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Comprehensive Nocturne Laning Guide
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Hi, all! Sharpnazgul here, and welcome to my Nocturne build!
Nocturne was one of the first champions i bought, and i loved him from the first game. His ultimate is very sweet and his chasing skills is amazing!
Anyways, you might wonder why i didn't make a jungle guide for nocturne; because jungling with Nocturne is absolutely great. I made this because i felt this site needed a good lane guide for people who either hate jungling, are new to Nocturne, the team has a jungler, etc.
By the way don't get mistaken lane Nocturne is also very good and i have had very good games with him lane. Please vote this guide up if you think: "Hey! This guide is useful!". Also leave contructive critism if you vote down please. Alot of hours and work has been put into this guide for you! And now... The build/guide:
Before Nocturne, people believed that dreams were figments of their imaginations, meaningless images that flashed through the mind when one slept. This belief was put to the test when a rash of sleep-related incidents started afflicting summoners of the League. Some would wake up screaming, terrified and beyond consolation. Some could not fall asleep, slowly going mad as the nights ticked by. Some simply never woke up. Physicians were baffled until a Field Architect happened to pass out next to a nexus on the Twisted Treeline. Witnesses said he cried out once and then stopped breathing. Immediately after, magical energy arced out from the nexus, and Nocturne appeared.
Nocturne did not take his introduction to this world kindly. He slaughtered everything he could find before summoners were able to magically confine him. After a period of intense study, League experts divined that Nocturne hunted summoners in their sleep, attacking them in a place where their magic was useless. This seemed to be his only purpose. The families of the victims demanded justice, but League officials were concerned that death might only return Nocturne to the place from which he came. They bound him to a nexus fragment, trapping him in the physical world. As punishment for his crimes, they allowed summoners to call upon Nocturne in League matches, bending his will to the summoners he hates and creating his own personal nightmare. League scholars don’t know whether he truly came from the plane of dreams, or whether there are any more like him. Some theorize that the summoning act affected the summoners' subconscious minds, luring Nocturne to them in their sleep. Perhaps the most disturbing theory is that Nocturne is a person’s nightmare come to life. If this is true, they wonder, who is the dreamer?
“The darkness is closing in... it’s pitch black now... but I can still see him...”
+ Very sustaining in lane
+ Great damage
+ A fairly strong fear
+ Nice ganking/gap closer ultimate
+ Spell shield with awesome passive
+ INSANE chasing skills
+ Can jungle very effectivly(Please look up other builds)
- Easily countered with armor
- Very CC vulnerable
- Often focused
Summoner's Wrath This mastery is mainly just for getting those 4 points in the top masteries.
Brute Force A good mastery early on. Always good with some extra ad.
Alacrity This mastery will give a nice attack speed boost throughout the game.
Deadliness Also good early on, if you get a few lucky crits, and you have friend with you with some nice cc, first blood is almost secured :) It is also usefull later on because it is always good with some crit chance.
Weapon Expertise is great because of its synergy with all the other arm pen we are getting, making us a tank destroyer :)
Lethality Good with some extra crit damage, for that first blood :D
Vampirism Nice skill for extra sustain in lane, and as with crit, you can never get enough of it (unless you hit 100% of course :) ).
Sunder This is synergizing with The Brutalizer pretty well. It is not % arm pen this gives; it is how much actual armor is ignored, which is also the case for The Brutalizer
Executioner Very nice mastery. Good if you are ganking low health enemies, and they just get away with that 50 health. This mastery would have killed them.
Resistance Always good with some magic resistance to counter squishiness.
Hardiness And always good with some armor to counter even more squishiness.
Durability gives you an astounding 108 bonus health at level 18. Very nice mastery.
Veteran's Scars Great mastery for early game. Good with some extra health :)
The runes i'm choosing is aiming towards a standard fighter/carry.
Greater mark of desolation These together with the greater quintessence of desolation, your Weapon Expertise mastery, The Brutalizer and the Sunder mastery will give you a nice advantage late game against pretty much anyone; especially tanks ;)
These runes gives a very nice boost defensively at start. The extra armor makes you even more sustainable. They are a good counter to your squishiness. These runes is also good for pretty much any squishy fighter or carry.
