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Laughable. Spellshield his 3rd Q and duel him down. Don't recommend for a Lethality build, however.
Ahri
Can easily escape you and strip your spellshield since two of her spells fire multiple missiles and aren't high impact by themselves. Can easily layer them while firing charm to prevent you properly shielding it. High escape ability with her ult and Q. Nearly impossible to kill. While you may think Prowler's Claw is the answer here, it is not.
Akali
Very dangerous. I recommend Electrocute against her since she can time your Tempo out with her stealth. If you can otherwise wait her stealth out though she is an easy kill.
Akshan
Can outplay you if you are not careful, but like most champs with a dash or escape, wait until it is on cooldown or get him to use it and ult onto him for the kill.
Alistar
Kind of annoying but should be fairly easily shielded and ignored. Has 0 dueling power against you.
Amumu
Can be annoying though fairly easily shielded. Decent duel target but can easily beat you up if you mess up shields. Recommend bruiser/skirmish build against him or ignore. Run if you're Lethality.
Anivia
Good target, fairly easy kill, though her Iceball (Q) she throws at you is a two-part spell so she can hit you with either part of it and you don't have mobility(Stridebreaker is not enough, although, Prowler's can be okay here) to ignore her wall and her resurrect passive can pose a problem.
Annie
Basically fodder, you actually want to go in when her stun is up and shield her ability. If the Annie is building HP I recommend building Edge of Night since she can wait out your shield but has no choice against Edge but to burn her stun and a damage ability.
Aphelios
What does this guy even do?
(No but seriously should be fairly easy kill it depends on the weapon he has)
Ashe
Fairly easy kill especially if you shield her ult. Edge of Night can make it assured. If you have mega burst you can early shield since she doesn't have much choice.
Aurelion Sol
Walk inside him, gg. Shield his Q or ult, but you can also walk to the sides since he's super directional with his peel.
Azir
Easy kill unless you don't shield his ult. Then you're doomed.
Bard
Annoying and can be okay at running you down for his allies to catch you but otherwise isn't much a threat by himself. You can't shield while in tunnel so don't take it.
Blitzcrank
Shielding his stuff makes him very ineffectual.
Brand
Easy kill. If you shield something, he can't combo off it. You can easily prevent a stun or a lot of damage this way. He can still kill you if you mess up though. Edge makes you impossible for him.
Braum
Not that good at stopping you from killing ADC. Nor good at dueling you.
Caitlyn
Her traps lay under your Dusk trail's graphical layer so it can be a problem spotting them. She can also litter the ground with them. She can outskill you so when going on her just have patience and breath. You'll probably get her. Stridebreaker or Prowler's make her way easier to deal with, but be weary if she has Galeforce.
Camille
Can be a problem but you can usually outduel her if you spellshield any ability that isn't her W.
Cassiopeia
Very dangerous if you don't play it well. Shield her ult or turn from it if you can. She has very high dps. Strongly recommend Force of Nature or possibly Wits End.
Cho'Gath
Everything is easily shielded and he doesn't have good damage otherwise. You can easily lifesteal off him and burn him down with dps.
Corki
Can get away from you with his W if a wall is nearby, otherwise an easy kill. Block his telegraphed Q. Don't engage if he has Package.
Darius
Not a good target for Lethality unless you have help. You'll about half health him with your full combo. Decent dueling target but can outplay you. Try and block his Q or his Ult.
Diana
Diana's will often Q>E you instantly and you can block her Q to negate that damage and put her E on CD. She's not strong against you 1v1 but don't let her catch you clumped with your team because you might die as collateral. Probably still need a little bit of MR if even.
Dr. Mundo
Very hard to kill and possibly a waste of time to try. Low CD Q slow allows him to catch you even if you shield one, though it still helps. Recommend Kraken and BORK.
Draven
Super easy kill.
Ekko
Way safer than Diana with all of the same threat and every ability he has is high impact. Can fight him with a dueling MR build. This fight is still very even and often you can force him to expend his ult without using yours but he's still very dangerous to you. He isn't a counter though so if you're strong and dueling take him out. This is a skill match.
Elise
Your passive makes her spiderlings heal you and if you can get a shield off she can't really kill you. Still, she's good at catching you by surprise and her rappel can mess up your kill pattern. So be wary.
Evelynn
You can't spellshield her charm, the startup can't be blocked and neither can the activation unless she tries to auto attack you with it on which she'd never do realistically. Invade her and keep her on the backfoot. If you can invalidate her charm through stacking tenacity or QSS she's an easy kill though.
Ezreal
Easy kill, if he hasn't used his E blink, try and predict where he will go and walk there as you land with ult. Walls are dangerous for this reason. If you're not ulting him Ezreal may put too much damage on you if you try to walk at him.
Fiddlesticks
He can't stand against you. Blocking something is ideal but not necessary. He's only minor because of his surprise factor.
Fiora
Skill match up. Block her Riposte. Don't recommend fighting her as Lethality since she'll Riposte your ult. It's likely though not 100% she'll try to Riposte your Fear so watch for that. Try and not Fear as you land with ult since there's a possibility she will try and Riposte and get both. She can Riposte the start or end of Fear. You have stronger steroids than her so she's not impossible. Recommend Bramble/GW.
Fizz
You can spellshield his fish attachment or the knockup, however his E is also a good and easy spellshield target. You mostly have the advantage here but he's still a decent threat to you.
Galio
Only really threatening for his CC that can allow his allies to gang up on you. Otherwise he doesn't duel you very well.
Gangplank
Easy target even with Orange. Shield a barrel and run him down. Can potentially outplay you.
Garen
You don't have much options vs him. Giant ball of stats. If you shield the silence he can ult you and if you don't he can kill you during the silence.
Gnar
Fairly easily run down and low stats. If you shield his Mega Gnar stuff he's even easier. His Mega Gnar isn't even that scary for a dueling Nocturne.
Gragas
Can burst you if you're not prepared but otherwise easily killed. Shield whatever you want. If you're against OTPs be wary of his setup combo.
Graves
Just outduels you as a ball of stats. Can still take him out midgame and late solo if you're both even though. Avoid early.
Gwen
She is similar to the Fiora match up where it comes down to skill. We are not sure what all you can block with your W. Likely, your best bet is to block her Q, as her E is just a small dash that will still give her an AS steroid and her R has multiple missiles (you can only block 1).
Hecarim
Surprisingly decent duelist. Try and shield his R otherwise anything else is okay. Need an anti-bruiser build or support from team if you want to fight him.
Heimerdinger
If you see Zhonyas just ignore him 'til he uses it. Try and shield his grenade. Multiple turret emplacements are very dangerous.
Illaoi
Her tentacle slams ignore your shield except her Q. Her ult still considers you a target even if you shield it. Block her E or don't fight at all. GW is needed for this matchup, do not gank this lane unless one of you has GW (ignite, bramble, executioner's).
Irelia
Easily outdueled but she's stronger if her passive is stacked. Block her highly telegraphed E or R.
Ivern
Annoying PoS. Watch your Jungle. Gotta block his Q he will annoy you with it. Easily killed if caught alone. You can block Daisy's knock up too.
Janna
Not particularly dangerous to you directly but is very good at stopping you from murdering her allies if she's nearby. Recommend Edge to block her ult from disengaging you and then W to block her Q or W. Requires a large commitment of resources. You can also potentially outplay her R by being near a wall and preventing her from blasting you full distance. Prowler's and Stridebreaker can help you mitigate her ult if you are unable to block it, too.
Jarvan IV
Block his knockup then eat his face. Even if you don't he's still not very threatening. Only with allies around. Bring Flash.
Jax
Highly likely to outduel you mid to late game. Not early but still a threat then 1v1. Try and shield his E. If you walk away too far he will Q+E and that might strip a not frame perfect shield. His E has a 1 second recast time so take that in to consideration since your W has a 1.5 second uptime.
Jayce
Annoying but if you block his knockback he's no threat.
Jhin
If he gets the chance to kite you it could be dangerous but his W and R provide solid shielding opportunities.
Jinx
Block her traps and super easy kill. If you see her ult and it's free try and block it for your allies, but it still explodes so walk toward it rather than with allies.
Kai'Sa
Each missile of her Q is considered a separate spell so won't get a lot of block value but it's easy. She can stealth after 100% AS and that can be annoying, then shield. High potential to outplay you but not the worst.
Kalista
You really need a slow. A predictive W when low is also good. If you can't slow her she can easily outplay you mid-late. Randuins is perfect.
Karma
You won't catch her, don't try. If you have lethality you can probably burst a Karma who doesn't build Zhonyas or HP. Otherwise stay away from her.
As a support she isn't much of a threat though.
Karthus
Easy kill, easy blocked spells.
Kassadin
Easy blocked spells, can chase him with your kit quite easily. Post 16 you need an anti-kassadin build or he will kill you. If you do, however, he's very little threat.
Katarina
Annoying due to high mobility and 60% GW, otherwise in direct conflict she dies easily. You can play stupid to bait her to jump on daggers near you.
Kayle
Can be dangerous, just about anything is a good shield idea. Her ult is a very telegraphed one and her Q is a little as well. You'll need a duelist build late, but early is easy. More annoying for her ability to save her allies.
Kayn
Skill match. W and R are good shield ideas but Q is okay too. However his R can time out your steroids. Build armor and build GW vs Red Kayn. You dominate him early.
Kennen
Quite dangerous since his stun is basically inevitable. Otherwise he's an easy catch. Blocking anything has basically equal results.
Kha'Zix
Pretty dangerous and will often bait you in to fights and using CDs. Good choice to build pseudo-defensively with things like Tabi, DD, and Bone Plating. Can time out your fear in stealth or just jump away. Hard to spellshield his Q. Even if you do it's very low CD. Fight is on a razor's edge.
Kindred
Easily killed, run down, dueled. Only annoying thing is her ult.
Kled
Easily shielded and outdueled. You can potentially kite out his W with a fear tether and timing. Minor because he can stat-check you at times.
Kog'Maw
Not a threat on his own. His team can make him a turret emplacement though and he has high HP so he can actually be hard to kill even with a full assassin build mid-late. Save W for his passive or allies.
LeBlanc
Very slippery. There's circumstances where you can kill her but she can easily burst you and her spells travel so quickly they're quite hard to block. She almost never dashes and doesn't use another spell though so just try blocking if she dashes at you. Trail will follow her true self though so that's nice.
Lee Sin
Skill match up. Block Q1 or 2, or ult if you're good. Your ult prevents him ward hopping walls it's hilarious. In general you outduel especially if you shield any of the above while even.
Leona
Mostly just can somewhat prevent you from killing her ally with CC but most other supports are better at that. She's easily ignored.
Lillia
Ban her. She does absurd damage and you can never catch her due to her abuse of phase rush and the spells in her kit that allow her to CC you/kite you. If anything, she will chase you down until you burn a summoner or make the mistake of dueling her. You have been warned. Ban her.
Lissandra
Somewhat annoying due to her ult being a stasis with heal and can root you or ult you instead. Edge is a good choice against her for this reason. DO NOT DIVE.
Lucian
High damage and kiting potential but if you slow him or know how to follow his dash he's easy pickings. Your fear ends his ult, it's more important to hold your first auto to follow his immediate dash and/or flash.
Lulu
Very good at peeling you. Recommend Edge and/or Mercurial or Tenacity. Fodder by herself.
Lux
Easy spellshields but can outplay you with Zhonyas. She can't do anything vs Edge.
Malphite
Well he's an anti-AD tank with an AS slow. He'll be difficult. Not terrible in a 1v1 if you have a duelist build though, especially with like Wit's End or Kraken. Shield whatever seems relevant at the time.
Malzahar
Your ult strips his passive and your passive eats his bugs. You can dodge his Q and shield his R. Have fun farming him. Just watch out for Flash Rs, only way he can get you.
