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

Welcome everyone to my guide of The Eternal Nightmare
Nocturne. This is a guide based on my experience and so I would like to say please do not speak badly of what I put in here as I am only putting what I have found to be useful to myself, or from what I have seen during my games. Thank you for taking the time to read my guide and I hope you enjoy the read.
Special Thanks to jhoijhoi and all those he mentioned in his guide on how to make a guide, thank you all!

Special Thanks to jhoijhoi and all those he mentioned in his guide on how to make a guide, thank you all!
PROS
|
CONS
|
Now why did I choose these runes? Well here are some simple explanations behind my choices, now keep in mind you don't have to have these runes and everyone has their own ideas of what would be good to use. These are just what I have used and gotten pretty decent results.
MARKS
Greater Mark of Desolation - This is for helping that early game damage penetrate more of their Armor which means more true damage.

SEALS


GLYPHS


QUINTESSENCE
Greater Quintessence of Desolation For the same reasons as above, you get that early penetration to make your skills just blast through your enemies health.

Now if you have problems with these runes don't downvote me simply for them, think about it and maybe even try it before you criticize.
Offence
Brute Force
- Extra AD, always needed.
Butcher
- Extra damage to minions, great jungling.
Alacrity
- Attack speed, self explanatory.
Sorcery - CDR for more spamming of skill.
Weapon Expertise
- +10% Armor penetration, always useful for extra damage especially against tanks.
Vampirism
- Extra life steal is always nice for the sustain.
Sunder
- Even more armor penetration.
Executioner
- More damage when they are below 40% hp, not much explanation needed.
Defense
Resistance
- Extra Magic resist.
Hardiness
- Extra Armor.
Summoner's Resolve
- Used for the extra gold from smite, always nice.
Tough Skin
- Less damage from minions including jungle camps, more sustain.
Bladed Armor
- Reflects 6 damage back to minions / monsters, more damage during jungling!








Defense






// Passive - Every 10 seconds, Nocturne's next attack strikes surrounding enemies for physical damage and heals himself for each target hit. Nocturne's physical attacks reduce this cooldown by 1 second.
//


// 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.
//


// W - Nocturne empowers his blades, passively gaining attack speed. Activating Shroud of Darkness allows Nocturne to fade into the shadows, creating a magical barrier which blocks a single enemy spell and doubles his passive attack speed if successful.
// Another steroid, passive attack speed, and a free


// 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.
// Ever get annoyed by that


// R - 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.
// This is the exact opposite of

For
Nocturne early game is where he needs to get a good farm off his jungle while asserting lane presence every so often to remind the enemy team that they can't push your laners out of their lane.
+ icon=Cloth Armor size=70
(Sustain) (Extra Armor)
+
(Speed for avoiding) (Sustain)
I usually start out with the classic 5
Health Potions and the
Cloth Armor since cloth armor will decrease some damage against you as well as eventually building into your
Wriggle's Lantern.
Thanks to
Nocturne's passive he has a relatively nice clearing speed in the jungle as well as sustain from his healing. This will serve him good, as a jungler always needs those two things. You should start out with
Duskbringer as to help you clear along while moving faster through your jungle path. Start Blue -> Wolves -> Wraiths -> Golems -> Red -> Wraiths -> Wolves. Make sure that you help gank the lanes that are being pushed in. Once you achieve level 4 it's time to help with some ganks.
Make sure that when you initiate a gank start with your
Unspeakable Horror] and stay as close as you can to the enemy so that you get your fear, then throw your
Duskbringer over them and go to town! This will make the enemies in that lane so very very annoyed. Be careful of wards though. Once you hit level 6 your ganks will only become much more deadly due to your
Paranoia +
Unspeakable Horror. By now however you should have at least your
Wriggle's Lantern +
Boots. If your doing extremely well then maybe even your
Recurve Bow.


