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Build Guide by SinDelta

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League of Legends Build Guide Author SinDelta

[Insert Witty Name Here] Jungle Nocturne

SinDelta Last updated on March 17, 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: 16

Strength of Spirit
Veteran's Scars

Defense: 0

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

Utility: 14

Chapter 1

Welcome to my Jungle Nocturne Builde/Guide. I'm sure you may have some twists, and ideas of your own to add into the builds, so please no bad rep.


Section 1: Abilities
Section 2: Items / Reasons
Section 3: Runes / Reasons
Section 4: Start Game
Section 5: Mid to End Game


Summoner Spells:

Because you are a Jungler you want to take smite as your summoner spell, It's pretty self explanatory but I will give you a short reason why you want this as your summoner spell. Are you ready? Ok Smite kills jungle creeps :D lol

I take the summoner spell Ghost for a few reasons, It helps with ganks, reducing downtime from having to walk from base back to the field and combined with Nocturnes no one will escape you.

Optional Summoner Spell
If you feel you are fast enough I recommend you take as it helps with escaping and may even grab you a kill if someone else uses flash to try and escape you.


Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% physical damage and heals himself for 15/20/25 per target hit.

Nocturne's basic attacks reduce this cooldown by 1 second.

This passive is what makes Nocturne such an amazing jungler, It not only heals you but It gives you a short burst of splash damage which helps with your jungling and farming.

Skill Q:

Nocturne throws a shadow blade which deals damage, leaves a Dusk Trail, and causes champions to leave a Dusk Trail. While on the trail, Nocturne ignores unit collision and has increased Movement Speed and Attack Damage.
Nocturne throws a shadow blade which deals 60/110/160/210/260 (+) physical damage and leaves a Dusk Trail for 5/5/5/5/5 seconds. Enemy champions hit also leave a Dusk Trail.

While on the trail, Nocturne ignores unit collision and gains 15/20/25/30/35% Movement Speed and 20/30/40/50/60 Attack Damage.

Nocturnes Gank tool, you want to max this first. This spell can be used in a few different ways, let's talk about a few them.

When used in combination with Ghost as I explained above It nearly guarantees that who ever you are ganking will not get away. It can also be used as a walk/run speed burst to escape a gank by casting it in the direction you want to escape. It is also a very good farming spell when maxed out.

Skill W:

Nocturne empowers his blades, passively gaining attack speed. Activating Shroud of Darkness allows Nocturne fades into the shadows, creating a magical barrier which blocks a single enemy spell and doubles his passive attack speed if successful.
Passive: Nocturne has 20/25/30/35/40% bonus Attack Speed.

Active: Nocturne creates a magical barrier for 2 seconds, which blocks the next enemy ability.

If an ability is blocked by the shield, Nocturne's passive Attack Speed bonus doubles for 5 seconds.

A lot of people argue that this spell should be maxed second because of its attack speed passive, but with the item build and rune set up you have good enough attack speed to last you until mid to late game. I max this last and use it only as a spell shield, remember to time it correctly it could save you.

Skill E:

Nocturne plants a nightmare into his target's mind, dealing damage each second and fearing the target if they do not get out of range by the end of the duration.
Nocturne plants a nightmare into his target's mind, dealing 50/100/150/200/250 (+1) magic damage over 2 seconds. If Nocturne stays within 600 range of the target for the full duration, the target becomes feared for 1/1.25/1.5/1.75/2 second(s).

Alright so if you read this spells description you won't have to question why I max this second but in case you didn't I will briefly explain why I max this second.

I choose to max this second for amazing reason: It fears the target and gives a little DoT(damage over time). It can be used in combination with ganking/paranoia/duskbringer combo, I don't know how many times this spell either grabbed me or my team mate a kill or saved me from getting ganked. You want to max this second!

Ultimate Skill:

Nocturne reduces the sight radius of all enemy champions and removes their ally vision in the process. He can then launch himself at a nearby enemy champion.
Nocturne reduces the sight radius of all enemy champions and removes their ally vision for 4 seconds.

While Paranoia is active, Nocturne can launch himself at an enemy champion, dealing 150/300/450 (+) physical damage.