Maokai
Hard to kill you , easy spellshields, but honestly he will outlast your mana. Find another target.
Master Yi
Your Fear can send him running very far away during his ult but he has superior dps to you. Try and not fight him with rageblade stacked. He's also a bad target in a teamfight due to his ability to go untargetable several times. Though your tether will hold even during his Qs. Better to try and ambush him.
Miss Fortune
Super easy kill.
Mordekaiser
All of his abilities are highly telegraphed and thus easily shielded. Good duel target, not good for assassinating, especially if he ults someone else. If you can learn to time blocking his ult with your W (just have to assume when they will do it intuitively) he is even easier.
Morgana
Pretty big counter to you since her ult isn't telegraphed, you can't shield the stun portion since it's a tether (tethers have to be shielded from the start, not the end, except for Kled). Her E directly counters yours and prevents you from slowing. She's otherwise not a big threat but can be problematic.
Nami
Has some peel but not very good for you. Shield her telegraphed Q or ult. Have some sushi.
Nasus
Even if you shield his W he can kill you very quickly while you cannot kill him very quickly. His W or the initial damage from his E are all that you can shield. Strongly recommend avoiding. If you must fight deal with his W in some way and get on-hit dueling or assassinate him with an ally. Get armor. Tabi's is extra good against him.
Nautilus
Annoying CC though a lot of it is telegraphed. Still has a lot of it though. Easily dueled solo even if he's laning or jungling.
Neeko
Easily killed and easily tracked with trail and ult is bad for her to use since shield isn't strong and it's highly telegraphed for you to shield. Her best tool against you is her quick root and maybe Zhonyas.
Nidalee
A good Nidalee can stress you out, but this is a skill matchup. Block what you can and run her down if available, she dies quick. She dies easily in an invade if you catch her off-guard but not likely due to her traps. Shielding her Q prevents her mark, making her an easy duel. All builds good against her.
Nocturne
:^)
Nunu & Willump
Can be annoying but easily shielded and dueled. Mostly just need to be careful of him baiting you for his allies.
Olaf
W max. You can build duelist or assassin but you have to be careful. His early is dangerous if you don't ambush him and his mid dueling is roughly equal to yours. He's still no slouch late so don't get complacent. He's possible to beat, but be weary with Kraken. Less of a problem than Nasus.
Orianna
Block her ult and you're good. Watch out for Zhonyas baits.
Ornn
THICC statball. Lots of easily blocked abilities. You can block the final tick of his flame breath which also prevents brittle. You need anti-tank or don't bother with him unless you have help.
Pantheon
Not as scary as you think. Easily shielded and walking behind his E is great and easy to do because of your Q. You generally outduel. He's more dangerous with allies or if you can't all-in him like if he has a tower nearby.
Poppy
Her E comes out quick but if you predict it with shield she's actually kind of fodder. Then she ults you and it's like whatever. She has no reason to not W during your steroids to diminish their power. So she's actually a decent duelist against you, but can be outplayed.
Pyke
Annoying PoS. Sure his Q and E are easily blocked and telegraphed but he has a lot of stats going for him and his ult sucks to deal with. He's also hard to run down. Recommend waiting on CDs to engage and/or Edge. Unfortunately his Q has a stun on it that guarantees his E if you have no tenacity so be wary of that.
Qiyana
Easily dueled and shielded but can still stun you if you're in river anywhere even if you shield her knockback on ult which is honestly broken, but okay. Generally avoid her in river even if you're strong. Then avoid her in Jungle because tons of walls and brushes and XD perma stealth. But if she's in lane, kill her.
Quinn
Fairly dangerous due to roam potential but you also have good pick potential on her due to targeted ult. Her vault is very dangerous for you but if you can shield it or use Edge she's fairly easy pickings. Her vault activates before Skystrike. Still strongly recommend Tabi due to her high damage potential in a short amount of time.
Rakan
Pretty good at peeling you, if you block his R though he has a hard time. Edge is very good for this. Otherwise useless champion.
Rammus
Can easily countergank you and run you down. Possible to duel if you build for him and I actually highly recommend it even if it wasn't your game plan in champ select. Change your runes and adjust your build to deal with him. If you can nullify his threat to you, you'll remain useful. If you don't he will ruin your game.
Rek'Sai
Telegraphed knock up or ult for you to block. Easily outdueled. Be wary of her tremor sense however revealing you. Stand still when doing dragon solo.
Rell
Fairly easy to fight, as she is a support, but she cannot be brought down very quickly due to her tankiness (think Alistar). The biggest threat she serves is in team fights with her AOE CC abilities. On her own, you win hard.
Renekton
Skill match up. Very possible for either side to kill. Try and shield his W or Q. If you don't, you lose.
Rengar
Can be quite dangerous but if you follow the recommendations on this guide you can actually easily outduel him. Easily shielded. If he gets fed though you might be screwed but I've still beaten fed Rengars using my tactics in this guide.
Rengars like to intercept you so try and pay attention.
Riven
High mobility and damage potential with a shield. Also has multiple spells worthy of blocking like her ult, W, or 3rd Q. Very possible to outduel or get outplayed. If you have Edge she can't stun you when you ult in making the equation a lot simpler.
Rumble
Despite only being able to shield his E harpoons he's a fairly easy duel. Just make sure you have room to run him down because he'll never die quick.
Ryze
Weak early, scary late game. Like Kassadin you'll need to build for him if you want to fight him late. Otherwise he's not much threat. His roam potential with ult is underrated and a good Ryze won't overlook it, so be careful. However your ult is good for preventing the info he needs to use it.
Samira
1 v 1, you can handle her pretty well. In extended teamfights, if she is not taken care of early, she can be a nuisance as she has a reset on her E, giving her high mobility and can dish out (and block) a ton of AOE dmg.
Sejuani
Can be outdueled solo but she rarely is. Easy shields, telegraphed and all. Is still pretty dangerous because she's rarely alone. That said, very easy invade. Strongly recommend you do it.
Senna
Easy kill. Block her ult or W.
Seraphine
Sona 2.0. You can blow her up pretty easily, but if she is going mid lane or building full AP support and gets the jump on you, she can be more painful than Sona due to her passive.
Sett
Easy duel. You can shield his highly telegraphed W and keep beating him down (build Serpent's Fang here to tone his shield down a ton). You have better steroids and shred him quickly. You can't shield his Q. His ult and E can be shielded, but they come out very quickly so until you're very experienced probably don't try.
Shaco
Annoying. Can shield the fear from his box but not the damage and his thrown shiv. Q can track him in stealth or his true self from clone. But still very slippery even so. Highly incapable of dueling you. Highly recommend invading or counterganking him since he will have to Q in to the lane, making him an easier target. Ravenous Hydra is also a good choice since you can lifesteal off his clone.
Shen
You can only shield his taunt and your ult prevents him from using his cross-map. That said he's a decent duelist with a dodge ability but he's not impossible by any means. Just be wary of getting kited by your target and then suddenly your ult ends and he can last second ult your target.
Shyvana
Don't let her get more than 1 Dragon. She becomes much harder to duel with each one taken. She's otherwise about equal with you. Keep eyes on Dragon since she can easily solo it. Her level 3 is not as strong as yours.
Singed
What's the #1 rule of League of Legends?
If you have help or you're strong you can easily run him down especially with shielding his fling but you need an anti-jugg/tank build and maybe some MR. A slow from BotRK or similar would be great. However, given his tankiness, Serylda's Grudge is ideal if he's a large threat as he will easily outlast the duration of timed slows.
Sion
Tanky threat especially with bush shenanigans but his Q and R are highly telegraphed. Easily dueled with an anti-tank build.
Sivir
Can spellshield something you do and her ult can help her escape but she usually needs something in addition to that like some minor peel or Flash. Ghost is great for staying on her, as is any form of slow.
Skarner
Can be scary, don't fight him in his crystal territory without a lead. His E is the best thing to spellshield in a 1v1 cause he can't hurt you much while he ults you and Q is very low CD.
If he's running at you with allies behind expect the ult. I recommend pressing shield as he's about to be in range and turning back, forcing him to waste it, as they often hit R to path to you. Don't blame me if it doesn't work, be careful and use your judgement.
In most cases you will outduel him, especially if you shield E.
Sona
Blow her up. Maybe try and shield R. Not a big deal.
Soraka
Honestly in most cases focus her if you can. You're one of only a few champions that can usually access her easily. She can't W herself. She's a high threat in a teamfight but of course not directly against you.
Swain
Easily shielded and outdueled. I recommend Razor builds if you care about him. Really hard for him to kill you in any case.
Sylas
Highly recommend buying MR and/or maybe dueling items. Possibly GW too. He will try and fight you. Block his E2, his ult, or his W. All are valid.
Not much threat early but snowballs very well.
Syndra
If you shield or avoid her E she's fodder. Watch for Zhonyas. Your shield also only blocks one ball instance of her ult so not super worth. Should maybe still have some form of MR or defense.
Tahm Kench
More annoying than actual threat. Need an anti-tank dueling build. You can block his Q or W but still very annoying. Potential to beat him but it's an uphill battle. Very good at peeling for someone else.
Taliyah
Fodder, highly telegraphed W, ult can't be used in combat. Eat her alive.
Talon
Has potential to kill you but not before 6 or without ult due to not being able to stack passive on you. Can often get away with use of his E. Can be annoying because of both above. Be wary of his ult since the stealth can time out your steroids too. But if you survive his combo you likely still win most times.
Shielding the second part of his W is both easy and recommended since it does the most damage and stacks his passive.
Taric
Tanky support with an invincibility ult, however you're difficult for him to deal with since his stun is super telegraphed, though it's also the only ability for you to shield. Consider trying to dodge it if you have other things to shield, or eat it with shield if there's nothing else for the bonus AS and false sense of security the enemy gets watching you sit in the indicator.
Teemo
Usually not a threat but his Blind can be annoying, but it can be shielded. Though it's extremely hard to tell apart from his basic autos. Can also shield his ult as well though it still explodes, harming allies. You can often shield to buy time if you need it since he can't otherwise strip it reliably. Assassin is a great counter for this reason.
Thresh
Very good peel tools against you and Flay comes out quick. Also tanky so not great to fight as it's usually a time-waster or bait. Not impossible to deal with but quite good against Nocturne.
Tristana
Can block the start or explosion of her E. Also her jump landing. Can block her ult. Recommend walking with her as you land to prevent her jump from creating too much distance. Edge pretty much negates her ult, but W works fine if you're confident. Unfortunately like Teemo it's hard to differentiate from basic autos and it comes out fast as well. Hugging a wall is a small optional counterplay so she doesn't fire you too far away if all else fails. Stridebreaker and Prowler's Claw make her life hell.
Trundle
Quite dangerous, has equal steroids to you with better base stats and can take some of your AD from you while also having actually more steroids. Also with a low CD auto reset.
If you block his ult or he doesn't have it he's actually way easier to deal with. Assassin is fine if he has no armor, however a dueling anti-bruiser/jugg build is always good. If he does ult you just try and walk away.
Tryndamere
Useless without ult, nearly impossible with.
Twisted Fate
Technically you can shield his ult vision on you. You can shield his telegraphed Pick A Card. Obviously his Q too but that does little damage. Very exposed champ that can do very little to outplay you. However, tankier TF builds especially with Zhonyas are extremely troublesome.
Twitch
Easy fodder, you can block his W or E. Dies quickly and you can follow his stealth with Q. That said the threat of him opening on a teamfight from stealth is very dangerous.
Udyr
Shield his bear slap and you have a chance to outduel him. Phase rush, Chemtank and Dead Man's make him incredibly tanky and mobile while doing damage. You need a duelist build with heavy MR and MS to stand a chance. You can ambush and sometimes burst him with Assassin(good luck). Ghost can be good for running him down, but again, good luck.
