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3v3 Nocturne, The Dream Eater






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Spells:
Exhaust
Flash
Ability Order
Umbra Blades (PASSIVE)
Nocturne Passive Ability
Introduction to Nocturne
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.
Pros:
Versatile
Utility
Chase Mechanism
Escape Mechanism
Jungle power
Crowd Control
Lane Presence
Cons:
Squishy
Targeted






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.

(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


(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



(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


Remember to use your











THE CORE





















Extra items
Sell


You NEED a defensive item. Get one, i recommend the

LASTHIT
LASTHIT
LASTHIT

Harass with

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


Before going in with




The second you obtain



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.
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


Greater Mark of Desolation
Simple, what else would you get?

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.

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.
Masteries
14/6/10
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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