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Nocturne Jungler - Fearfully Powerful






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

I love jungling with him, and to be honest, it's relatively easy too, and he definitely wrecks shop, his forte is punishing people who overextend, ESPECIALLY after level 6!
With

Edit -
I made this guide LONG ago - and I really am not big enough a

+ Extremely sustainable in the jungle after Wriggle's.
+ Brilliant damage output
+ Arguably one of the best junglers at the moment
+ Great escape and initiate
+ Some CC
+ Fun to play
+ Decent survivability
+ AoE, however minor
+ One of the best ultimates in the game
+ Great farmer
+ You're a ******** nightmare being, what's not to like
+ Awesome voice.
Cons
- Easily focussed down
- Slow movement speed when not standing on his Q (albeit rarely)
- Hard to initiate without your ultimate - no slows
- Fear can be troublesome, and is very unpredictable
- His /dance isn't Hare Hare Yukai (I mean come on, wouldn't that just be epic)
Why Jungle As Nocturne? -
- Pretty sustainable due to his passive
- Brilliant at ganks due to his Q, R and E
- He isn't too good in lane
- Punishes people for pushing too far, a rarity in junglers after Eve's nerf
- Arguably one of the best entrances to a lane going with his R
- In my opinion the best ganks in the game from a jungler at this moment in time.
Jungle order -
Wraiths - Normal order,

Wolves - Shouldn't need to use anything here other than your Q.
Double Golems - You shouldn't need to use

Go to base here, pick up cloth armor and 1-2 health pots. Depending on your speed you might only be able to afford one, but it hardly matters.
Now do blue buff, pop your health potion, use

After here, it's up to you, you should be starting your ganks soon, but most of the time, just kill stuff and take the buffs as much as you can. It's all situational from here, I can't tell you to gank if there's nothing to gank, as well as I can't tell you an order if there is. You have to have a brain for this part!
I cannot give you a fixed route post level 4, as you should definitely not be thinking "I will definitely do this route no matter what" at this point. As


Pretty awesome passive, works with both AD and AS, which is wonderful. This makes him a pretty decent jungler even before he gets his Wriggle's finished. Let's be honest, it's nothing Warwick-worthy though, but it's considerably better for damage than Warwick's passive.

Cooldown: 10 seconds.
Range: 1200.
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 .
Aim this similar to Kog'maw's E, either aim it in such a way that predicts their movement if they're running, or aim it to hit as many champions as you can. For jungling, use this as much as you possibly can. For both situations, it ensures maximum damage and movement speed, and makes you considerably better for chase downs.

(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.
Cost: 50 mana.
Cooldown: 20 / 18 / 16 / 14 / 12 seconds.
Passive Attack Speed Bonus: 20 / 25 / 30 / 35 / 40 %.
Free attack speed is awesome. At rank 5, this skill is practically worth a Recurve Bow, 1050g, which isn't bad at all! Use this when you're being attacked, or as you see a projectile coming towards you, to get a free Banshee's and DOUBLE up to 80% free AS! 2s is a large period of time if you think about it!

Range: 500.
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).
Fear Duration: 1 / 1.25 / 1.5 / 1.75 / 2 second(s).
Use this after you've jumped into the fray, for chase downs, or simply to fear the carry as you destroy them in a team fight! Some generic CC, which has some meh damage on it, as it doesn't scale with AD, but it's still damage. Viable to prioritise this' leveling before W due to the fear duration increasing.

Cost: 100 mana.
Range: 2000.
Cooldown: 160 / 130 / 100 seconds.
Physical Damage: 150 / 300 / 450 (+1.2 per bonus attack damage).
Range: 2500 / 3250 / 4000 .
Use to initiate, gank, or just snipe people, brilliant skill! Watch out for if anybody's near before you throw yourself in though! In my eyes, this is one of the best ultimates in the game, and as such has a long CD, use it wisely!




From level 1-4
THEN -








Recommended -





What NOT to get -










"WHY HAVEN'T YOU GOT MUCH AS?????"
The answer is simple! With your W, a Ghostblade, Greaves and runes, you won't need any more, and there's no reason to add any more in my eyes!
The starter items are obviously because this is a jungler build,

I build



You can add the Banshee's in wherever you want really, it all depends on the enemy team, defensive items are ALWAYS situational, tanks building armor when they have no AD carries (lol) is pointless, for example!
Mercury Treads are interchangeable with Greaves depending on the amount of CC the enemy team has. If they have a lot or a medium amount, these are ESSENTIAL.
Greater Mark of Desolation
These bad boys speed up our jungle and improve our ganks to be absolutely insane! AS Marks will definitely give you a faster jungle, but ArP are the way forward in my eyes.

Because you're going to be having Blue Buff most of the time, you shouldn't need MP5/Level yellows, and your mana should sort itself out really, it's not like he's reliant on abilities anyway. These ensure you jungle in the most safe, sustainable and efficient way possible.

AS Runes give you the fastest jungle possible - these are amazing.
Greater Quintessence of Desolation
See the explanation for marks - faster jungle, better ganks. These runes are the epitome of awesome.
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