Urgot
Easily shielded Q, E, and R. Easily dueled with duelist and even Assassin build. Can still crush you if you're complacent though.
Varus
Easily killed but he can kill you in the duration of his ult root if you mess up.
Vayne
Not so bad early but a monster late that requires a specific strategy to beat. I recommend Randuins and popping it as soon as you're on her. Her stealth is very good at nerfing your steroids and also preventing you from predicting her E. Edge of Night can largely prevent her E since it can be tough to predict. We also recommend Eing first if you ult her instead of Q with Randuins to keep her in range of it. Sweeper Trinket is also strongly recommended.
Veigar
Edge or Maw kind of invalidates this guy. Namely since you have a shield already. However he can bait you with tank builds or Zhonyas so be careful.
Vel'Koz
Comboing you is dangerous but otherwise he's an easy kill. Can bait with Zhonyas. Try and shield either his knockup or Q, if you're running Ghost it's actually quite easy to dodge it all.
Vi
Shield her Q or R, very telegraphed. This also helps prevent her W from stacking on you. You have very superior steroids but less base damage. Still should be a win for you.
Viego
Block his Q and dodge his W (the other way around works, too. Don't get hit, k?) and he is a pretty easy fight (you can burst him out with assassin if you get the jump on him or out duel him with a duelist build pretty easily). Viego's strength comes from his passive whereas if he manages to kill one of your teammates that counters you (Vayne), things might not end well.
Viktor
You can spellshield one tick of his gravity field including the one that would stun you and/or pull you in, negating it. Or it can strip your shield. Does high damage even if behind and good at kiting. So very dangerous but not impossible. Is mage so Zhonyas for him is an option.
Vladimir
While possible for him to outplay you, Nocturne has the advantage here. His Q is telegraphed by the bar under his health, as is his E, visually. Your fear tether also stays attached during his pool, allowing you to cause him to lose control in pool or when he gets out. However he can deny an ult burst with his pool, though that said it takes 20% current hp from him so it's not a big deal. It's more important for him to dodge your Q. Try and not let him do that even if you have to hold on to it. Wit's/Grievous are good choices.
Volibear
All of his spells are easily shielded. If you buy anti-bruiser/jugg dueling items you should be fine.
Warwick
To be honest if you shield anything you can probably win against him due to the impact each ability has for him. Wit's/Bramble/ isn't a bad choice either.
Wukong
He has some outplay potential for you but you can see his stealth with Dusk trail. Spellshield what you want.
Xayah
Has her ult to save herself from your all-in. You NEED to block her root or you're doomed. Otherwise it's not too bad. You also have the option of going behind her while she's in the air to prevent the root. Your fear tether will also stay attached. Your gameplan just shouldn't rely on bursting her, it may even be just as good to ult someone next to her.
Xerath
Can't really peel you and everything easily shielded. His stun is less duration if you're close, if you even have low tenacity your tether can stay on. Quite squishy but can still build Zhonyas.
Xin Zhao
Is basically equal to you at level 3, so avoid if you didn't have a good leash. Ask for a strong one, honestly. Q and W are easily shielded and can win you the duel. He's fodder if you countergank him. Remember if you go on him and he doesn't want to fight he can ult you away so don't waste resources or be good at shielding.
Yasuo
Fodder early. He can windwall your Q. If he's near minions just stay inside and he can't avoid your tether without Flash. Hold Q for the fear or use it to hold it on him. Spellshield his Q tornado and it's easy. The best thing he can do is EQ Flash you to ensure a knock up and ult but he loses a lot of damage doing this. Only in the very late does he stand a chance at dueling you but statistically Nocturne outdps' Yasuo even with both only using Q. Randuins and Serpent's Fang wrecks him.
Yone
Similar to the Yasuo match up, he is pretty easy to beat early as you can block his knock up. You also have the ability to stick to him if he tries to get cheeky when using his E by using your R to follow him back to his soul. The later the game goes the more annoying he can get, but if you build Serpent's Fang and Randuins (just like Yas) you should be just fine.
Yorick
Bring Flash and an anti-juggernaut build. Can bring you down otherwise or make you waste resources. If not, consider that you're only there to support someone else's efforts at killing him.
Yuumi
It's the cat. You can spellshield her root instance but the next tick will root you anyway.
Zac
Can be annoying especially with all his CC and general tankiness but very easy dueling target and some things easily shielded.
Zed
Has outplay potential versus you. Shield his ult post-6 as he disappears before he reappears. it's the only time you can shield it. Without his ult, blocked or on CD, he's not a real champ vs you. Still recommend at least 1 armor item, like Tabi. A duskblade auto + triple Q can ruin you otherwise. If his ult is on CD block whatever but preferably his Q.
Ziggs
Block his ult or satchel charge. Fodder. Can build Zhonyas. Don't let him push.
Zilean
Annoying for his ult and MS spell, be it applied on you or enemies. Can be blocked though. If you're going to get double Q'd block before the second one lands or you will be stunned and take a lot of damage. Highly recommend bringing a slowing item to deal with him. Best to not tower dive him due to ult.
Zoe
Can potentially one shot you and all if caught off guard but she's an easy kill, especially if you block or avoid her sleep. A lot of times you can sidestep it when ulting on them, most times they will use their ult when you do to sidestep your Q so watch out for that.
Zyra
Pretty much everything easily shielded. Remember her ult does damage when spawned, the knockup is separate and doesn't do damage, but still worth shielding since she probably has a bunch of plants to tear you apart. Otherwise she's hella squish. Watch for Zhonyas.
Aatrox
Tanky-ish and has CC, good chance of holding someone somewhere even if it's zoning and can start a fight for you.
Ahri
Scaredy cat, can't hold pressure with you and not great gank setup. Not the worst though.
Akali
You just don't work together at all.
Akshan
No direct synergy, but being able to revive you is never a bad thing.
Alistar
Great gank setup and tanky. Can start fights and hold people for you.
Amumu
Just like Alistar except what situation do you have an Amumu on your team when you're jungling?
Anivia
Decent gank setup, good bait with passive and general control.
Annie
On demand CC sounds nice but every time I've ever tried to gank for her she either can start and finish on her own or she just dies. The potential is there though.
Aphelios
You just don't work together at all.
Ashe
Global and slows allow for good gank setup and teamfight control.
Aurelion Sol
Good roams with you and can create a decent size stun to help control a fight.
Azir
Decent at baiting a fight, not much else.
Bard
Is there a negative score? Either he has amazing gank setup or he ****s up your engage with his ult.
Blitzcrank
Good gank setup and can absorb pressure like a champ. Very... hit or miss though.
Brand
Can get a team low and stun someone. Can also draw pressure with how squishy and immobile he is.
Braum
Excellent gank setup, passive is amazing, can absorb shots for you, start fights for you. 10/10 waifu.
Caitlyn
Solid ADC, safe (usually), some setup and finish potential.
Camille
She holds them still while you beat them for their money.
Cassiopeia
She's okay, pseudo-tanky and potential gank setup with Miasma and/or ult. Best left to her own devices but help is good too.
Cho'Gath
Great if he can hit his Q. Otherwise walk away.
Corki
You just don't work together at all.
Darius
Has a pull and can Chad fights for you.
Diana
You actually work together really well if you both go in at the same time. 1-2 enemy is gone. Otherwise, meh.
Dr. Mundo
He can start fights for you.
Draven
You just don't work together at all.
Ekko
He can start fights but he's going to back out and leave you there alone. But he can also sometimes follow you through some shenanigans, often times you can set HIM up.
Elise
You both do a ton of damage together but what is an Elise doing on your team when you're jungling?
Evelynn
See; Elise.
Ezreal
Follows up decently well and has a global. But you don't work off each other otherwise.
Fiddlesticks
Disgusting.
Also, once you've skilled E you move at 335 MS toward Feared enemies even if you didn't Fear them. Additionally, your R can setup his passive.
Fiora
While you don't really synergize you both can take down a target and your fear can pull enemies off walls, since you can walk through them.
Fizz
Decent gank setup and follow.
Galio
He knocketh up the enemy team when you go in. Also, decent gank setup and can pull enemies off you.
Gangplank
Has global, otherwise...
Garen
You just don't work together at all.
Gnar
Strong gank and teamfight setup. Can start fights for you.
Gragas
Might be a God or **** up and throw someone from your fear tether. Away from you in general is bad. Unless he's trying to save you.
Graves
You just don't work together at all.
Gwen
Just released, but initial thought as probably not much synergy other than the slow she can apply to help set up ganks and chase down enemies that might otherwise get away.
Hecarim
He got a fear and can absorb fight pressure.
Heimerdinger
You just don't work together at all. Decent countergank strength though.
Illaoi
You just don't work together at all.
Irelia
You just don't work together at all.
Ivern
Ivern when you're jungling? Anyway, his E and Q are nice and his W is nice if you have Duskblade and for general objective control and gank setup.
Janna
Might knock enemies away from your tether but can sometimes save you and give you a shield to do more damage.
Jarvan IV
Good gank setup, more likely to leave you outside of pit than inside when ulting though.
Jax
Good for drawing pressure.
Jayce
Good for getting enemies low and has acceleration gate for chase power. But his playstyle doesn't offer you much.
Jhin
Good gank setup and your ult covers him a lot better while his ult can assist yours.
Jinx
Has a global and your antics can get her excited. Okay gank setup.
Kai'Sa
Good baiter and can follow though with your ults somewhat.
Kalista
Interesting if she binds you but otherwise doesn't do anything for you.
Karma
Can empower you but definitely the weakest enchanter who can.
Karthus
Strong global, good bait.
Kassadin
Negative score. No river pressure. Best you can do is buy time until he hits critical mass. Try and stall for it.
Katarina
You're glorified setup for her. Act like it if she's doing good.
Kayle
She can heal you and speed you up while also dropping that ult on you. Kind of nasty. She's also good bait.
Kayn
You just don't work together at all.
Kennen
Disgusting teamfight setup, but that's it.
Kha'Zix
You just don't work together at all.
Kindred
Can save you... or your enemy.
Kled
Good gank setup and great at starting fights and following up on yours.
Kog'Maw
Good bait. You don't do anything specific for each other but your playstyles can end up working well together.
LeBlanc
Good bait and okay setup. Good chance of following you on fights because she's so mobile.
Lee Sin
You just don't work together at all.
Leona
Hella strong gank setup. Strong potential for starting fights too.
Lillia
Can help set up and secure kills with her E and R, just not as easily as someone with an instant and super reliable CC like Lissandra. However, you will likely not be on the same team as Lillia is mostly played in the jungle.
Lissandra
Very powerful gank setup and bait tool. Decent at following you as well.
Lucian
Decent at following your engages.
Lulu
The best enchanter to follow you up. Does everything. Gank setup, enemy denial, bait, can shield or speed you up, nullify an enemy. Ult you when you fight. You can deliver her Q for her.
Lux
Decent gank setup and her long range ult can assist your fight. Also has a strong shield to support you.
Malphite
Excellent fight starter.
Malzahar
Disgusting gank setup. Good bait too. Can also often follow you in to fights because of his waveclear potential.
Maokai
Excellent fight starter.
Master Yi
You just don't work together at all.
Miss Fortune
Slow is actually decent for gank setup but more importantly how you can get her ult to work with you. Kind of hard though.
Mordekaiser
You just don't work together at all. Anti-synergy even, if he accidentally targets your fear target with ult during a 2v2.
Morgana
Strong gank setup and her E is just the most delicious icing. Great pick potential too. Sucks if the player sucks though.
Nami
Next best enchanter after Lulu. Her ult is great follow-up for you since it also speeds you up and CCs them. Your E sets up her Q and her E makes you slow enemies on auto.
Nasus
You don't do anything for each other but Nasus is one hell of a debuffer. He's also great bait.
Nautilus
Strong gank setup. Powerful team fight starter. Can absorb pressure. Most ideal tank support you could have.