These are also some very nice defensive runes that counters your squishines further. But don't get mistaken by all this squishiness countering. You are still squishy with these runes. But they make you less squishy and that is exactly what we are aiming for. Nocturne is NOT an off-tank.
Greater quintessence of desolation Well, these are pretty much the same as the marks ~.^
These runes will be a good alternative, if you don't have other, or if you like these better.
Good alternative to the Arm Pen marks. These will boost your early game ad very good, and will make you very deadly even in level one. The only down side about these is that armor penetration runes will get better than these from mid to late game. Then the enemies have more armor, the arm pen runes will comepletely out damage the damage runes.
A very nice alternative to the armor runes. These gives a great boost to your overall attack speed and will make you passive occur more often.
These works well pretty much the whole game and are a great investment. Although i prefer the armor runes for their squishy contering, these are a very viable choice too.
These are just amazing at early game. A 78 health boost + Veteran's Scars from your masteries thats equal 108 bonus starting health! Although these are pricy they are worth it, and they have saved me countless of times on many champs. They aren't only effective early game. Mid game and even late game these still saves you. If you have the IP i suggest you buy these. They are good for pretty much any champion!
Every 10 seconds, Nocturne's next attack strikes surrounding enemies for physical damage and heals himself by 15 / 20 / 25 for each target hit. Nocturne's physical attacks reduce this cooldown by 1 second.
Indeed a very nice passive. It is like extra lifesteal. With your Vampiric Scepter and this; your lane sustain will be infinite. When you have this passive ready, walk into a good chunk of minions and attack one of them. Thus the passive will hit them all, and you will be healed 100-200 health depending on your level.
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.
Very good ability! This is one of your most important skils. It allows chasing, escaping, and dealing the killing blow to a champion. It gives bonus attack damage and movement speed. You ALWAYS wanna use this if you are going for the kill on an enemy. Throw this one them follow them and use your Unspeakable Horror on them. The kill is almost secured, and if they get away with little health just throw another Duskbringer.
(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.
Good ability. The attack speed boost is great, and the spell shield works the same way as Sivir's Spell Shield and Bashees veil. You wanna use this ability right before you know someone is gonna use an ability on you. If you don't block an ability with it, don't worry; the passive is still there when it is on cooldown. One of the nice things about this is, that you can block any abilities, you see coming, like Karthus' Requiem , or Brand's slowly moving Pyroclasm. We max this last because the main use of this ability is blocking spells. The attack speed boost is great; but getting some more ad and movement speed from your Duskbringer, or more damage from your Unspeakable Horror is greater.
Nocturne plants a nightmare into his target's mind, dealing magic damage over 2 seconds and fearing the target for the full duration if they do not get out of a 550 range of Nocturne.
Nocturnes CC :) Very nice ability for disabling your prey. You wanna initiate with Duskbringer then use Unspeakable Horror on the person you wanna kill. When you chase deliver as many hits on him as possible. When he/she gets feared they are (if they are squishy or low life) most likely almost dead. By the way when you are chasing someone like Lux or Morgana remember to use Shroud of Darkness. A well placed Dark Binding or Light Binding can ruin a perfect gank.
You can use this ability to get away too. Use your Duskbringer away from your opponent, and put Unspeakable Horror on them. They get feared, and you have plenty of time to get away.
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.
Amazing ultimate, in detail when activated it removes all map vision for the enemies. Only their own personal sight radius, they can see; and the personal one is reduced too! This is perfect for ganking enemies, as it ruins their potential, to see both their allies and their enemies. When the darkness is on, you can use ultimate again to dash towards a enemy champion you decide. Mostly you don't want to use Paranoia for initiating. It is mostly for after the fights. If someone run of with low health, you just pop ult, dash towards them and kill 'em with a few basic attacks, maybe an Unspeakable Horror or Duskbringer if they have a bit life, or are escaping. Overall: Very good ult! Can be used for more things and is affecting all enemies on the map.
NOTE: The Paranoia vision debuff, will be blocked by spellshields, like Banshee's Veil, so the enemy with spellshield isn't affected by the vision debuff.
NOTE: If the enemies tries to use Clairvoyance when Paranoia is active it will have no effect.
