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Spells:
Smite
Flash
Ability Order
Umbra Blades (PASSIVE)
Nocturne Passive Ability
Introduction

Hello, everyone, this is my guide for jungling as




The key to playing



This is my first guide that I've written, so forgive me for any big gaps in it. Constructive criticism is welcome :)
PROS

- Very cool design
- Ganks become godly at level 6 thanks to
Paranoia
- Fairly fast jungle speed
- Late game is fairly good
- Long range dash to an enemy champion
- Very good at chasing and killing targets
- Very effective against squishies
CONS

Before we get started, let's go over Nocturne's skillset.












Runes





Greater mark of desolation Greater Mark Of Desolation X3 I usually pick up three of these runes. ArPen is great early, and late game. The reason I don't go full ArPen is that I want to have some Attack Damage for that nice damage boost early game.



greater quintessence of Desolation Greater Quintessence of Desolation These are pretty good Quints for Nocturne. ArPen is good all game around.

RUNE POSSIBILITIES







That's all for runes. If you have any suggestions for other runes that can be efficiently used by Nocturne, feel free to comment in the comments section.





















SUMMONER SPELLS YOU SHOULD NOT TAKE












The standard masteries I take with Nocturne is 9/21/0. The reason I go 9/21/0 instead of 21/9/0 is because Nocturne is often focused in teamfights. He is also quite fragile early game, which is extremely annoying. The 21 points in defence helps Nocturne become bulkier and helps make up for his squishyness early. If you are facing a team with a lot of AoE (eg.








The 21/9/0 mastery tree is also viable if your team is quite tanky already, however be careful early game, as you are alot more squishy.
Pretty self explanatory,
Duskbringer is your main damage spell, so you want to max it right away. We take an early level in
Shroud of Darkness at level 2 for the attack speed bonus, and max that last. At level 4, you take a level in Unspeakable horror, as it is your main ganking tool. If you want to gank early, take Unspeakable Horror at level 2 or 3. We'll go over some tips and tricks that you can use with each individual spell.
Duskbringer:
1. Landing your duskbringer on every monster in the jungle camps will make your jungling faster and easier.
2. When seiging a tower, try to harass your enemies by shooting out
Duskbringer at them. It's a nice chunk of damage, and a good source of spammable damage when you have Blue buff.
3. When escaping or running away, use your duskbringer to ignore unit collision and for that extra movement speed.
4. When ganking a lane,
Duskbringer ignores unit collision. Use that to your advantage!
5. If a champion is almost dead (10% or less HP) at their tower, snipe them down with
Duskbringer!
Shroud of Darkness:
1. If the enemy team has a champion with a heavy disable, save your spell shield for when that champion joins the fight. With practice, you can predict when they will use it.
2. You can easily disable a delayed spell, like
Caitlyn's
Ace in the Hole, or
Karthus's
Requiem. You can also disable traps like
Yordle Snap Trap or
Noxious Trap.
Unspeakable Horror:
1. When jungling, fear the Ancient Golem or Lizard Elder to prevent yourself from taking too much damage.
2. When you're being chased with the enemy right behind you, use
Unspeakable Horror to create more distance between you.
3. If you are in a situation with 2 champions on top of you, focus down one champion while fearing the other champion, rendering the other champion useless.
Paranoia:
1. If you are trying to escape from a teamfight, jump onto the enemy farthest away and fear them while you make your escape.
2. You can lane gank very well. Hide in the brush in the lane, and have your teammate(s) start a fight. Jump in, and make it a 3v2.
3. The vision debuff can be used defensively as well as offensively.


TIPS AND TRICKS

1. Landing your duskbringer on every monster in the jungle camps will make your jungling faster and easier.
2. When seiging a tower, try to harass your enemies by shooting out

3. When escaping or running away, use your duskbringer to ignore unit collision and for that extra movement speed.
4. When ganking a lane,

5. If a champion is almost dead (10% or less HP) at their tower, snipe them down with


1. If the enemy team has a champion with a heavy disable, save your spell shield for when that champion joins the fight. With practice, you can predict when they will use it.
2. You can easily disable a delayed spell, like







1. When jungling, fear the Ancient Golem or Lizard Elder to prevent yourself from taking too much damage.
2. When you're being chased with the enemy right behind you, use

3. If you are in a situation with 2 champions on top of you, focus down one champion while fearing the other champion, rendering the other champion useless.