Neeko
Okay CC but she squish.
Nidalee
Good 2v2, not much else.
Nocturne
Well, it's you, but in terms of One For All, your Q stats stack if you're on the same trail and your Fears each give you the bonus MS.
Nunu & Willump
Decent gank setup and annoyance for enemy team.
Olaf
Okay follow up and distraction.
Orianna
You can deliver her ball for a great ultimate but also it empowers you.
Ornn
Good gank setup, great teamfight potential, you have a few choices of upgrades to pick for your items. Trinity Force is actually viable if he's on your team.
Pantheon
Strong gank setup, excellent pick potential, can stop skillshots, can easily follow up on engages.
Poppy
Decent gank setup and can save you. Okay bait.
Pyke
Good roam, likely to finish kills for you. Good bait. Good gank setup if he hits his skills.
Qiyana
Selfish champion but she has ult and decent mobility.
Quinn
Okay gank setup but strong roam and follow potential. Great at annoying top laners for you to bully.
Rakan
Good gank setup and decent protection. Can pull enemies off you. Can start fights due to ult.
Rammus
Great fight starter and good gank setup.
Rek'Sai
You just don't work together at all.
Rell
Oh baby. If you can coordinate her tethering to you before a fight, you can have a pretty nasty wombo combo. AOE CC never felt so good. She can also break shields for you and heal you (when tethered).
Renekton
Decent gank setup and follow-up. Strong if you get him ahead. Renekton's are vicious players.
Rengar
Good roam potential. Ya'll don't work together too well though.
Riven
Decent gank setup and great 2v2.
Rumble
Long range ult is good for you to engage on. Okay bait.
Ryze
This guy's ult is more likely to **** you up than help you, unless it's to escape. Since his W isn't a guaranteed root now his gank setup is also a lot poorer. Good scaling but you don't work together too well.
Samira
Has some decent follow up after you have started a fight, but isnt that what ADCs do already?
Sejuani
Strong fight starter and good for absorbing pressure in a fight. Lots of CC to go around.
Senna
Has a supportive global and a Q that can heal you and hurt the enemy at the same time. Her W can also set up a gank and since it's delayed it matches well with your ult timing. Her stealth can also set you up.
Seraphine
Sona 2.0. Has good buffs and can help start a fight.
Sett
Good gank setup and 2v2. Also strong bait. If he's Chad he'll start fights for you.
Shaco
Has a fear but is not good in direct confrontations, which is Nocturne's forte.
Shen
Can ult you on your ult to act as a taunt delivery service and ensure your safety when you go in. The taunt is also good gank setup and the dodge field works for you too. Excellent bait and good 2v2. Kind of useless after the first 3 seconds of a fight though.
Shyvana
You just don't work together at all.
Singed
Strong bait. Good control too.
Sion
Excellent fight starter. Excellent gank setup. Great at absorbing pressure.
Sivir
Good for getting her team to follow you. Her MS also helps you. Good waveclear to slow the game down if necessary.
Skarner
Plenty of CC so good gank setup and fight starting. Kind of needs to go in to a fight at the same time as you. Doesn't follow well at all.
Sona
Good fight start and nice buffs for you. Good bait too (might die in the process though).
Soraka
She can heal you wherever you are so your ult dash isn't a large concern but that's really it. She doesn't have good setup.
Swain
Your don't particularly synergize but he can start a fight and absorb a lot of pressure. Potentially your E can work with his passive or help a gank setup. His W can also spot people for you to ult but I have yet to have that happen for me.
Sylas
Decent brawler but doesn't really synergize with you. Decent follow up and gank setup though. Very good bait.
Syndra
Decent gank setup.
Tahm Kench
Pretty good gank setup, can save you but his W can screw up your steroid timings or if he eats them he can prevent you getting damage off during steroids. Can follow you on fights with ult. Great bait.
Taliyah
Decent gank setup and okay roam potential. Pretty weak as it is though.
Talon
Excellent roam potential and fight following. Talon's love to follow you. They might even build Cleaver to help you shred!
But they don't have good gank setup. But they do start fights a lot, which YOU can follow up on.
Taric
You can deliver his stun, he can ult you as you go in lining up the invulnerability period with your landing. Ardent is ecstasy on him. Can heal and shield you.
Teemo
His shrooms are actually great ult bait for you and the nature of Teemo in general is great bait as well.
Thresh
Superb gank setup, teamfight start, pick potential, fight absorption, and roaming. Thresh has it all, baby!
Tristana
You just don't work together at all. But she can follow your engage okay.
Trundle
Decent gank setup and his stat debuffing allows for you to duel someone down even better. Okay bait and fight starter. Bad pillars might **** you over though.
Tryndamere
Decent bait with ult. Fairly okay 2v2. Can start fights and force stuff.
Twisted Fate
Nearly on-demand stun for gank setup and picks. Ult hard synergizes with yours, whether he follows you or provides vision for you. Okay at baiting.
Twitch
You just don't work together at all.
Udyr
Decent gank setup. And pressure (macro) absorption.
Urgot
Good gank setup and fight finishing. His ult fears so you might get something off it. Can start fights for you as well and last decently long as bait. His ult also provides vision if you need to ult off it.
Varus
Good fight starting and gank setup with ult.
Vayne
You don't do anything for her but if you can stall with your midgame power you can actually easily get her fed.
Veigar
Extremely powerful gank setup. His Stun wall doesn't even need to stun, if it forces Flash you kill. He can easily finish what you start as well.
Vel'Koz
Good follow up on a gank, but not much else. Decent bait if he's good though. Okay at starting a fight or a gank.
Vi
She can hold someone a long time for you. Her ult also grants vision. She shreds armor. Is somewhat tanky to hold out in baits and fights.
Viego
If he kills an enemy you synergize well with (Volibear), he's great. If he kills an enemy you dont synergize well with (Shyvana), he's meh.
Viktor
Okay gank setup and/or bait.
Vladimir
You just don't work together at all.
Volibear
Good gank setup, can easily start fights, turn off towers for you, can easily bait. Wish he still had a fear though.
Warwick
Has a fear. Lots of CC. Lives too long in most situations. Can follow your shenanigans most anywhere.
Wukong
Good fight start and decent gank setup. Excellent bait.
Xayah
Will live long enough to not die in baits and teamfights if you help.
Xerath
Poor gank setup but has long range engage. Can't really follow you on anything. Good for poking a team down though.
Xin Zhao
Can start fights and ganks for you. Generally 'is a Man' so he'll brave the treacherous reaches of the river and enemy jungle with you.
Yasuo
Can block stuff for you with windwall. Has okay gank setup. Great bait due to the mental check Yasuo has for enemies and himself.
Yone
Similar to Yasuo, not much to offer outside of some gank set ups with his knock up. Can bait for you with his E.
Yorick
His wall prison is excellent gank setup and his ult is a great addition for chaos in fights. Generally chonky for baits.
Yuumi
Powerful if she's on you. Your bonus AD also empowers her a little. Her E gets more value since your Q is a multiplicative MS boost. You can deliver her ult. She can always Mikael's you if she builds it and keep ardent going. She can get Q on anyone who would escape. She's actually disgusting ngl.
Zac
Great gank setup and fight starter, bait, and teamfight chaos causer.
Zed
Mobility works well to follow you. Decently good at baiting.
Ziggs
Can combo your ult with his. Okay gank setup and baiter. Just removes tower with you. You and Ziggs can one round a tower easily.
Zilean
Revival and speed up are strong. You can deliver bombs.
Zoe
Sleep is excellent setup. She's also decent bait.
Zyra
Extremely strong gank setup and fight starter. Can't absorb pressure so much as ignore it.
Synergies
IdealStrongOkLowNone
Aatrox
Tanky-ish and has CC, good chance of holding someone somewhere even if it's zoning and can start a fight for you.
Ahri
Scaredy cat, can't hold pressure with you and not great gank setup. Not the worst though.
Akali
You just don't work together at all.
Akshan
No direct synergy, but being able to revive you is never a bad thing.
Alistar
Great gank setup and tanky. Can start fights and hold people for you.
Amumu
Just like Alistar except what situation do you have an Amumu on your team when you're jungling?
Anivia
Decent gank setup, good bait with passive and general control.
Annie
On demand CC sounds nice but every time I've ever tried to gank for her she either can start and finish on her own or she just dies. The potential is there though.
Aphelios
You just don't work together at all.
Ashe
Global and slows allow for good gank setup and teamfight control.
Aurelion Sol
Good roams with you and can create a decent size stun to help control a fight.
Azir
Decent at baiting a fight, not much else.
Bard
Is there a negative score? Either he has amazing gank setup or he fucks up your engage with his ult.
Blitzcrank
Good gank setup and can absorb pressure like a champ. Very... hit or miss though.
Brand
Can get a team low and stun someone. Can also draw pressure with how squishy and immobile he is.
Braum
Excellent gank setup, passive is amazing, can absorb shots for you, start fights for you. 10/10 waifu.
Caitlyn
Solid ADC, safe (usually), some setup and finish potential.
Camille
She holds them still while you beat them for their money.
Cassiopeia
She's okay, pseudo-tanky and potential gank setup with Miasma and/or ult. Best left to her own devices but help is good too.
Cho'Gath
Great if he can hit his Q. Otherwise walk away.
Corki
You just don't work together at all.
Darius
Has a pull and can Chad fights for you.
Diana
You actually work together really well if you both go in at the same time. 1-2 enemy is gone. Otherwise, meh.
Dr. Mundo
He can start fights for you.
Draven
You just don't work together at all.
Ekko
He can start fights but he's going to back out and leave you there alone. But he can also sometimes follow you through some shenanigans, often times you can set HIM up.
Elise
You both do a ton of damage together but what is an Elise doing on your team when you're jungling?
Evelynn
See; Elise.
Ezreal
Follows up decently well and has a global. But you don't work off each other otherwise.
Fiddlesticks
Disgusting.
Also, once you've skilled E you move at 335 MS toward Feared enemies even if you didn't Fear them. Additionally, your R can setup his passive.
Fiora
While you don't really synergize you both can take down a target and your fear can pull enemies off walls, since you can walk through them.
Fizz
Decent gank setup and follow.
Galio
He knocketh up the enemy team when you go in. Also, decent gank setup and can pull enemies off you.
Gangplank
Has global, otherwise...
Garen
You just don't work together at all.
Gnar
Strong gank and teamfight setup. Can start fights for you.
Gragas
Might be a God or fuck up and throw someone from your fear tether. Away from you in general is bad. Unless he's trying to save you.
Graves
You just don't work together at all.
Gwen
Just released, but initial thought as probably not much synergy other than the slow she can apply to help set up ganks and chase down enemies that might otherwise get away.
Hecarim
He got a fear and can absorb fight pressure.
Heimerdinger
You just don't work together at all. Decent countergank strength though.
Illaoi
You just don't work together at all.
Irelia
You just don't work together at all.
Ivern
Ivern when you're jungling? Anyway, his E and Q are nice and his W is nice if you have Duskblade and for general objective control and gank setup.
Janna
Might knock enemies away from your tether but can sometimes save you and give you a shield to do more damage.
Jarvan IV
Good gank setup, more likely to leave you outside of pit than inside when ulting though.
Jax
Good for drawing pressure.
Jayce
Good for getting enemies low and has acceleration gate for chase power. But his playstyle doesn't offer you much.
Jhin
Good gank setup and your ult covers him a lot better while his ult can assist yours.
Jinx
Has a global and your antics can get her excited. Okay gank setup.
Kai'Sa
Good baiter and can follow though with your ults somewhat.
Kalista
Interesting if she binds you but otherwise doesn't do anything for you.
Karma
Can empower you but definitely the weakest enchanter who can.
Karthus
Strong global, good bait.