This is the spell that will make the other team fear you, you will have them saying HOLY SH*T I'm scared or Oh my gaaaawd Nocturne is going to kill me.

Paranoia has a lot of uses: It can either be used as a means to escape if you are getting tailed by someone or It can be used to make the enemy team cry as I mention above :D
abuse this spells massive range because It can grab you kills and assist.

Remember when using this spell It also removes your teams field of vision as well.


Items Guide / Reasoning
I already figure you know what the items do by them self. So I will spare you the extra reading and get straight to the point of why I chose them.
Wriggle's Lantern

Helps with jungling because of the Madred's Razor and adds a little survivability. It also gives you a free ward that can help with counter jungling and for warding baron.

Boots of Mobility

Because you are a jungler you are going to want to be ganking a lot especially when you have Lizard buff and you Ultimate spell.

Frozen Mallet

Frozen Mallet is very help in a few ways. It has a very useful on hit slow effect that helps with ganking, It also adds quite a bit of health for added survivability.

The Black Cleaver

55 attack damage and 30% attack speed as well. This is what makes The Black Cleaver such a good item, but the real reason I choose this item is because of Its UNIQUE Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds (maximum 3 stacks), this helps take down tanks and squishies alike and when used with Frozen Mallet you can easily apply all 3 stacks to a target for maximum damage output.

Banshee's Veil

I will make this section as short as possible.
Banshee's Veil It a really good item, It can not only save you from a single stun or snare ect.. But It adds a moderate amount of Magic Resist which helps in surviving, It also gives moderate Health and Mana.

Madred's Bloodrazor

I sell my Wriggle's Lantern late game for this item because it helps in taking down those pesky HP tanks and gives you a nice damage output and moderate attack speed.

Optional 6th Items

If you feel you want more damage and you think you can keep the stacks for lifesteal and damage choose this item.

Very expensive item but well worth it if you want more damage.

If the other team is outrunning you by some means of witchcraft choose this item, It has a nice little UNIQUE Passive: +20 Armor Penetration 15% Cooldown Reduction UNIQUE Active: You gain +20% movespeed and +50% attack speed for 4 seconds. Attacking enemy units with melee attacks increases...which helps in chasing, It also gives you decent cooldown reduction and flat armor penetration. One more thing to add it gives a moderate amount of attack damage and Critical strike chance.

I choose this when I am in carry mode and if i die we lose the team fight.
Guardian Angel has a useful buff that helps if you die because it revives your Champion upon death, restoring 750 Health and 350 Mana, this effect can only occur once every 5 minutes. Remember that it only works once every 5 mins.


Runes / Reasoning

I'm sure many of you have seen the user on youtube stonewall008's Jungling videos so all credit goes to him for the rune idea. Please thank him..but don't spam him lol

Helps in Jungling and has great synergy with your passive

Because Nocturne is slightly squishy I chose these to help with early game Jungling. Also got the idea from Stonewall008.

Optional Seals
If you feel like you don't need the armor I recommend which helps with surviving against those Right click carries and Jungle creeps.

Again the attack speed goes greatly with Nocturne's passive.

3xgreater quintessence of desolation
The flat armor penetration helps with early game jungling and even early game ganking for squishies


My item rotation:[/b]

> >1x >


Early Game Jungling
This video was created by Stonewall008 I have asked for permission to use It be sure to go to his youtube and subscribe and like his videos.

Use this as early game reference for jungling.

After you have completed your Jungle route be sure to get Lizard buff and start ganking, grab dragon when safe and even steal the enemy buffs IF safe.

-Johnny a.k.a SinDelta


Something lots of players seam to do is stick strick to their builds. Well doing this can work, but order of completion will make a big difference. Remember every game is unique, and you the player must adjust. If your being over tanked, you may have to buy some Armour for early game and sell it later. Or something as simple as buying your 4th items 2nd and your 2nd item last. Just ***es, and match a choice and hope for the best out come.




If your choosing to down rate this build and guide please please please take the time to explain it. I take A-LOT of time building these for the community. It is senseless and utterly rude to spam down rate. You do not like it when people do it to you, so why would anyone who takes this much time to build a guide...FOR YOU. Thanks!