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Build Guide by Aether Skies

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League of Legends Build Guide Author Aether Skies

3v3 Nocturne, The Dream Eater

Aether Skies Last updated on March 18, 2011
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Jungle Role
Ranked #4 in
Jungle Role
Win 52%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 14

Strength of Spirit
Veteran's Scars

Defense: 6

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 10

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Introduction to Nocturne

Comment before vote please (:

Nocturne is a very versatile champion. He can Lane well in both 3v3 and 5v5, and also jungles well in both. This guide is a Laning guide, and should be used as such.
Nocturne is a powerful AD focused ganker. This build focuses on early game power, utility from Trinity Force, and mid-late game critical hits from the entire core.

Chase Mechanism
Escape Mechanism
Jungle power
Crowd Control
Lane Presence


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Umbra Blades
every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% of his physical damage and heals himself for 15 / 20 / 25 per target hit. Nocturne's basic attacks reduce this cool down by 1 second.

This skill helps you stay alive in the jungle and in lanes. Use it on multiple minions to gain health. You should keep in mind that you are pushing lanes when you use this on multiple minions, and therefore you should plan ahead on when to push and when to not push.

(Active): Nocturne throws a shadow blade which deals damage, leaves a Dusk Trail, and causes champions hit to also leave a Dusk Trail. While on the trail, Nocturne ignores unit collision and has increased Movement Speed and Attack Damage.
Cooldown: 10 seconds.
Range: 1200.
Cost: 60 / 65 / 70 / 75 / 80 mana.
Physical Damage: 60 / 110 / 160 / 210 / 260 (+0.75 per bonus attack damage).
Movement Speed Bonus: 15 / 20 / 25 / 30 / 35 %.

Attack Damage Bonus: 20 / 30 / 40 / 50 / 60 .

This skill is great, and is maxed first. It is a powerful nuke, and gives you chasing and damage utility. Your critical strikes deal even more damage while on the dusk trail. Duskbringer can be laid down to destroy turrets faster. This skill can also be used in certain circumstances to escape from an enemy.

Shroud of Darkness
(Passive): Nocturne empowers his blades, passively gaining attack speed.
(Active): Nocturne creates a magical barrier for 2 seconds which blocks the next enemy spell. If an ability is blocked by the shield, his passive attack speed is doubled for 5 seconds.
Cost: 50 mana.
Cooldown: 20 / 18 / 16 / 14 / 12 seconds.
Passive Attack Speed Bonus: 20 / 25 / 30 / 35 / 40 %.

Good Skill. Helps in the laning phase. Can proc Trinity Force. The attack speed bonus from this skill is great, and when you block a spell it is even better. Use this skill offensively and defensively.

Unspeakable Horror
(Active): Nocturne plants a nightmare into his target's mind, dealing magic damage over 2 seconds and fearing the target if they do not get out of 600 range of him for the full duration.
Range: 500.
Cost: 60 / 65 / 70 / 75 / 80 mana.
Cooldown: 15 / 14 / 13 / 12 / 11 seconds.
Total Magic Damage: 50 / 100 / 150 / 200 / 250 (+1.0 per ability power).

Fear Duration: 1 / 1.25 / 1.5 / 1.75 / 2 second(s).

This skill disables through fear. While being disabled from fear you will be hitting them with extra damage from Duskbringer, and slowing them with the Phage. The Phage really comes in handy here, as your dusk trail only lasts so long.

(Active): Nocturne reduces the sight radius of all enemy champions and removes their ally vision for 4 seconds, this includes champions, minions, wards and towers. He can then launch himself at a enemy champion with a large range. Deals physical damage on arrival.
Cost: 100 mana.
Range: 2000.
Cooldown: 160 / 130 / 100 seconds.
Physical Damage: 150 / 300 / 450 (+1.2 per bonus attack damage).
Range: 2500 / 3250 / 4000 .

Pretty cool skill. I think everyone has to much hype over it though. It has its uses. Can be used for ganking, chasing, and quickly joining a team fight. When jumping into team fights try and pounce on their carry with this skill. It is really great for bringing down that pesky ranged carry.

Your basic combo will be
Unspeakable Horror -> Duskbringer.
Remember to use your Shroud of Darkness in situations where the enemy would try and De-gank you through CC. Their retaliation will bring about their own demise.