Kassadin
Negative score. No river pressure. Best you can do is buy time until he hits critical mass. Try and stall for it.
Katarina
You're glorified setup for her. Act like it if she's doing good.
Kayle
She can heal you and speed you up while also dropping that ult on you. Kind of nasty. She's also good bait.
Kayn
You just don't work together at all.
Kennen
Disgusting teamfight setup, but that's it.
Kha'Zix
You just don't work together at all.
Kindred
Can save you... or your enemy.
Kled
Good gank setup and great at starting fights and following up on yours.
Kog'Maw
Good bait. You don't do anything specific for each other but your playstyles can end up working well together.
LeBlanc
Good bait and okay setup. Good chance of following you on fights because she's so mobile.
Lee Sin
You just don't work together at all.
Leona
Hella strong gank setup. Strong potential for starting fights too.
Lillia
Can help set up and secure kills with her E and R, just not as easily as someone with an instant and super reliable CC like Lissandra. However, you will likely not be on the same team as Lillia is mostly played in the jungle.
Lissandra
Very powerful gank setup and bait tool. Decent at following you as well.
Lucian
Decent at following your engages.
Lulu
The best enchanter to follow you up. Does everything. Gank setup, enemy denial, bait, can shield or speed you up, nullify an enemy. Ult you when you fight. You can deliver her Q for her.
Lux
Decent gank setup and her long range ult can assist your fight. Also has a strong shield to support you.
Malphite
Excellent fight starter.
Malzahar
Disgusting gank setup. Good bait too. Can also often follow you in to fights because of his waveclear potential.
Maokai
Excellent fight starter.
Master Yi
You just don't work together at all.
Miss Fortune
Slow is actually decent for gank setup but more importantly how you can get her ult to work with you. Kind of hard though.
Mordekaiser
You just don't work together at all. Anti-synergy even, if he accidentally targets your fear target with ult during a 2v2.
Morgana
Strong gank setup and her E is just the most delicious icing. Great pick potential too. Sucks if the player sucks though.
Nami
Next best enchanter after Lulu. Her ult is great follow-up for you since it also speeds you up and CCs them. Your E sets up her Q and her E makes you slow enemies on auto.
Nasus
You don't do anything for each other but Nasus is one hell of a debuffer. He's also great bait.
Nautilus
Strong gank setup. Powerful team fight starter. Can absorb pressure. Most ideal tank support you could have.
Neeko
Okay CC but she squish.
Nidalee
Good 2v2, not much else.
Nocturne
Well, it's you, but in terms of One For All, your Q stats stack if you're on the same trail and your Fears each give you the bonus MS.
Nunu & Willump
Decent gank setup and annoyance for enemy team.
Olaf
Okay follow up and distraction.
Orianna
You can deliver her ball for a great ultimate but also it empowers you.
Ornn
Good gank setup, great teamfight potential, you have a few choices of upgrades to pick for your items. Trinity Force is actually viable if he's on your team.
Pantheon
Strong gank setup, excellent pick potential, can stop skillshots, can easily follow up on engages.
Poppy
Decent gank setup and can save you. Okay bait.
Pyke
Good roam, likely to finish kills for you. Good bait. Good gank setup if he hits his skills.
Qiyana
Selfish champion but she has ult and decent mobility.
Quinn
Okay gank setup but strong roam and follow potential. Great at annoying top laners for you to bully.
Rakan
Good gank setup and decent protection. Can pull enemies off you. Can start fights due to ult.
Rammus
Great fight starter and good gank setup.
Rek'Sai
You just don't work together at all.
Rell
Oh baby. If you can coordinate her tethering to you before a fight, you can have a pretty nasty wombo combo. AOE CC never felt so good. She can also break shields for you and heal you (when tethered).
Renekton
Decent gank setup and follow-up. Strong if you get him ahead. Renekton's are vicious players.
Rengar
Good roam potential. Ya'll don't work together too well though.
Riven
Decent gank setup and great 2v2.
Rumble
Long range ult is good for you to engage on. Okay bait.
Ryze
This guy's ult is more likely to fuck you up than help you, unless it's to escape. Since his W isn't a guaranteed root now his gank setup is also a lot poorer. Good scaling but you don't work together too well.
Samira
Has some decent follow up after you have started a fight, but isnt that what ADCs do already?
Sejuani
Strong fight starter and good for absorbing pressure in a fight. Lots of CC to go around.
Senna
Has a supportive global and a Q that can heal you and hurt the enemy at the same time. Her W can also set up a gank and since it's delayed it matches well with your ult timing. Her stealth can also set you up.
Seraphine
Sona 2.0. Has good buffs and can help start a fight.
Sett
Good gank setup and 2v2. Also strong bait. If he's Chad he'll start fights for you.
Shaco
Has a fear but is not good in direct confrontations, which is Nocturne's forte.
Shen
Can ult you on your ult to act as a taunt delivery service and ensure your safety when you go in. The taunt is also good gank setup and the dodge field works for you too. Excellent bait and good 2v2. Kind of useless after the first 3 seconds of a fight though.
Shyvana
You just don't work together at all.
Singed
Strong bait. Good control too.
Sion
Excellent fight starter. Excellent gank setup. Great at absorbing pressure.
Sivir
Good for getting her team to follow you. Her MS also helps you. Good waveclear to slow the game down if necessary.
Skarner
Plenty of CC so good gank setup and fight starting. Kind of needs to go in to a fight at the same time as you. Doesn't follow well at all.
Sona
Good fight start and nice buffs for you. Good bait too (might die in the process though).
Soraka
She can heal you wherever you are so your ult dash isn't a large concern but that's really it. She doesn't have good setup.
Swain
Your don't particularly synergize but he can start a fight and absorb a lot of pressure. Potentially your E can work with his passive or help a gank setup. His W can also spot people for you to ult but I have yet to have that happen for me.
Sylas
Decent brawler but doesn't really synergize with you. Decent follow up and gank setup though. Very good bait.
Syndra
Decent gank setup.
Tahm Kench
Pretty good gank setup, can save you but his W can screw up your steroid timings or if he eats them he can prevent you getting damage off during steroids. Can follow you on fights with ult. Great bait.
Taliyah
Decent gank setup and okay roam potential. Pretty weak as it is though.
Talon
Excellent roam potential and fight following. Talon's love to follow you. They might even build Cleaver to help you shred!
But they don't have good gank setup. But they do start fights a lot, which YOU can follow up on.
Taric
You can deliver his stun, he can ult you as you go in lining up the invulnerability period with your landing. Ardent is ecstasy on him. Can heal and shield you.
Teemo
His shrooms are actually great ult bait for you and the nature of Teemo in general is great bait as well.
Thresh
Superb gank setup, teamfight start, pick potential, fight absorption, and roaming. Thresh has it all, baby!
Tristana
You just don't work together at all. But she can follow your engage okay.
Trundle
Decent gank setup and his stat debuffing allows for you to duel someone down even better. Okay bait and fight starter. Bad pillars might fuck you over though.
Tryndamere
Decent bait with ult. Fairly okay 2v2. Can start fights and force stuff.
Twisted Fate
Nearly on-demand stun for gank setup and picks. Ult hard synergizes with yours, whether he follows you or provides vision for you. Okay at baiting.
Twitch
You just don't work together at all.
Udyr
Decent gank setup. And pressure (macro) absorption.
Urgot
Good gank setup and fight finishing. His ult fears so you might get something off it. Can start fights for you as well and last decently long as bait. His ult also provides vision if you need to ult off it.
Varus
Good fight starting and gank setup with ult.
Vayne
You don't do anything for her but if you can stall with your midgame power you can actually easily get her fed.
Veigar
Extremely powerful gank setup. His Stun wall doesn't even need to stun, if it forces Flash you kill. He can easily finish what you start as well.
Vel'Koz
Good follow up on a gank, but not much else. Decent bait if he's good though. Okay at starting a fight or a gank.
Vi
She can hold someone a long time for you. Her ult also grants vision. She shreds armor. Is somewhat tanky to hold out in baits and fights.
Viego
If he kills an enemy you synergize well with (Volibear), he's great. If he kills an enemy you dont synergize well with (Shyvana), he's meh.
Viktor
Okay gank setup and/or bait.
Vladimir
You just don't work together at all.
Volibear
Good gank setup, can easily start fights, turn off towers for you, can easily bait. Wish he still had a fear though.
Warwick
Has a fear. Lots of CC. Lives too long in most situations. Can follow your shenanigans most anywhere.
Wukong
Good fight start and decent gank setup. Excellent bait.
Xayah
Will live long enough to not die in baits and teamfights if you help.
Xerath
Poor gank setup but has long range engage. Can't really follow you on anything. Good for poking a team down though.
Xin Zhao
Can start fights and ganks for you. Generally 'is a Man' so he'll brave the treacherous reaches of the river and enemy jungle with you.
Yasuo
Can block stuff for you with windwall. Has okay gank setup. Great bait due to the mental check Yasuo has for enemies and himself.
Yone
Similar to Yasuo, not much to offer outside of some gank set ups with his knock up. Can bait for you with his E.
Yorick
His wall prison is excellent gank setup and his ult is a great addition for chaos in fights. Generally chonky for baits.
Yuumi
Powerful if she's on you. Your bonus AD also empowers her a little. Her E gets more value since your Q is a multiplicative MS boost. You can deliver her ult. She can always Mikael's you if she builds it and keep ardent going. She can get Q on anyone who would escape. She's actually disgusting ngl.
Zac
Great gank setup and fight starter, bait, and teamfight chaos causer.
Zed
Mobility works well to follow you. Decently good at baiting.
Ziggs
Can combo your ult with his. Okay gank setup and baiter. Just removes tower with you. You and Ziggs can one round a tower easily.
Zilean
Revival and speed up are strong. You can deliver bombs.
Zoe
Sleep is excellent setup. She's also decent bait.
Zyra
Extremely strong gank setup and fight starter. Can't absorb pressure so much as ignore it.
So, you wanna play Nocturne? Well, sit down and let me teach you all about how life got flipp-*Ahem* Wait wrong intro.
The first question to picking Nocturne is, why? And this applies to all champions in League. You're either trying them out, enjoy their theme and want to one-trick them, or for some strategic advantage.
To answer all of the above, Nocturne has a great theme packaged in a champion made in 2011. Many champions since have been released that live closer to their theme, but Nocturne was exceptional for his time. The answer to when and why you'd pick him is the same for one-tricking and strategic advantages. He's a bit generic. You can play him in to nearly any composition and find success or failure in equal measure. For this reason you can one-trick him because you enjoy his gameplay loop, but if you're thinking about how to best exploit the enemy composition, it's better to look at other champions.
While he can be a "safe" first pick, he also has some rough counter picks. It is not impossible to one trick Nocturne to your desired rank. If you were already Challenger, you can still get Challenger with Nocturne, but he is rough to rank up with exclusively. Have you ever seen someone one-trick him to Masters? Didn't think so.
NOCTURNE GUIDANCE
Nocturne's mechanics have a problem with a lack of reward and instead an enormous amount of punishment if you misstep with them. However, Nocturne has always been a solid pick in most metas, due to the fact that any abusive champion is usually due to having some gimmicky spell that Nocturne can block as well as being an impeccable duelist and if all else fails, just assassinate the ADC from screens away!
NOCTURNE PLAYSTYLE
While picking up Nocturne, if you're new to the game, his fundamentals require macro knowledge. Patience is Nocturne's greatest virtue and by necessity he will teach you this. His play style requires that you pay more attention to the map and where things are and what is going on. He cannot force a gank or a dive like some champions nor can he scale terrain (crossing walls) at will ad nauseum. His time-to-kill is longer than any other assassin role, thankfully because of this he has more than one playstyle and many build options. He is not safe and he doesn't clear the fastest or the healthiest (but fairly top tier clear, at that).
