get all your abilities off cooldowns as you will most likely have to duel the enemy jungle for scuttle. The ideal scenario in this situation would be to get your Top-laner to come down and help in zoning out the jungler as you do scuttle. If possible and the odds are in your favour engage on the enemy jungler for a cheeky first blood bonus. After this go do the bot side scuttle and clear out any remaining bot side jungle camps. Before your first back make sure to get at least 1500 gold as you will be able to purchase Tiamat + Tier 1 boots.

Now it's your time to shine, with Tiamat you will be able to easily clear out your camps and be ahead of the enemy jungler in CS. This will allow you to have time to set up effective ganks. Personally, I find it easy to gank top lane first as around this time is when top lane will most likely be fighting eahcother and an Assist from you would allow the top laner to secure the kill as well as get a potential Towerplating.


Your Journey




Now comes the tricky part, as every game is different telling you what exactly to do and when to do it from here on out can either go really well or really bad. So here are some tips and tricks to stay on top of the game as Nocturne from the Mid-Late game.

One thing to keep in mind while fighting in Summoner's Rift is that, unlike most champions, Nocturne does not have scaling abilities and the champion's in-game potential heavily relies on farming and getting kills. With the Electrocute build featured in this guide, it is important that you utilize the high damage capabilities to pick off your squishy opponents like the enemy bot lane and mid lane.

Throughout the game do not neglect your jungle camps or free waves as this will go a long way in getting your build completed as quickly as possible.

I also highly suggest experimenting with items according to your situation, For example, if you are versing tanky opponents an early Serylda's Grudge isn't a bad option as it will allow you to easily duel tank opponents such as; Sett and Garen and keep them from becoming strong through kills.

Don't be shy, Electrocute Nocturne is made to be played aggressively when possible and you are expected to be always looking for opportunities to engage and make game influencing plays such as Team fights before Drake and Baron spawn.



Questions to Ask yourself when attempting an engage



1. Where is my team in comparison to the enemy? (Will they be able to assist me if I go in?)

2. If I engage their backline how likely am I to secure the kill? (Some Champions are slippery such as; Pyke using his E, Kha'Zix using his invis ultimate, and Akali using her W - Shroud and E - Dash)

3. Is it the right time to engage? (Engaging might be too early for example Drake might be spawning in 2 minutes which is a long time, instead of waiting another minute may also secure you a free drake)

4. Who is the priority target? (You should be focusing on their backline for example; Assassins, AD carries, Squishy AP carries)

5. Is the target worth your Ultimate (R)? (In some situations using your ultimate on an easy target is not always the best option as it can come in handy later on another harder to kill target)

6. Finally, What is the chance I survive the engagement? (In optimal circumstances it is obviously best if you survive a team fight, however, If you are able to Assassinate 2 or more of their champions and you die in doing so. Count that as a win as your team will be able to clean up the rest of their team without having to worry about their ADC or Mid lane)
Rune Rundown
At this point, many Nocturne players are probably questioning the sanity of this build in regards to the chosen runes. Let me explain myself...

The main reason I made this guide in the first place was that I realized that not many people were aware that Electrocute Nocturne mid and Jg was a viable option, I wasn't seeing him being played frequently using the playstyle that I developed and seeing this unrecognized potential is something I can't let slide. Below you will find a full rundown of the Runes and why I have chosen each one.
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League of Legends Build Guide Author GodTakemeBack
GodTakemeBack Nocturne Guide
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[11.16] SLEEP PARALYSIS - NOCTURNE (MID/JG) hybrid guide (W.

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