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Nocturne Build Guide by BiscuiteCarnivor

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League of Legends Build Guide Author BiscuiteCarnivor

Nocturne - The Eternal Jungler

BiscuiteCarnivor Last updated on November 25, 2011
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Team 1

LeagueSpy Logo
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.



Offense: 24

Honor Guard

Defense: 0

Strength of Spirit

Utility: 6

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Greetings Summoners!
Welcome to my first guide on MOBAfire, describing my play style of Nocturne - The Eternal Jungler. (Also I'm playing for 1 month League of Legends)

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Patch Notes

* Duskbringer attack damage bonus reduced to 15/25/35/45/55 from 20/30/40/50/60
* Unspeakable Horror
* Cast range reduced to 475 from 500 and leash range reduced to 550 from 600
* Fixed a bug where breaking the leash near the end would still trigger the fear
* Fixed a bug where adding a spell shield like Banshee's Veil while Unspeakable Horror was on you would block the fear effect
* Paranoia range reduced to 2000/2750/3500 from 2500/3250/4000

* Duskbringer damage reduced to 60/105/150/195/240 from 60/110/160/210/260
* Paranoia
* Damage reduced to 150/250/350 from 150/300/450
* Fixed a bug where Paranoia caused a hitch the first time it was used

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Pro's / Con's

- AWESOME ganker
- Good in 1v1
- Great farmer
- Great chaser
- All abilities can be used offensively and defensively
- Good jungler
- One of the most unique ultimate EVER
- "Does it scared your summoner ?" xD

- Squishy
- Vulnerable to CC, pretty weak escape mechanisms
- Mana issues in mid game
- Players will flame you all the time because of your ultimate...

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Honestly, on of the best passive abilities I have ever seen. It makes jungling much more easier (in my opinion it would be impossible to jungle with Nocturne without that passive). The more attack speed you get, the more frequently that passive procs. The more attack damage you have from items, the more damage that passive deals. And it heals you for a flat amount of health for every target in range!

First skill you will max. It deals nice damage based on your AD, it can be used to catch up to your target (because enemy champions hit by it leave a trail behind them) or run away from a gank. It can also help you to get back faster to your lane from base. It is a skill shot, so it's nice to practise it vs bots just to be sure that you won't miss in in real games. Ow, and you get bonus AD if your on the trail.

Passively it gives you attack speed. But most important thing about the W skill is it's active! It blocks a single enemy spell and it's very similar to Sivir's Spell Shield, but it doubles the attack speed passive (if you will manage to block an enemy ability) instead of regaining mana. Imagine anger of Karthus who wants to kill you with his ultimate after a team fight. The only thing you need to do is to click W and laught at him.

The only Nocturne's ability that scales with AP. But you won't build any AP items on him. Even though the AP Ratio is 100%. Trust me, building any AP item is a waste of money. Also, damage of that spell is not the most important thing. So, what is it? Fear! Just be sure that your target won't get away from you before it gets feared. Yea, and staying close to your enemy won't be a problem.

This is your bread and butter. This is what will make enemies rage quit. Just look at it's name... Paranoia! It reduces enemy's sight radius and their ally vision (including minions, turrets and wards). The only thing enemy will see is something like 5 meters around him. But it's not the end. Nocturne can launch himself at enemy target in range and deal some nice damage. This is one of the best ganking ability ever made in this game.
This ability works extremely good when you are jungling. Why? Because enemies won't EVER know if you have your ultimate yet or if you don't. So they will be afraid of getting ganked by you all the time. It's also great when you want to kill someone who escaped team fight with low health. The enemy will never know from which side you will appear and even if his allies are coming to help or not.
Guess what! You can also escape a gank with it! For example: you want to do dragon and suddenly 3 enemies try to kill you. You can quickly use your ultimate and teleport yourself to the enemy at the bottom lane.

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Summoner Spells

Smite is a must for any jungler because of the high damage dealt, so I take it as a first. I'm using Flash as a second, because I'm a fan and it is helpful to escape,or to chase someone.

Other Summoner Spells you might use:
Exhaust - slows the target and it's very good in a gank to disbale their Carry, for example: Tryndamere.
Ignite - if someone runs with low hp just use Ignite and bang, he got Killed, be sure to take a point in Summoner's Wrath if you get Ignite.The little AD and AP bonus that is given when your Ignite spell is on cooldown is good, so be sure always to have it on cooldown, lol.
Clairvoyance - might be useful with your ult to show, for example, enemy jungler and jump on him, or someone who escaped gank and is recalling near his turret. It's also very useful for supporting your team, scouting Dragon/Baron Nashor or simply checking brushes if enemies are missing.
Teleport - can be useful to gank, for example by teleporting on a ward or Teemo's mushroom in brush.