You cannot dive the ADC always even if they look alone in a sidelane. If you haven't seen their Support, they can still peel you easily, even with proper Shroud of Darkness usage. You may have unparalleled backline access with Paranoia, but it isolates you from your team who cannot help you or absorb pressure. If you take a risky fight and don't breathe and be aware of what options your enemy has, you could blow spells that were better off being held on to for the right moment such as Shroud of Darkness or Unspeakable Horror. I like to call the usage of Shroud of Darkness immediately off using Paranoia a "Panic Spellshield." It is the quintessential marker of the inexperienced Nocturne player; a player who has not learned the required patience to play this champion. It might work sometimes, but League is about whether you take the low percentage plays, or the high ones. Aftershock Nocturne has won games before too, but you won't see us recommending it.
HOW TO PLAY NOCTURNE
Q - DUSKBRINGER
In terms of how to play this champion mechanically. Duskbringer is okay for gap closing but the Movement Speed isn't great and you'll time out some of your steroid if you do. It's also only okay for poking. However, Duskbringer's movement speed IS multiplicative, so it is more powerful when paired with other % Movement Speed sources. You can use it's ghost collision passive to move through enemies who use cone abilities like Sett and Mordekaiser, as well as through minion waves and jungle camps to get an Umbra Blades strike on all targets. Lastly, Duskbringer is an extremely powerful steroid and the justification for Nocturne's lower base stats. If you miss it, be advised you are much weaker off your trail than the average champion.
W - SHROUD OF DARKNESS
Always try and time your Shroud of Darkness for the enemies' biggest impact spell and that varies from champion to champion. While usually their ultimate, many times their ult is either something unblockable ( Alistar Unbreakable Will) or would never land if you blocked their basic crowd control instead (See: Lux). As well, in any duel, sometimes it's better to go for what's easy instead of hard if you're not experienced. Like blocking the Q2 of Lee Sin's Resonating Strike instead of his Dragon's Rage, which is more impactful, but harder to predict. Many spells are impossible to react to, given your nature as a melee champion. Projectile spells have no travel time if you're on top of the enemy.
Your Unspeakable Horror will generally be used against your main target, however if you're confident in their assured demise, it may be best to hold it and use it instead on an assisting enemy or even a potential enemy in the fog of war who may come after you're finished with their ally. Of course, if they are alone, it is safe to use on anyone you encounter. While it is a simple spell, it is not entirely one-dimensional. You can use it to kite someone out when you can't afford to commit and use it to escape pursuers.
R - PARANOIA
As far as your Paranoia goes, you can cast anything during it's flight and though it will ignore crowd control to keep you moving, it still applies to you. You can use your flight time to mask your Duskbringer cast time and fire it as you arrive if you think they can't dodge. You can also press Shroud of Darkness which will refresh it's duration during flight, though we don't recommend this. You can also press any item or even summoner spell you want while in flight. Flash will cancel Paranoia if you think the situation looks bad. But perhaps think more on why you chose to use Paranoia in a bad or unknown situation. Forcing you to blow two huge cooldowns for no gain.
Nocturne's Paranoia is powerful... except it's not. It's just as likely to get you in to trouble. So use it wisely. It is supremely unforgiving for bad mistakes and is far too telegraphed to be used at will.
Thank you for reading this far, now, on to the guide!
Flash or Ghost?
FLASH
VS
GHOST
This is your standard "safe" spell. If you are just starting to learn this champion or role, Flash will usually be your best option.
Flash can:
Help you follow people over walls more easily (although this can be done with proper timing on Paranoia
This is an underrated spell considering the fact there are no flash mechanics that Nocturne can abuse and because Duskbringer is a multiplicative move speed boost making Ghost better than it's base value. Ghost shines even more due to the fact that you get 335 MS towards feared targets.
Chasing enemies through their escapees as long as it is not over a wall.
Leaving a fight (due to ghost lasting for so long--flash can be used once and ghost can be used over time during a fight).
But if you you are comfortable with using flash (as this generally works the same on most other champions), start with flash.
[RUNES] Lethal Tempo - Skirmish Playstyle
Precision
Lethal Tempo is a great DPS multiplier and the activation times up with Unspeakable Horror and/or when you would arrive at your enemy after landing a Duskbringer This can be a "go to" rune in many situations, but is essentially great for dueling. Lethal Tempo also helps you win early duels/skirmishes as the added attack speed allows you to access Umbra Blades meaning more healing, more damage, and winning early trades. If you are ever unsure of what to take, Lethal Tempo is a good rune utilize in most situations. With that said, Conqueror has found a more solidified position this season and can be taken if you are against an enemy team that would also be utilizing Conqueror. While you will not get the initial early game benefits like you would from Lethal Tempo, Conqueror will give you the opportunity to handle other champions that abuse Conqueror(more on this later).
Feel free to take Presence of Mind instead of Triumph as this comes down to personal preference. Triumph can give you some extra survivability in messy/extended team fights with some additional gold and Presence of Mind will help navigate Nocturne's mana issues.
Legend: Alacrity is a great "default" rune here as it is good for clear speed and when paired with your Shroud of Darkness, the extra attack speed can help win duels against targets with minimal crowd control. Otherwise take Legend: Tenacity as it can VERY OFTEN be the actual decider on whether you or your target live.
With Stridebreaker/ Sterak's Gage being a core build at the moment, Last Stand will likely be the best rune of choice as it synergizes very well with Sterak's Gage. However, Coup de Grace still is another good rune that allows you finish lower HP targets more quickly and give you more dueling potential against lower HP target/non-resistance stacking targets (They lose their HP faster, therefore, Coup de Grace gives you more damage to finish them off). You can take Cut Down for the Anti-Tank/Juggernaut/Bruiser build.
Ever since Lethal Tempo became meta Electrocute has been underappreciated, but make no mistake, it's still a very solid assassination keystone. However, only try and take it against squishy enemy compositions. Lethal Tempo became meta because of it's level 3 river skirmish power. It was/is still a solid choice, but all of Lethal Tempo's power is in it's dueling capability. If you don't duel, don't take Lethal Tempo. In the majority of games you will, however, usually be dueling.
We want to preface this by saying if you see the enemy stacking tanks, pick a different champion. That said, Nocturne is definitely workable in a tank environment. This part of the guide is here to serve you for when you want to one-trick Nocturne or you first picked him. Fights against tanks will always go longer than the average skirmish. They will outlast your tempo and your mana. For this reason, you should take Conqueror. Please note, if you are used to playing with Lethal Tempo, this will take some getting used to as you have use spells/autos to acquire stacks as opposed to waiting a short period to Lethal Tempo to activate.
As we stated before, tanks will likely outlast your mana pool, however Presence of Mind is a great option as early takedowns will give you a boost to your mana and make dealing with tanks more manageable (to an extent).
All points mentioned for previous pages apply here except where noted.
Hail of Blades is your best option if you are going to play crit Nocturne, but feel free to use other main keystones to your liking or preference. Hail of Blades does not have a 1.5 second windup like Lethal Tempo, making it a more viable option, lowering your time to kill your opponents. Since your damage is coming from autos (and you only need a few), Conqueror or Lethal Tempo are not great options. This goes for Electrocute and Dark Harvest as well since you won't have as much AD or penetration. Be mindful of early river skirmishes because even though you do a surprising amount of damage, the effect does wear off--leaving you vulnerable. Be satisfied with a good early trade, as the enemy will just likely retreat.
When Essence Reaver used to give flat mana and mana restore on autos, Triumph was the clear option here. Now, it again, comes down to personal preference. If you are going crit, you are likely going to be relying more on your autos anyways, so mana may not be a huge concern to you, making Triumph the better option.
Buy this if you are against a comp where you are going to get kited (Ezreal, Tristana, Lucian, Ashe, Jhin, Sivir) and you feel like Stridebreaker or Prowler's Claw will not be enough slow or it is not worth building that game.
Special scenarios:
Kassadin - You can take blue smite against Kassadin due to the fact you are able to keep your fear tether when he Riftwalk's away. However, once Kass hits 16, Red Smite is far superior as he will no longer run from you and try to kill you.
Janna - Her passive increases MS for allies when they run towards her. There may be some situations where blue smite will allow you to catch them even if they are sped up, but Edge of Night or Prowler's Claw can fix most of your issues against her.
Zilean -He can speed up himself or allies and this gives you the ability to chase him down or escape if needed.
Morgana - If you find her on the enemy team, just go Red Smite. She will negate the blue smite effect.
For certain supports ( Lulu, Karma, Braum, Nautilus?) consider WHO they are supporting as opposed to them just being present in the game. Think about if a Lulu or Karma is supporting a champion like Kog'Maw--Blue smite will do you no good, as Kog will simply kill you.
In every scenario that is not blue smite, take red. This is your default smite option--if your situation is not covered in the Blue Smite section or if you are unsure of what would be best, take this. As you can see, blue smite is typically dictated by the ADC (and Zilean) on the enemy team and ADC is only 1 role. Red smite will be the safer option and apply to more roles on the enemy team.
[ITEMS] Bruiser/Skirmisher AD Staples
Note: This section has items that are tailored to accentuate the other play styles. We do not recommend to build all of these items together, however these items can be sprinkled within various builds.
MYTHIC ITEMS
Stridebreaker
This is currently the most used/valuable item on Nocturne (for the bruiser build) even after the removal of the slash in 11.13. This gives you HP, attack speed, ability haste, and allows you to proc Cheap Shot. Stridebreaker gives Nocturne everything he needs with the exception of lifesteal As you can see, there are other mythic items you can buy, but for the most part, if you are playing Nocturne as a bruiser, you need to buy this item. Period.
Trinity Force
If you have followed me(StrangeCloud) in the Nocturne community, you will know how much it pains to me write this — Trinity Force is now viable on Nocturne. After the recent buffs, I have been testing it out in various builds and having major success. Something to keep in mind should you choose to build this item: do not rush it. The powerspike you get from this item is incredibly lackluster. Pairing this mythic with Blade of the Ruined King gives you pretty solid dueling potential. Building Sterak's Gage and Black Cleaver gives you more survivability and dueling potential as well. Like Stridebreaker, this item is a stat stick that gives Nocturne everything he needs except lifesteal (but you have Blade of the Ruined King so you're okay!)
Goredrinker Goredrinker is solid if you feel the slow/mobility from Stridebreaker is not necessary for the game you are in. This item is also great if your team lacks engage due to the active giving you more healing the more enemy champions you hit. This item pairs very well with Last Stand as well.
Kraken Slayer
This item is if their team is full of tanky champions that cannot be killed quickly with something like Stridebreaker or Trinity Force. Think Volibear, Malphite, Vladimir, Leona, and any ADC. This allows you to deal the damage you need in extended fights and take them down quicker than you think.
Pair this with Cut Down and watch tanks cry. Also, just because it has crit chance, this does not mean you have to pair it with crit items. Kraken Slayer, Sterak's Gage, and Gargoyle Stoneplate or other bruiser/tank items like Black Cleaver are great when paired together.
LEGENDARY ITEMS
Sterak's gage
Build this item no matter what, seriously. This should be your second item in every build unless you are going Trinity Force, making Sterak's Gage your third item. It's grossly over tuned right now and gives you so much survivability as well as some extra AD. This also pairs well with Last Stand.
Ravenous Hydra
Generally, you do not rush this item, but this is a good sustain item after you have built a Tiamat (which is also used for quicker farming). This item also gives you more survivability due to having omni vamp.
Titanic Hydra
This item is great if you intend on going Stridebreaker or Goredrinker. Pairing this with either of those items and Sterak's Gage make you incredibly tanky and give you some good damage output, too. Consider this as a 3rd or 4th item.