1. If you are trying to escape from a teamfight, jump onto the enemy farthest away and fear them while you make your escape.
2. You can lane gank very well. Hide in the brush in the lane, and have your teammate(s) start a fight. Jump in, and make it a 3v2.
3. The vision debuff can be used defensively as well as offensively.
If you went
Boots and
Health Potion x3, when you go back, you should have enough money for a:


If you went
Cloth Armor and
Health Potionx5, you should have enough for:





X2
Early on, you won't do any damage until you build tanky and get











Ninja Tabis Get these instead of
Mercury's Treads if the enemy team is heavy on AD.
Many people like Frozen Mallet, but I prefer
Warmog's Armor over this. Why? Well, I am usually the main tank, so I need to focus on being as tanky as possible.
Warmog's Armor gives twice as much health as
Frozen Mallet when at max stacks, and it's slightly cheaper. I just don't think the extra health is worth passing up for a slow. It's just my opinion.
You can replace
Force of Nature with this if the enemy team has a lot of heavy CC.
If no one else on your team is getting this, I recommend getting a
Giant's Belt for your
Warmog's Armor, then building this. It provides a great Aura for your whole team during teamfights, granting them 8 Attack damage, 15 Armor, and 12 Magic Resist.
You can get this if the enemy team has a fed AD carry,
Tryndamere,
Master Yi, or
Fiora. But as soon as they get lifesteal, this item becomes basically useless and should be sold for a better tank item.
Great tank item. Get it if you want.
Get this item if you find yourself being focused down by spells like
Infinite Duress,
Nether Grasp, or
Impale, .
You can get this if you need armor. If you plan on getting this, I suggest getting a
Heart of Gold early in the game for the 5 Gold every 10 seconds.






















If you are on the blue team.

If you are on the purple team.
LEGEND:
Yellow means the first time, starting at level 1.
Red means the second time, after you have gone back to base.
Light blue, italicized words can be checked in the GLOSSARY at the bottom of this chapter.
This is my usual jungling route. I go like this:
1. At 1:40, wolves will spawn. Kill wolves with one

2. At 1:55, blue buff will spawn. Drink a health potion. Have a teammate LEASH the blue buff by using a skill which makes the monster target your teammate, while you have a few free hits on it without being attacked.
3. After you get your blue buff, you should be level 2. Level up your shroud of darkness for the attack speed bonus and walk to the wraith camp.
4. Kill wraiths.
5. Walk down the to camp with the double golems. Drink health potions if necessary.
6. Go to red buff. Drink health potions if necessary. Smite should be up, so last hit it with smite.
7. Go to wraiths and kill them. Then go back to base to buy


8. Check for a gank. Lanes that can be ganked are extended from their side of the map past the river. Certain circumstances should be taken into consideration before ganking.. Check at the bottom of this chapter what they are.
9. Do wolves, wraiths, double golems, etc.
10. Around 7:05, your blue buff should respawn. If your mid lane is mana dependant, give it to your mid lane.
11. Gank lanes (preferably mid and bot) and take control of the DRAGON. The dragon is a neutral monster in the jungle on the bottom side of the map that gives 190 gold (+25 gold to the killer) when slain to every member of your team.
12. When the laning phase is over, (Usually around 20 mins), look for possible teamfights. If you win a teamfight by a lot, or you ace them, push middle lane (preferably to the inner turret or inhib), and if you have time, kill

COUNTER-JUNGLING
Counter-jungling is the process in which the ally jungler goes into the enemy jungle and kills the enemy jungler's monster camps, which hinder the enemy jungler of gold and experience. Counter-jungling can be very big if you counter jungle the buff blue from a dependant champion (Eg.


WAYS TO COUNTER COUNTER-JUNGLING (cwatididthar?)
1. You can have a support place Sight Wards in the brushes at your Blue and Red buff camps.
2. If you know that the enemy jungler is counter jungling one of your buffs, you can travel through the river into their jungle and take their buffs/camps.
3. You can go into an unoccupied lane and last hit the minions to make up for the gold and EXP (however with Nocturne, his passive makes it difficult to keep the lane in control). If the lane is completely empty, push the wave to the enemies tower so the enemy loses gold and EXP from the minions killed by the turret.
CHAMPIONS THAT CAN COUNTER JUNGLE VERY WELL:















GLOSSARY
GANK- Ganking is the process in which a group of charecters gang up on one or more players that do not have a chance to defend themselves, Or when one high level player does the same action to a player way below his or her own level.
(Credits: http://www.urbandictionary.com/define.php?term=ganking)
LEASH- The process of an ally hitting a strong neutral monster first so that the ally draws minion aggro. This allows the jungler to hit the monster a few times before the jungler draws minion aggro instead of the ally.

CONSIDERATIONS TO MAKE WHEN GANKING
If the answer is YES, chances are you will probably not get a kill. You will most likely only force a flash or fail the gank.
1. Is the lane pushed past the river/to the enemy's tower?
2. Do the champions in the lane have an escape method? (Eg.


3. Is the enemy's flash up?
4. Does the lane have a



5. Does your ally, or you, have below 50% health?
6. Is the enemy above 50% health?
7. Is the lane warded?
8. Has the enemy jungler been seen near the lane you are ganking?
9. Does the enemy have


Thank you for taking the time to look at my in-depth look at

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