Although the DPS boost from Duskbringer is great. Unspeakable Horror offers the possibility for CC'ing your enemies. If you upgrade Duskbringer first you enemy would probably just run away even though you get a movement speed boost. If you use Unspeakable Horror first it will do a little extra damage and you will fear the opponent, in that way immobilising them, and letting you put some damage on them + the 50 extra damage from Unspeakable Horror. With exhaust or help from you lane partner First Blood is secured!
VIABLE SUMMONER SPELLS
- Exhaust: Good summoner spell, that can be used for both escaping and for locking down enemies.
- Flash:Decent summoner spell. I use flash on pretty much any champion. Can too be used both to escape and to catch up.
- Ignite: I love ignite. When you have gotten someone low life, you just put that on them, and they will die in the matter of seconds. I like ignite and exhaust equally on Nocturne. I put exhaust there, because there was only space for 2. You can choose which one of these you use on Nocturne
SEMI-VIABLE SUMMONER SPELLS
- Ghost Ok, spell for Nocturne, with your Duskbringer and ghost on you are nearly uncatchable. I prefer Flash though. Flash gives you the oppurtunity to flash over walls and get comepletely away from your chaser.
- Teleport Also a fine spell. It can be very useful in teamfights, when you have to get quickly to your team, and your support places sight ward. But the problem with this is that it doesn't really get used in every game. I mean, I use Flash often in games. But Teleport, when i use it; i use it like 1 time every 3 or 4 games.
- Cleanse Good escape spell! Combined with Flash it can get you out of almost every sticky situation. If you are getting focused down and cc'ed heavily just pop Cleanse then Flash out and use your Duskbringer away from them, and ruuuuun! Eventually use Unspeakable Horror if some crazy Master Yi continues the chase :) Can also be used if you chase a mad Lux or Morgana and they use Light Binding or Dark Binding. You just pop cleanse and woop woop!
- Heal Personally i don't like it on Nocturne. But i had to put it in semi-viable, simply because many newer players, like Heal. Also some League of Legends veteran's use Heal. And it is useful enough for Nocturne. I wouldn't recommend it, but if you are used to Heal, and you like it; then go for it ;)
NON-VIABLE SUMMONER SPELLS
- Revive This summoner spell is only for if you die, which is something we really won't go for as Nocturne
- Smite This is only for junglers. If you wanna jungle with Nocturne, you should visit one of the many jungle guides on this website.
- Surge Surge is mainly aimed towards champions who utilize both attacks speed and ability power, like Teemo, Jax etc.
- Clarity Good spell for AP Casters; aka not for Nocturne
- Promote Bad spell for any champion; waste of a summoner spell.
- Clairvoyance This ability is for supports, to check key locations on the map. Nocturne isn't support.
- Revive This summoner spell is only for if you die, which is something we really won't go for as Nocturne
Starting with a B. F. Sword we build an infinity edge. Infinity Edge is an incredible item for Nocturne. This will be our first mature/core item. The 250% crit damage is very nice + the crit chance. It also gives some heavy damage, and your will be the squishies worst fear!
Build a Phage and there after its bigger brother, the Frozen Mallet! This will give you a tremendous 100% SLOW CHANCE and an astounding 900 health! Oh.. and 20 attack damage xD. The slow will make you kill people before they reach their pesky tower, and if they by any chance do; you have 900 extra health to turret dive them with! Overall very good. This will make you much harder to kill! Trust me.
Later in game upgrade our beloved lifesteal :) Vampiric Scepter has been with us loong time but now it is time to let the big guys do the rest.. Say hi... to Bloodthirster! This guy will give you amazing lifesteal + extreme attack damage! When fully farmed, this gives 100 ATTACK DAMAGE AND 25% LIFESTEAL, but oh well; its only if i have a really great game that i get it fully farmed. Anyways great item !
Nocturne as it gives some nice attack speed, which together with attack damage and lifesteal, is what we want to achieve with him. We wanna get boots as early as possible for good map mobility. Try aiming at buying these at your first trip back. You should easily be able to, with your lane sustain from Umbra Blades and Vampiric Scepter.
You want to pick one of these two instead of Berserker's Greaves if you are facing a team with much damage and CC. Also in Ranked i would highly recommend you using Mercury's Treads or Ninja Tabi.
Wether you choose this or Ninja Tabi is a matter of your enemies. If your enemies have a lot of CC; Amumu, Ashe, Alistar etc. you should buy these. If you are against heavy AP damage, these are also the better choice, as they provide a fair amount of MR too.