Death's Dance
This is another good defensive item that gives you more AD and some tankiness when playing Nocturne in the front line. The new passive (extra MS and healing on enemy take down) allows you to get in and get out of a fight if you have made a pick or quickly chase down any stragglers that are trying to get away after a long skirmish. Due to the fact that Nocturne is a damage per second (DPS) champion, the delayed damage effect is more beneficial for him than it would be for an assassin. Keep in mind this should not be used against magic heavy teams as it is an anti-physical item.
Black Cleaver
Another very solid item. CDR, HP, armor pen; all the essentials to help Nocturne in many situations. This is your bread and butter pick when the enemy team has armor stackers.
Last Whisper
Similar to Black Cleaver, this item works well when the enemy team has champions that stack armor or have high healing (due to the fact that this can also be built into Mortal Reminder). If you are utilizing an assassin playstyle, this item will give you far more damage than another lethality or most AD and crit items in the late game.
Chempunk Chainsword
Ability haste, HP, AD, and grievous wounds. This item is great when Mortal Reminder or Lord Dominik's Regards is not needed. At 2600g, this is great value for the stats it gives.
Serpent's Fang
As a bruiser/skirmisher, you will definitely find yourself against plenty of enemies that like to build Immortal Shieldbow, Sterak's Gage or Gargoyle Stoneplate. This item if even more crucial if you are against enemies like Sett Yasuo, Orianna, Janna, or Lulu. This item takes care of all of those annoyances and allows you to handle what would normally be a harder fight.
[ITEMS] Assassin Options
MYTHIC ITEMS
Duskblade of Draktharr
If your goal is to assassinate softer targets/split pushers, this item is crucial for killing quickly. The change to this item (1.5s invisibility on takedowns) allows you the potential to get in and get out quickly as needed. Notice we said the potential, meaning, while this item makes you feel like you are Kha'Zix, you are still Nocturne. The slow also helps you secure kills on champions that will try to escape your fear tether as well as assisting your allies in closing the gap on the enemy target and can also proc Cheap Shot.
Prowler's Claw
The addition of Prowler's Claw gives Nocturne the ability to not only proc Sudden Impact without the use of Paranoia, but truly stay on slippery targets. How often have you tried to blow up Ezreal only for him to survive with a sliver of health? This item helps solve that issue, while giving you the AD and Lethality needed (mythic passive grants you more Lethality , too!) to blow your target up on sight due to the damage bonus you get after using the dash. The dash works similar to Warwick's Jaws of the Beast. Notice I said similar and not exactly as Warwick's Jaws of the Beast makes him immune to displacements and takes him behind the target, following their position anywhere on the map. Prowler's Claw is a dash through your enemy and just that.
Eclipse
Extra damage (% HP), omnivamp, and a shield after doing damage with a mythic passive that gives you % armor pen makes this item viable in many situations. The MS boost is great to help Nocturne navigate team fights as well. Eclipse is a nice dueling augment if that's your path and is not necessarily great vs anything in particular, but not bad either. While you probably can't go wrong picking it, it can easily be not the most optimal decision. That might seem like it's "safe and comfy" but we'd hesitate to call it such. Eclipse could also be incorporated into a bruiser build as well, due to the % armor pen mythic passive.
LEGENDARY ITEMS
Serpent's Fang
This item is great for all of the reasons mentioned in the bruiser section as well as giving additional Lethality . If you are build assassin, you definitely want Lethality .
The Collector
A great item to help snowball as it grants you 25 extra gold per takedown. Pair this with Triumph and that's 45 extra gold per takedown. This mini execute you get to help secure kills it also nice. Feel free to rush this item if you are ahead as it will allow you to rack up gold at a high rate.
Youmuu's Ghostblade
Not only does this give you more burst due to the lethality built within, this item pairs nicely with Duskblade of Draktharr due to giving you increased movement speed with its active. Youmuu's Ghostblade also gives you more potential map pressure with the out of combat movement speed.
Edge of Night
This item is a solid item in most builds, not just lethality assassin, as long as it makes sense for the game you're in. This item is good for champions that have a built in panic button that is hard to predict and block with Shroud of Darkness ( Tristana Buster Shot, Quinn Vault, Ashe Enchanted Crystal Arrow, etc.). This is what you buy Edge of Night for, but the stats (HP, AD) are useful as well. This item can help keep you out of sticky situations (a Blitzcrank Rocket Grabfrom Fog of War) and allow you to preserve your spell shield to use at a later time. Edge of night is specifically good against Thresh, Rakan Janna, and Lulu due to their high-impact and/or instant spells ( Whimsy, Flay, The Quickness and Monsoon)
Guardian Angel
This is a standard item for this build due to the fact your goal is to "dive bomb" and assassinate. As the game progresses, your damage will not be as impressive and chances are you will die in your assassination attempt. This is still a great item to purchase because it can set up your team in a good position to follow up due to enemy spells being on cooldown. This item is specific to the assassin/lethality build and sub-optimal on other Nocturne builds. If you're in low-elo and you find yourself with a hefty bounty, consider buying this item if you don't trust yourself on knowing where you're supposed to be at all times and/or acute knowledge of your strengths and weaknesses. (e.g. This is a good item to have while learning and can be incorporated in to all builds but a good player doesn't need it.)
Umbral Glaive
This is a very niche item that is strong for vision control. It will not help you do much else other than clearing wards (but this can also be done with Sweeping Lens, which is FREE). The authors of this guide do not recommend this item due to it being "slot inefficient" (why build this when you could build Youmuu's Ghostblade, or even Serpent's Fang etc?).
[ITEMS] Critical Options
MYTHIC ITEMS
Immortal Shieldbow
Wanna go crit but are a little weary about being too squishy? This is your item. The mythic passive also beefs you up a little with more HP. This item really has everything Nocturne wants outside of ability haste and is a decent choice if you choose to go the crit route.
Kraken Slayer
Wanna go crit but find yourself against a beefy team? Build this item. This item is good against tankier/HP stacking enemies as already mentioned, but also grants you the crit chance you need as you are playing crit Nocturne.
Galeforce
Wanna go crit but you are against mobile champs? Build this item.This gives you extra mobility (mythic passive grants extra MS along with having a dash) and AOE damage to help secure kills on low HP targets.
LEGENDARY ITEMS
Essence Reaver
This is an okay damage item to continue on your crit path that also grants you cooldown reduction and can assist with Nocturne's mana problems to some degree (This item used to be better option when it gave flat mana and mana per auto attack). The passive from Sheen gives you some extra burst, too, although you cannot proc it as consistently as other champions.
Infinity Edge
This is your murder item. If you are going crit build, you must get this item as it is your damage per second multiplier.
Stormrazor
This item gives you a slow that can proc Cheap Shot and the passive can be used on camps to increase your clear speed and the extra attack speed is good for dueling and taking turrets.
Bloodthirster
Crit, lifesteal, and a shield? We are so spoiled. Pair this with Immortal Shieldbow and Revitalize and you can start out a fight with a nice shield, heal more from your passive, and also gain another shield during an extended teamfight or skirmish. While Hail of Blades is recommended when building crit, Lethal Tempo is still a viable option and if you choose to go this route, pick up Last Stand to pump our more damage to pair with your shield from Immortal Shieldbow
Phantom Dancer
A great attack speed multiplier that also grants you move speed and more crit. This item used to feel a lot better with the life line passive, but is still a fair option for more crit and move/attack speed.
Mortal Reminder
A must have in the crit build especially if the enemy team has a lot of healing. Anti heal is so valuable right now so this is a must build in a lot of games if you are going crit.
Lord Dominik's Regards
This item is great for the similar reasons Mortal Reminder is, except this helps greatly against armor stacking enemy teams.
The Collector
This has crit, an execute, and gives extra gold on takedowns. What's not to like? The only weird thing about this item is the Lethality from Serrated Dirk, but honestly, if you rush this item you have the ability to snowball and then sell it later for an item like Bloodthirster. Something like The Collector>> Immortal Shieldbow>> Infinity Edge>>sell The Collector>> Bloodthirster could be a viable way to incorporate this item into your crit build.
Navori Quickblades
This is a "fun" attempt as recreating Spear of Shojin, but is just an okay item compared to all of your other crit choices. This item is best suited to round out your build if you find yourself needing more attack speed. This feels best to build after you have at least 60% crit.
[ITEMS] On-Hit Attack Speed
Note: This section is not necessarily for items that represent a full on-hit playstyle, but more so your attack speed options. This is more about dueling than stacking on-hit effects.
LEGENDARY ITEMS
Blade of the ruined king
This a solid item that you can almost never go wrong building, however, it is more integral into any compositions where there are enemy health stackers. This item combines well with Black Cleaver. Blade of the Ruined King is a very safe choice to pick for an attack speed item due to the fact that Nocturne enjoys all of the stats it gives. The passive is very powerful when combined with your Duskbringer and Unspeakable Horror to help stick to enemies and ensure your fear.
Wit's End
This item's true strength is but a distant memory (extra life steal below 50% health) but is still an okay buy if you find yourself needing more MR as well as attack speed. RIP old Wit's End :(
Rageblade If you can find a reason(s) why this item is good, please fill me in. YOU CANNOT BUILD Infinity Edge, Kraken Slayer, or Navori Flickerblade with this item. And why would you build this for the attack speed when so many better options exist (hello Mortal Reminder). If you commit to Guinsoo's Rageblade, that's it. Simply put, just build Infinity Edge as it is, by far, the better item. Quite frankly, this item sucks.
[ITEMS] Tank Options
Dead Man's Plate
This item is solid if you need a slow (and you don't have other slows already) and roaming power while looking for armor.
Randuin's Omen
The best armor item in the game--great when you see crit on the enemy team and slowing multiple people when you engage. The Cold Steel passive is great against champions building attack speed. If you see a Kalista or Vayne in your game, BUILD THIS ITEM—this gives you dueling power against both of these champions who would generally kite you until they kill you.
Spirit Visage
A good item when you need an MR option and have other forms of healing (lifesteal).
Thornmail
This is your grievous wounds defensive item when Executioner's calling is not a good option. Thornmail works great into heavy AD comps that also have inherent healing and lifesteal.
Frozen Heart
There isn't much reason to buy this item due to all the other armor options in the game. There is probably some niche where you suddenly find yourself needing a huge chunk of armor, mana and CDR, but we have not found that situation yet. More than likely you will want to build other armor items. Also, the passive is based on per 1000 HP and Nocturne is typically not going to be stacking HP.
Force of Nature
Back from the grave and hopefully here to stay! This gives you a good amount of HP and magic resistance that can stack up to 80, while also granting you 40 bonus MS. This is a great item if the other MR choices do not make sense for the game you're in.
[ITEMS] Tank Playstyle
(RIP)
Note: The author's of this guide do not recommend a tank playstyle, however, this section is here for posterity.
Frozen Mallet
Rest in pieces, friend. You will be missed by few, but not the us :)
LEGENDARY ITEMS
Frostfire Gauntlet
If you really feel the need to build Nocturne as a tank (why are you doing this?), consider Iceborn Gauntlet as an option. This grants you a slow, on hit magic damage, health, and size ;). This pairs well with other items like Sterak's Gage and Gargoyle Stoneplate.
Sunfire Aegis
Between this item and Iceborn Gauntlet, this is probably the better option. MR and Armor, extra tenacity and slow resist on the mythic passive, and some added AOE damage for teamfights you should be front lining in since you chose to go tank Nocturne.
Turbo Chemtank
This item is a good option for tank Nocturne(why are you playing tank noct???) due to the tanky stats you get as well as the active MS bonus and slow shockwave you can apply to help stick to your enemies.
LEGENDARY ITEMS
Warmog's Armor
The reason why we are talking about this item is due to the fact that you need some form of regeneration and the fact that it synergizes well with Sterak's Gage. Always buy this item 3rd as you won't have enough HP to proc the passive before that point.
