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Nocturne - Laning in Darkness
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Spells:
Ghost
Ignite
Ability Order
Umbra Blades (PASSIVE)
Nocturne Passive Ability
Foreword
Duskbringer (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.
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
Shroud of Darkness (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.
Cost: 50 mana
Cooldown: 20 / 18 / 16 / 14 / 12 seconds
Passive Attack Speed Bonus: 20 / 25 / 30 / 35 / 40%
Unspeakable Horro (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.
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 pow
Paranoia- Ultimate (R): 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
Duskbringer - This spell is Nocturne's second highest damaging spell, and one of his most useful. Duskbringer is a skill shot with rediculous range that leaves a trail which give Nocturne increased movement speed and attack damage. This spell hits extremely hard and is key in engaging an enemy and running away fom enemy chasers.
Shroud of Darkness - This is Nocturne's best defensive ability, it grants him a spell shield, which if broken grants him double the passive attack speed this spell grants. When engaging use this spell early to optimize the damage output Nocturne is capable of putting out.
Unspeakable Horror - This speel is a magic damage dot that if used on an enemy causes the enemy to be feared if they stay in close enough proximity to Nocturne. This spell halts get aways and can also give Nocturne the chanse to flee an enemy following him.
Paranoia - Nocturne's best move, this spell is an awesome nuke and allows Nocturne to get into fight from nearly halfway across the map. It blocks the enemy champions field of vision, allowing them to only see hat is in their champion circle, which can lead to victory in spread out team fights. Along with dealing high damage and hindering enemy team fights, this spell can be used to escape an enemy by using it in conjuction with the speed boost from duskbringer.
Ignite - I always have an offensive spell, for Nocturne I use Ignite for the finishing touch and the reduction to all healing. I do not use exhaust because Nocturne's fear and skill shot allow him to stay with targets and hurt them.
Seals - The attack speed allows Nocturne to get Umbra Blades faster which helps his laning capabilities.
Glyphs - Cooldown Reduction allows Nocturne to use his abilities more, need I say anything else?
Greater Quintessence of Desolation Quintessences - Armor Penaetration because they scale with Nocturne's skill shot, ult and attacks very well.
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