Vayne, Graves etc. Also take this if the enemy team only has like one stun, then Mercs, won't be as effective. Very practical for solo top, like Mercury's Treads.
Nice item for pretty much any ad carry. The armor penetration + cd reduction is very nice. Also fine damage. It is possible to get this at your first trip back too. See if you can do it :) Later on i usually will swap this out with Banshee's Veil
Great item! Very good attack speed. Very good crit chance, and of course a little movement speed boost :) Perfect item for Nocturne. This item is not in the core items section because of other alternatives that can be just as good. See Alternative items.
Amazing item. We upgrade The Brutalizer to this really nice guy. Gives the brutalizers stats, just enhanced to higher values. It also gives some nice crit chance and AD. Its active is really nice if you are chasing someone, or you are in a tight 1 vs. 1 situation where you need that extra boost to survive. Also good in team fight to rape your enemies! This item CAN be swapped out with some of the alternative items but i wouldn't recommend it unless... Well, read the alternative items section; there you have all the unless's and reasons to get them.[/purple]
Great item for tanks and off-tanks of all sorts. It CAN be used for Nocturne if you like having alot of health. You can grab this if your team has no real initiation or tank. This will make you able to initiate a bit, and let your team win the fight! But remember you aren't a tank. You are still a semi-squishy fighter; Warmog's Armor just gives you a few, maybe only one second extra time in the middle of you enemies wrath. Get this item instead of Phantom Dancer or Youmuu's Ghostblade.
They are only for the early game, because mid and late game you will kinda split from your lane. This means that mid and late game are about the same for both solo and duo Nocturne.
- Melee minions: Let the turret hit them twice then finish them with a basic attack.
- Caster minions: At Early game hit them once let turret hit them and then finish them. A bit later (level 6-7'ish), you will be able to let the turret hit them once and then just hit them.
Also when you lane is pushed and the your two lane opponents is pushing to you, try to stand just in the experience range of the enemy minions so that you will continue to have the level advantage. Don't push your lane too far if both your lane opponents is MIA unless you have the baron area and the bush that leads up to your lane warded.
If you are solo against solo, try not to push your lane and lasthit all minions. Everytime you go B try to buy atleast one sight ward. If you are doing very well, and their jungler is squishy you could possibly reverse a gank if you know its comming. And if you aren't doing great you can get away if you know the gank is comming :)
You should have your you The Brutalizer right before mid game starts where you should begin to dish out some nice damage, espicially when you've got your full exp from top, and probably are 2'ish levels higher than your enemies (except for their mid of cause).
When duoing with Nocturne you should still aim after lasthitting as many minions as possible. Also let the tank/off-tank have some, if possible try to split them between you. Nocturne is very strong early game, so if your lane partner can get off a stun and you have Ignite or Exhaust, you easily get an early First Blood. Try to play agressively and poke if you can. Try to avoid poking with you Q Duskbringer as Nocturne doesn't really have much mana. Use Duskbringer when you are going
for the kill. Of course if someone is standing with 100 health at turret, just throw it at them and get a well derserved kill :)
If the enemy team has a jungler you should always be aware of ganks, and like when you solo i encourage you to buy atleast 1 sight ward every time you go back in early game. If the team has a jungler, you are also gonna be facing a solo top champ. Then you'll just want to lasthit extra much; not pushing the lane so your lane enemy has to step in to get some experience and gold.
At the end of early game you should have a B.F sword atleast :)
Mid game is pretty much the phase of the game where you gear up to late game (very strange right?) and try to get your late game items. Try to farm up and maybe get a few kills. If you are really fed, remember to give some kills to your teammates, (AP and AD carry preferably) as the only thing better than a fed champion is a fed team!.
If you see a team fight starting, try to quickly get there. If you picked Teleport you could teleport to a ward nearby. If you wanna know how to act as Nocturne in a teamfight i suggest you check the "Teamfights" chapter. If you are laning and you see the teamfight in the other end of the map, and you dont have Teleport, then don't hestitate to push a tower down. You wouldn't have been able to make the run, so why not push a turret if the other 5 enemies is in the opposite end of the map.
When mid game is over you should have the Infinity Edge and maybe a Phage.