What you should never take:
Heal - No, you won't really need it due to your passive and life steal you will get from your items.
Clarity - No. Take blue buff.
Rally - No one is using it...
Fortify - No. Let tank or support take it.
Revive - Kinda useless...

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Starting Items

Depending on the jungle route you choose, you will have to decide between these two items at the start. If you use my recommended route, take Cloth Armor and 5 Health Potions first to save money on potions.

Choosing an alternative route may require you to take Vampiric Scepter, to save money on Health Potions, but it will be hard to jungle. If you do not take Vampiric Scepter first, simply pick it up after Madred's Razors.

Cloth Armor and Health Potions will give you more health after your first route, so it's a great option if you are looking to gank at level three.
First Trip Back:

Depending on how quickly you jungled, the first time you recall back to base you should have close to 450 gold. If you are a bit short, just wait a few seconds, then buy a Long Sword and a Health Potion. You'll need the potion to keep your health up when killing blue buff. If you don't wait for the potion, you may have trouble killing blue buff safely, and your health may be too low after double golems to gank. If you can't get the Health Potion, finish the route if you can, then recall and buy Madred's Razors for easy jungling.
Second Trip Back:

By now you should have swept your jungle and gotten in a gank or two (successful or not). When you decide to recall to base, pick up this item. This will allow you to dragon very safely and quickly, speed up the rest of your jungle time, and give you more sustain. This is the last scheduled trip back to base, so proceed with the rest of the build normally.

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Recommended Build

The order of these items is optimal, but not at all set in stone. After your boots, you may finish your build in any order you wish. Choose which items you need first! If you aren't dying and really want some more DPS, just get Youmuu's Ghostblade earlier. Sometimes you may wish to stick with a Phage for a while and upgrade it to a Frozen Mallet later on. Adapt your build to the situation and team compositions.

Wriggle's Lantern: The staple of many junglers, this item grants all the stats a jungler needs, along with a nice passive from Madred's Razors. The lifesteal should be sufficient to sustain you throughout the game. Make good use of its active ward as well!

Berserker's Greaves or Mercury's Treads !?!?!? Depends on how the enemy team is built, if they have mass AP damagers, you'll need to get Mercury's Treads, but if they are like 1-2 AP champions, or None of them be sure get Berserker's Greaves.

Frozen Mallet: By this point, you should have decent DPS, but you're going to need some survivability soon. By mid-game, you will begin to be focused by small groups of champions, so you'll need the health to pull off tougher ganks, and even tower dive. The passive on-hit slow will make it so no one will escape your grasp.

Infinity Edge: Good AD , and critical damage increased, so if you do the maths Infinity Edge >>> The Bloodthirster

Youmuu's Ghostblade: If you find yourself in need of more damage, chances are that your enemies have gotten some health and armor. This item gives you a big boost to your AD and AS, and the passive will work with your runes and masteries to punch through the armor of your targets.

The Bloodthirster: Get this item late game, because you got lifesteal from your Wriggle's Lantern and depends on your gameplay, because if you're a feeder it's useless so you can't stack it.

Also you can go for WATMOG( Warmog's Armor + Atma's Impaler ), depending on your game and if you wanna play a bit more tanky.

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Other Suitable Items

These boots are far too good not to mention. There is no champion that doesn't benefit from these, and tenacity is a great stat in general. You can use these boots if you're having trouble dealing with enemy CC, but your attack speed will be quite lacking until you get Youmuu's Ghostblade.

Since you're playing the role of an offtank, you need to adapt your build to suit the enemy team composition. Thornmail is an excellent item for shutting down squishy ranged carries or glass melee DPS like Master Yi and Tryndamere.

The variety of strong stats make this a very good item. Pick it up if you need more armor and health, and don't forget to use the active! The bonus CDR and mana regen won't go to waste either. If you want this item, feel free to build a Heart of Gold earlier in the game for the gold/10.

Like the two items above, pick up this item if you need more armor. The health will also benefit the passive on Atma's Impaler, which makes this a good choice if you don't have need of a Banshee's Veil. Making best use of the passive will require you to put yourself in danger, so use the aura carefully.

Another strong armor item, Frozen Heart provides a big chunk of CDR and a nice debuff aura. I feel that the other armor items are usually better picks, but this item is good enough to be worth mentioning. It will help slow down attack speed based champions like Master Yi.