(Sustain) (Extra Armor)
OR


(Speed for avoiding) (Sustain)
I usually start out with the classic 5



Thanks to


Make sure that when you initiate a gank start with your







Hopefully you have helped ganked your hurting lanes and maybe even taken a tower or two. You should start organizing ganks to blow away towers since your jungling should be turned into team fights. You want to help your team win their lanes since you have such great ganking ability now. Build your
Wit's End +
Mercury's Treads now since you should have farmed enough gold from team fights which have started to break out regularly now.
You want to jump in and start fearing their carries so they can't deal hard painful damage to your team for as long as possible. Your an off-tank assassin. You want to make it easy for your team to win the team fight. With Nocturne you should find that your sustain is great even when in team fights. By now you want to start focusing on completing your
Frozen Mallet or
Randuin's Omen ASAP. These items can easily turn around a fight. With either of these you should have no problem pushing the second set of towers in all lanes.


You want to jump in and start fearing their carries so they can't deal hard painful damage to your team for as long as possible. Your an off-tank assassin. You want to make it easy for your team to win the team fight. With Nocturne you should find that your sustain is great even when in team fights. By now you want to start focusing on completing your


Late game for
Nocturne can be a pain in the *** if your team hadn't been doing well. However if you got fed then it is pretty much 'GG' at this point. Focus on those 3rd sets of turrets, inhibitors, and nexus towers.
Wriggle's Lantern can now be sold to grab your
Bloodthirster for that extra damage and life steal. After which you should focus on a
Last Whisper... Why? By now the enemies team has a full built tank or close to it. They will probably build armor to counter your damage, but
Last Whisper will take care of that! 40% Armor Penetration. Oh yeah.
It shouldn't be too hard now as baron and dragon both should be a completed objective regularly and denying the enemy team of their red and blue. You want to finish the match as soon as possible because a turn around game is never out of the question. It has happened many many many times before. Coordinate a full rush on their nexus and just slice your way to victory!





It shouldn't be too hard now as baron and dragon both should be a completed objective regularly and denying the enemy team of their red and blue. You want to finish the match as soon as possible because a turn around game is never out of the question. It has happened many many many times before. Coordinate a full rush on their nexus and just slice your way to victory!
Some of you may be asking, "Who cares about warding? Why would it matter for a carry like me, I thought only supports did that sorta thing!"
First off it's not only for supports to do this, everyone should ward at least one spot near them for the sole purpose of exposing ganks (Please encourage your support though to ward for you). Can wards do other things besides save your behind from getting destroyed from a gank? OF COURSE! Ever had problems with an annoying
Twitch ,
Evelynn , Or even
Teemo's Shrooms? Drop a vision ward near you or buy an
Oracle's Elixir and then see how much success they have in sneaking up on you now!

Warding these spots may just save your life so why not try doing so?
Notice #1 :: Most range over Dragon.
Notice #2 :: Most range over Baron Nashor.
Notice both #3 :: Helps reveal a hidden gank to both top and bottom lanes.
Notice #4 - #8 :: Dominance over jungle.
First off it's not only for supports to do this, everyone should ward at least one spot near them for the sole purpose of exposing ganks (Please encourage your support though to ward for you). Can wards do other things besides save your behind from getting destroyed from a gank? OF COURSE! Ever had problems with an annoying





Warding these spots may just save your life so why not try doing so?
Notice #1 :: Most range over Dragon.
Notice #2 :: Most range over Baron Nashor.
Notice both #3 :: Helps reveal a hidden gank to both top and bottom lanes.
Notice #4 - #8 :: Dominance over jungle.
I hope you all enjoyed what I have written. Now keep in mind that I didn't make this guide very long for a reason! I have enough writing already that I don't want to overcrowd my guide with useless information and long rants. There is not too much to explain about
Nocturne as most of his skill comes from the user being able to correctly gank along with fearing the most damage dealing enemy champs. This guide is here to explain the unique functions of
Nocturne such as his unique ability to Gank out of nowhere literally, his ability to tank while not being built as one, and a destroyer of the enemy position.
Again thanks to jhoijhoi and all those mentioned in his guide.
PS:: If you have any suggestions on what to add or if I've left some crucial out please let me know! Thank you :)


Again thanks to jhoijhoi and all those mentioned in his guide.
PS:: If you have any suggestions on what to add or if I've left some crucial out please let me know! Thank you :)
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