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Nocturne - He's watching you sleep

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: 21

Strength of Spirit
Veteran's Scars

Defense: 0

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

Utility: 9

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Hello and welcome to my new Nocturne guide! In this guide I will explain you how I like to build Nocturne and I will add some hints & tricks. This guide will contain different directions in the ways how you play hium and how you build him item-wise. For this, you require some own knowledge of the game in order to determine which build and playstyle with fit you the most.

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AD = Attack Damage
AS = Attack Speed
ArP = Armor Penetration
CC = Crowd Controll
AoE = Area of Effect
UB = Umbra Blades
DB = Duskbringer
SoD / shield = Shroud of Darkness
UH / Fear (ability) = Unspeakable Horror
PN / Ulti = Paranoia

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Pros / Cons

-Great chaser
-Great escape mechanism
-High endgame DPS
-Has CC
-Has a spell block
-An Ultimate which rocks in every way
-He's a ghoast *Stealth ****bricks reference*
-Mana starved prett quick
-Requires a certain degree of skill (in ways of timing, estimating stuff ect.)
-Uses a quite expensive build in some people's eyes (atleast that counts for this build)

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I went with some ArP Marks and Quintessences because they're simply the biggest increase to your damage (rune-wise). For the Glyphs and Seals I picked AS because of the fact that Nocturne preferes AS due to his passive.

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I went with a standard 21/0/9. No need to explain this I guess, it's just the most viable spec ingame for an AD based champ. However I want to add one little tip to this: please make use of your Utility Master masterypoint, it increases the buff duration. I can't stress enough to how many people get into the Utility tree for this Mastery and then don't use it in terms of collecting buffs. If you've got time leave your lane for a few seconds, then by all means grab a buff!

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Summoner Spells

Makes chasing (specially early game) even easier, plus it can be used defencely aswell against other AD champs.This combined with your Ulti will make you never say "lucker" in all anymore. It also come sin handy when your against a champ who can heal. I actually won much fights due to Ignite, let's take Mundo, if you use Ignite on him right after he used his Ulti it will severly cripple him and will maybe even get you a kill cuz of it.
A ghost with ghost mhhh, well it could come in handly, it's your own preference, on Nocturne I just prefere Exhaust and Ignite over Ghost.
Yet another meh-meh-case. It could get you that kill or save you a death but I think Nocturne on it's self is a great escaper, so it's your own call.

For the other Spells: I could list them, but you will get the same brabble as in other guides, you've read it a thousand times already, do you realy want me to explain why you shouldn't take Revive again?

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Skill explaination

Umbra Blades
Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% of his physical damage and heals himself for each target hit. Nocturne's physical attacks reduce this cooldown by 1 second.

This is why AS serves Nocturne so well, with a decent amount of AS this will proc very often. It deals 120% physical damage meaning that it will hit more than a standard AA. The best part is that you will deal AoE dmg to everyone around you. This is realy helpfull when you're still in early game and you're laning. If the minions stand relatively close to eachother walk to the ranged minions, so that you stand between the ranged minions and the melee minions. This way you will hit al the mionions and you will get healed like crazy. This works the same on teamfights but watch out! you're still squishy!

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.

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
Cooldown: 10 seconds

This ability makes you an ultimate chaser AND escaper (combo'd with his fear. The best way to use this is when you engage someone, this will increase the chance of hitting; you can take a better aim from let's say the bush. Try to stay in the black trail to increase your movementspeed (obviously).

Shroud of Darkness
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.

Cost: 50 mana
Cooldown: 20 / 18 / 16 / 14 / 12 seconds
Passive Attack Speed Bonus: 20 / 25 / 30 / 35 / 40%

The passive AS just rocks, the first rank will add 20% allready, that's huge early game! Beside the awesome passive AS this ability gives, it also gives you some defence. You can either use it to save your own *** (blocking Karthus' Ulti? yes please!), but you can also use it to initiate. When you take Sion or Annie for example, they will both open with a stun on you. When you pop this right before you engage them it will just block the stun! I can't count how many times I turned the tide against those two by simply popping this and screw up their rotation. All this is nice and well, but it requires some timing because the shield won't last that long!
Unspeakable Horror
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.

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)

While the DoT itself doesn't do that much damage you want this because of the fear. Depending on how you entered the fight, you want to use it asap. Examples: You enter the fight with your ulti: Put the DoT on him right after it (I don't reccomend using DB here first as your arrow might start spinning cuz you are still moving and you can then accidentally shoot it to the wrong direction). When you enter with DB, DoT him right away.
Beside the chasing part, you can also use it to escape combo'd with DB and SoD. I will explain this trick in the Tips & Tricks section of this guide.

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.

Cost: 100 mana
Cooldown: 160 / 130 / 100 seconds
Physical Damage: 150 / 300 / 450 (+1.2 per bonus attack damage)
Range: 2500 / 3250 / 4000

Ok, this ability makes Nocturne a perfect assassin and an ├╝ber-cool champ! Someone managed to get a headstart of you? ULTI! Your team engaged in a teamfight and you're not there yet? ULTI! You are getting ganked by 3 enemys but there is some other enemy standing solo in the direction you are fleeing (he's attacking your turret for example)? ULTI!
Seriously this has many uses and combined with some AD will make it hit pretty hard for an opener or a finisher due to the nice AD scaling.
NOTE: I tend to make the mistake to use it when I'm not in range yet. This mainly comes due the fact that rank 3 of your Ulti has a larger range than rank 1 and 2. MIND THAT! This is what I meant that you need to estimate if you will make it or not with your current rank.

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Optional (case sensitive)