You can throw this into your build if you're facing some heavy magic damage that Banshee's Veil can't cope with. It's a very nice item, but should only be used if the situation warrants it. If you do get it, the health regen and move speed will make a nice addition.

Guardian Angel is a nice item for tanks and DPS champions alike. If you feel you could use the resistances and the passive, feel free to pick this up. Just remember, the passive does not make you invincible; you might just end up dying twice.

This is a nice situational item for any champion. Use its active to cleanse off CC like Infinite Duress and Nether Grasp, or DoTs and delayed spells like Children of the Grave, Hemoplague, and even Ignite. Move this item to a slot where you'll remember the hotkey.

This is an absolutely great item on Nocturne. If I could have a seventh item, this would be it. It's fairly expensive, but it gives some great stats, and will give you incredible armor penetration. Not to mention the passive will soften up targets for your team to attack. This is a great option if you want more DPS.

This is a situational item for most DPS champions. If the enemy team stacks health instead of armor, slip this in your build. You'll have great damage and attack speed, and the passive on Madred's Bloodrazor will allow you to bring down those foolish enough to stack health and neglect resistances.

Facing an annoying regenerator like Dr. Mundo or Vladimir? Purchase this cheap item for some nice lifesteal and crit, as well as an healing debuff active. Pop the active on an enemy before s/he heals to reduce their healing, then take them down. Since it provides lifesteal, this can probably replace Wriggle's Lantern when you run out of room.

This is a suitable substitute for Youmuu's Ghostblade or Banshee's Veil. If you don't need the armor pen as much, or the spell shield is less important than DPS, the passive on this item will boost your resistance to those nukers that are bound to target you.

A popular item among attack damage champions, Last Whisper provides a lot of armor penetration and a nice boost to your attack damage. However, this item offers no attack speed, so your overall DPS may drop a bit. Replace Youmuu's Ghostblade with this item if several champions on the enemy team stack armor, though you may want an AS item to go with it. As an added bonus, Last Whisper will boost the arpen of your abilities as well!

This item could replace either Wriggle's Lantern or Youmuu's Ghostblade. The attack speed, lifesteal, and armor reduction aura are nice, but you should only build this item if your team demands it. Usually this will not be necessary, as a team of strong DPS champions will probably have one of these anyway.

While not my favorite item, I can see how Hexdrinker has its uses. It provides some good attack damage and magic resistance for something so cheap, and the passive can save your life against lethal spell damage. Use this at your own discretion.

A good supplement for Infinity Edge, Phantom Dancer provides some useful crit chance and attack speed, as well as some move speed which is always nice. It provides no defensive stats, so it only really shines in a glass DPS build.

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I use standard 24 / 0 / 6 dps masteries.


You can also take21 / 0 / 9 for Runic Affinity , but IMO as a jungler you won't need it.

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Greater Quintessence of Desolation

Greater Mark of Attack Speed is good in early game, because you will have a low Attack Speed, and Attack Speed is a must when jungling.
Greater Seal of Armor is a must for a Tanky DPS, like our Nocturne is.
Greater Glyph of Magic Resist like I said before, our Tanky DPS needs some little bit more resistence.
Greater Quintessence of Desolation scales the best to late game without sacrificing too much jungle time.

NOTE: You can change any of the runes, this is my personal Rune Build, but just try to keep the Greater Quintessence of Desolation.


Greater Mark of Attack Speed

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Lethality

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Skill Priority

Paranoia -> Duskbringer -> Unspeakable Horror -> Shroud of Darkness

Ultimate is most important, that's simple. Duskbringer is your main nuking skill, it makes you move faster and hit stronger.
Take only 1 point in Shroud of Darkness and max Unspeakable Horror as second skill, because it will fear your target. You will get attack speed from items and Passive of Shroud of Darkness and it's Active doesn't change with next levels. This is why you want to max Unspeakable Horror as soon as possible after Duskbringer of course, because it will do more damage and fear will last for longer time.

But always remember to have at least 1 point in Shroud of Darkness due to spell shield!

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Nocturne is for sure very fun to play. Not only a great ganker, he can be an escape artist if played properly. Remember, this is only a guide, you don't have to build him as I do. I hope that I helped you by making this guide.

If you have any suggestions, please, leave a comment I will be happy to see constructive critisism. I'm only a human after all, I might be wrong about something (and it's my first guide ever and I play for 1 week, so I guess I made a mistake or two and I just don't realize it...)

Thank you for reading BiscuiteCarnivor's guide for Nocturne - The Eternal Jungler.
See you on The Fields of Justice!