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Doran's Blade -> Long Sword -> Wriggle's Lantern -> Berserker's Greaves -> The Brutalizer -> Zeal -> Youmuu's Ghostblade -> Trinity Force -> Infinity Edge -> Banshee's Veil


Berserker's Greaves are chosen over other boots because of the attack speed. Boots of Swiftness are not viable as Duskbringer, Youmuu's Ghostblade, and Trinity Force will supply you with adequate movement speed.

Long Swords In the begining help out with damage (think versatile B.F. Sword). The Damage will help you first blood and build into Wriggles Lantern

Oh how i just love this item. The active on this gives you attack speed almost equal to a Phantom Dancer. Though the active only lasts a total of 8 seconds, most skirmishes and such do not last more than this. Be sure when to activate the Ghostblade and it will bring about death. Think of this item as a free Yi Ultimate. The Brutalizer] comes before the Avarice Blade always. Zeal allows for easier critical strikes in synergy with this item.

Trinity Force All around good item. You have a low mana pool, low health, a skill that scales with AP, and rising crit chance. This item is perfect for you. Movement speed is great on any ganking champion. The slow from Phage puts running champions in their place, and the [color=violet= Sheen[/color] Proc gives you that extra burst that all gankers need. The AS can also be very helpful.

Infinity Edge BOOM. You are now rape. Critical strikes everywhere. Large amount of damage (especially while standing on Duskbringer). This item comes at the perfect time. After completing Trinity Force you are most likely a little low on damage as your criticals have not reached full potential yet. You now have a solid 50% Crit Chance, With an additional 75 AD.

Infinity Edge was the last core item. I will not elaborate too much on other items you should consider buying, but here are two very good choices:

Extra items

Sell Doran's Blade only when you are ready for your final item.

Banshee's Veil/ The Blood Thirster

You NEED a defensive item. Get one, i recommend the Banshee's Veil. If you ever get to the point where you need money to spend after this i would get The Blood Thirster. This gives you extra AD and a nice survivability bonus.

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Early Game 1-6

Nocturne has a very fast attack animation. Last hit the balls out of minions, its not that hard. Dont push you little jerk.

Harass with Duskbringer. When the skill lands a hit, try and follow up with an auto attack.
While laning, dont forget about your passive. Remember that it hits around you, not around your attack. Position yourself in the center of new waves and hit both the caster and melee minions. Hitting 6 minions will grant you 120 health. Always be using this passive, it helps immensely.

When leading up on a Duskbringer to auto attack, most champions will use a skill on you. Whatever the skill is remember that you can block it with Shroud of Darkness. Blocking this will give you more AS, therefore more Dps.

Before going in with Duskbringer try and get the fear off with Unspeakable Horror first. Sooner is better than later. Doing it before Duskbringer ensures your fear will land. If you do it afer Duskbringer they may already be at the turret or something of the sort.

The second you obtain Wriggle's Lantern its jungle time. Leave bottom lane and just jungle normally. While jungling keep a normal ward at Red Buff, and a Wriggle's Lantern Ward at Dragon.

Around level 6 you can go for a gank, its up to you really. Just try and be helpful to the team. Ward dragon, ward both jungles, gank.

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Mid/Late Game 7-18

Ganking, Dragons, Teamfights, Warding, Farming.
Do this
Do it well.

Focus the Carry while using your fear to your entire teams advantage, not just your own.
Aquire the proper defensive item when needed. ***es your enemy team and what will destroy them.

Thats pretty much it for mid/late game. Try and organize ganks with your Paranoia. A nice little trick is to ward their buffs, you will be able to quickly use Paranoia to bring down an unsuspecting victim.

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Greater Mark of Desolation
Simple, what else would you get?
Greater Seal of Armor
Helps with jungle process and your small laning phase. Mana regen seals are viable but not nessecary. You should be using mana intellegently enough as it is.
Greater Glyph of Magic Resist
Dat early game. This helps you zone out many casters that would otherwise give you alot of trouble.
Greater Quintessence of Desolation
Derp. Flat health quints are acceptable.


My masteries are everywhere. I hate utility tree, but i the buff mastery helps ALOT in 3v3 especially. The Arp from Offense tree helps you do extra damage, while the small amount in defense offers you base Magic resist and Armor.

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Chapter 7

Enjoy :D

-Aether Skies