When you get your Frozen Mallet you will get tankier and will chase down any enemy that tries to escape from Nocturne's wrath! Get this as soon as possible, as it makes you more worth in the teamfights, and that's what we want, because there is gonna be lots of teamfights late game. For more info about teamfights visit the "Teamfights" chapter.
Also the Baron Nashor is an important thing, and can change games. If you have the chance to get it, for example you aced the enemy team they are out of position and so on; you should defenitely go for it! The baron buff will boost you team extremely it gives a total of 1500 gold and good boosts for any role.
There isn't very anymore much to say about late game, a little summary:
- Stay with team
- Get buffs
- Get Baron if possible
- Push remaining turrets
- Go kill some.
Nocturne in a teamfight should NOT INITIATE and should stay in the back of the teamfights the first few secs. As soon as the enemy carry or support imerges and your tank is (Guess what?) tanking; you should hit your Duskbringer on him/her and preferably Exhaust them so the team will know who to focus (they should already know, but Exhaust helps people spot 'em!).
You job is to pretty much annihilate their squishies as quick as possible, so their team can't do anything. If someone gets away from the teamfight, and you have them in sight, just pop you ult, and KABOOM (Not really that sound) they die.
The priority in teamfights:
- AP Carry - Defenitely first priority, can AoE you whole team down, and or stun!
- Support - He/she will heal and shield their team and so on. Get em down quick!
- AD Carry - He/she will try to kill your team (obviously?]
- Off-tank - Will do some damage to your team but you can wait with him/her.
- Tank - He/she does the least bit of damage and has most health.
PLEASE NOTE THAT THIS IS MADE FOR IF YOU ARE PLAYING RANKED AND/OR ARE FOLLOWING THE META:
- Mid = AP carry
- Bot = Support + AD carry
- Top = tank/off-tank solo or Nocturne; or with fighter/off-tank if the team has no jungler.
- Jungle = Jungler(obviously?)
EEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEE
Pretty much anyone else.
If you think someone is missing on the two other lists, feel free to comment or pm me :)
Duo laning opponents - 2 vs. 2
When laning with one of the mentioned VIABLE or SEMI-VIABLE partners there is some laning opponents that are easier to lane against than others. Some are also harder. Some of the harder are mostly strong AD carry ranged champions, and/or tanks or off-tanks with some CC. The easier champions would be weaker AD carries(in early game) like Ezreal, or other semi-tank fighters with almost no sustain like Irelia. Even though she has some CC, you can easily harrass her a bit then go back and farm minions to get your health up. Your tanky lane partner should initiate if you go for a kill, and CC the weaker of your lane opponents, and you kill him/her.
Duo laning opponents - 2 vs. 1
When you are laning against a solo, you should put the pressure on him/her immediatly. If you have mana to spare you should poke as much as you can with your duskbringer, just keep in mind that you use alot of mana on you full spell combo, and you should save some if a gank should come. You should only last hit minions: it won't push your lane, thus forcing your lane opponent to go away from his/her tower. Also try to kill your opponent as quick as you can because, they will quickly out level you and might be able to kill you both with a good gank, so also remember to ward.
It will be easy to duo against pretty much any AD carry or squishy fighter. Also tanks are fine to duo against, but can be harder. Someone like Rammus or Shen can be a bit hard, because they can taunt you or your partner at their turret and end up killing you!
Solo laning opponents - 1 vs. 2
When soloing against two you should always play defensively from start. You should preferably lane against some melee champions, as ranged champs easily can poke to you, also under turret. Just get some experience and out-level your opponents, get a good gank from the jungle, and you are bawling! So the best to lane against will be melee champs, and the hardest will be ranged champs.
Solo laning opponents - 1 vs. 1
For soloing it is almost the same as duoing, melee champs are still good to lane against, but when you are soloing ranged carries are actually also easy, because with your nice damage early on you can just use Duskbringer to get to them, then Unspeakable Horror to immobilize them. If they don't die by that, they will be low enough to stop harrasing you, and letting you farm.
The only champs you will have a hard time soloing will be the tanky ones, like Rammus, Amumu etc. and champs with crazy sustain and poke, like Mordekaiser and Cho'Gath.
In this guide i've talked about most of the stuff you need before entering the great battlefield, and smash your opponents; i hope you have read it all :)
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