Gargoyle Stoneplate
Your core item as teamfighting is becoming relevant. Your goal is to initiate teamfights with this build and you will certainly be surrounded by multiple players. Buy this item
Maw of Malmortius
This item is good against heavy magic damage teams. And by that I mean if you see an enemy team like Volibear(building AP) Sylas, Elise, Ezreal, Morganathen you will definitely want this item. For this item to be effective, you need to get value out of the MR shield in a way that Sterak's Gage cannot provide. That being said, Force of Nature is typically a better MR option overall.
Silvermere Dawn
This is better much under the same context as Mercurial Scimitar (you are really buying this for QSS) and the fact you get extra slow resist and tenacity instead of MS on the active. If you find yourself needing QSS and need extra HP, you can finish this item last.
Anathema's Chains
A solid "anti-carry" item that gives you more survivability which can allow you to take down the enemy team's biggest threat. This item has a mini exhaust woven into it along with the ability for your fear to last longer.
Hullbreaker
This item is pretty self explanatory. Plan on split pushing? Buy this item. Pair this with Anathema's Chains for a solid amount of HP and extra dueling potential as you split.
[ITEMS] Boots
Plated Steelcaps
98% of jungle damage is physical damage and the passive applies to every jungle monster except Dragon. Build these boots if you are unsure which to choose, due to most of the damage in the game being physical (monsters, minions, turrets, ADCs). If the enemy is not full of AP, build these. These are a safe boot to build in most situations.
Mercury's Treads
Generally not bought for the tenacity, except when being combined with Legend: Tenacity. This is bought when you need to magic resist stack. Whereas Ninja Tabi can suffice as your sole armor item, Mercury's Treads cannot suffice as your only magic resist item.
Berserker's Greaves
This may seem like a good item on Nocturne, but this item is only good on ranged champions. Consider that Master Yi does not even buy this item and he is the best attack speed scaling champion in the game. You won't even get style points for building this item.
Boots of Mobility
While we understand the appeal for this item you are going to hit the soft movement speed cap and Nocturne is more about chasing a target. You will actually end up slowing yourself with these boots due to only being 25 MS in combat. This item is solid in rotations, but if you are worried about rotations, you should have taken Relentless Hunter and/or Youmuu's Ghostblade. You sacrifice a decent amount of survivability from Ninja Tabi or Mercury's Treads.
Boots of Swiftness
These are a niche boot to build against the likes of a champion like Ashe or Rylai's Crystal Scepter users. Consider if Mercury's Treads would be better suited first.
Ionian Boots of Lucidity
This item has become incredibly viable on most champions in the game due to it's low gold cost (950) and ability haste paired with summoner spell haste. Buying these on your first or second back can yield you positive returns in a lot of cases, especially when ahead. You can build MR and Armor items later as needed.
Other Uncategorized Items
Serylda's Grudge
This is a funky item as it is not absolutely bad, but not amazingly good—it is more niche than anything. Build it when you feel like you may need a slow to help chase down and secure kills. Honestly, this item is best suited for making quick work of Singed.
Trinkets
When it comes to trinkets, you honestly cannot go wrong with picking any of the 3 choices. Your choice will come down to personal preference and/or the objective for the game you are currently in.
Warding totem Stealth Ward is great for gaining vision control, keeping track of enemy jungle pathing, and creating picks and objective control. While Stealth Ward gives more vision and has a shorter cool down than Farsight Alteration, using this trinket to ward can be dangerous--as you may have to put yourself in harms way to place it.
If your goal is to get as much vision as possible for you and your team, take this trinket.
Oracle Lens Oracle Lens is good for making sure you're not spotted as you're moving, maintaining vision, objective control and making sure a bush you're camping isn't warded. This trinket is also good for keeping Duskblade of Draktharr up for that reason (though Duskblade of Draktharr passive tells you if it's warded).
If your goal is to deny vision, safely camp bushes, and roam the map without being spotted, take this rune.
Farsight Alteration Farsight Alteration is good for following people when they escape your vision as you're trying to use Paranoia or gaining vision of a high priority target that may be near the back line of a team fight ( Jhin using Curtain Call or Xerath using Rite of the Arcane). This trinket also works well to scout objectives from afar and helps gains vision of bushes from a safe distance (so you don't have to face check like you would with Stealth Ward). Experienced Nocturne players typically swap out Stealth Ward or Oracle Lens at level 9 for Farsight Alteration due to the mentioned strengths above.
If your goal is to safely ward, gain vision for Paranoia, and give yourself extra chasing potential, take this trinket.
Jungle Pathing - Beginner
Pathing
This can make or break your game and success on this champion (and most jungle champions). Sure, you can do the same path every single game and have some success, but if you make an intentional decision to path with purpose, you have a far better level of success. I will cover some basic ideas for pathing at different levels (beginner, experienced, and advanced) and create a separate section for ganking and planning jungle routes.
Note: These jungle sections will only cover basic pathing at different levels. If you are completely new to the jungle and need information on camp timers, jungle plants, etc., please visit Psiguard's Nocturne Guide which provides far more basic detail about jungling as a whole. Starting from Jungle Spawn timers for basic until you get to more advanced ideas like vertical jungling and tracking the enemy jungler, which are crucial skills for ranking up in general as a jungler.
General Pathing
This section pertains to:
Beginners
Those looking to avoid the enemy jungler, due to unfamiliarity with the match up.
Please note this information can be used for most junglers and if you are new to the role and champion, this path might be your safest bet.
There are two ways basic to stay somewhat safe in the jungle if you are not looking for an early altercation.
Starting on the same side as the enemy jungler and clear from top to bottom or bottom to top. Currently, it is incredibly efficient and very safe to full clear no matter what side you start on.
The other path you can choose is to start on the opposite side of the map of your enemy jungler. Let’s assume you are blue side and you know your enemy is starting their blue. This means you will also start blue buff and then path from top to bottom. This is not fool proof, but it is mostly safe as this should allow you to end your clears on opposite sides of the map and allow you to secure one rift scuttler. I typically like to path this way against an Olaf because meeting him at the same rift scuttler can be painful.
Note: At the end of both clears, rift scuttler should have spawned and you can look to take this if you choose. If you are unfamiliar with the matchup, low on HP, or are not comfortable with an early skirmish, forego the first rift scuttler and just try and get vision for your team before you back.
Jungle Pathing - Experienced
Experienced Pathing
This section pertains to those who:
Mostly understand the champion and role
Are comfortable with the enemy jungle match up
May look to counter jungle, invade, or push an early advantage.
If you are comfortable with invading and invite more potential confrontation, there are a few different ways you can path.
If you know you have a favorable match up and you can win a skirmish if you run into the enemy champion, there are two aggressive routes you can take that can get a lead via kills or taking the enemy camps without giving them room to retaliate.
Buff to enemy buff: Blue Side(and you have knowledge the enemy is starting their blue buff.
Pull the red buff into the brush and finish taking the buff.(This is the more safe option, but you can also pull their red buff near their raptors and use your Duskbringer to aggro them and do both camps at once. Practice this before playing a live gain and proceed with caution. If you choose to do this, you must ward the brush near enemy raptors.
Buff to enemy buff: Red Side(and you have knowledge the enemy is starting their red buff.
Pull the blue buff near the river finish taking the buff (again, this is the more safe option, but you can also look to take their gromp at the same time, too). This comes with more risk, but you have enough vision to know if you will be able to secure both.
Until you reach Diamond or higher, almost everyone you jungle against will not have an actual plan for pathing. They might go buff to buff every game or they might try and full clear. Since you have no idea, it is best to prepare for anything. That being said, you picked this route because you feel confident in the match up, so if you do run into them you should be fine, but there is nothing worse than not securing the enemy buff or dying because you chose to be careless. On blue side, after you have completed their red buff, you can look to do raptors(if you already did not take them at the same time as red hehe) or their krugs. Raptors is a bit more risky, but if your mid lane has priority (they have the enemy mid pushed under turret) go for it. If your mid does not have priority and you think it may be TOO big of a risk, go do their krugs, recall, and clear from bottom to top. This goes for red side starting your red buff and finishing their blue buff. Your ward should see them doing their murk wolf. If they do them, feel free to take their gromp. The rest is up to you (fight them at their blue, retreat, start rift scuttler, etc.
Blue Side - Buff, camp,mini camp, buff, invade(and you have knowledge the enemy is starting their blue buff:
Nocturne has a strong level 3 and if you catch the enemy jungler off guard, it will almost always net you a kill, their Flash, or their camps. Path towards their red buff and use the bushes to your advantage. Check and see if red buff is up. If it is still up, drop a ward over the wall to see when the enemy is coming. You can choose to wait a few seconds and kill them, or start their red. Let’s assume they are finishing their red buff as you are coming to the buff. If this is the case, they might be fairly low; giving you an opportunity to kill them while potentially stealing their red buff. If the red buff is not there when you arrive, check raptors (this is where a lot of kills tend to occur). Sometimes junglers like to secure their buff before doing other camps (this is something we tend to do when their is potential for an invade from the enemy jungler).. Please note, this applies to starting red side as well, just in reverse/opposite).
Red Side - Buff, camp,mini camp, buff, invade(and you have knowledge the enemy is starting their blue buff:
Note: If you know you are in an unfavorable matchup, against an enemy jungler that can invade you, or know you will lose early skirmishes, see the section above as this will help you stay away from the enemy jungle.
Jungle Pathing - Advanced
Advanced Pathing
If you truly want to understand how to jungle at a fairly high level, you will need to:
Study your own replays
watch streams and videos of other high elo junglers.
I have recorded a few videos (listed here) that covers some advanced concepts (warding, where to start, what to do after your first clear, rift scuttler contesting, etc.) and if you truly want to master the role, you have to commit to studying the tape. Typing out every detail can get confusing and I hope these videos will be helpful as you begin to understand pathing and its importance.
(NOTE: some these videos are from previous patch notes, but can still be utilized for the time being. If (another) major jungle change happens, new videos will be linked and/or uploaded).
Jungle Pathing - Invading
Let this section serve as general information on when to invade with Nocturne.
LEVEL 1 INVADING TEAM INVADE
If you have a support like Blitzcrank, Braum, Morgana, Thresh, or Nautilus and the rest of your team has a decent level 1, feel free to follow your team and invade the enemy (generally, late scaling champions Kassadin, Vayne, Kayle, etc. are not good for level 1 invades with the exception of Jinx).
LEVEL 3 INVADING SOLO INVADE
Consider this as a general rule when debating on invading: if you would win the river fight you will win the jungle fight. This will help you when analyzing if you can or should invade. In addition to this rule, is considering if lanes are gankable. If not, look to invade.
Even if the invade does not net a camp or kill, getting information on where the enemy jungle is or isn't is usually always worth it. Keep in mind if you are on blue side and you are finishing your jungle route on the top side of the map, there is more value in checking the enemy raptors than if you have finished your jungle route bot side and looking to invade the enemy gromp. Gromp is far more risky than checking raptors as the escape route is more compromised due to enemy bot laners being nearby and having to path further into the enemy jungle than you would at raptors.
SAFE MATCHUPS
Master Yi, Evelynn, Kha'Zix, Jax, Ekko are all champions you should feel confident about invading as you will likely either kill your enemy or cause them to flee, allowing you to take their camps and control vision inside their jungle.
VUNERABLE MATCHUPS
Keep in mind that although Nocturne has one of the best level 3s in the game and you do not really have a bad jungle match up in terms of fighting level 3 on an invade, champions like Olaf, Xin Zhao, Graves, Volibear, and Elise should not be taken lightly. They can kill you just as much as you can kill them.
LEVEL 3 INVADING RIVER FIGHTS
The difference here is that in a jungle invade, you might come across an enemy tanking a camp or using their mana/spells--leaving them more vulnerable. In a river skirmish, both you and the enemy jungle (should) both be fairly healthy and have your spells off cool down.
If you find yourself fighting in the river, remember that using Smite on Scuttle can give you instant HP that can (and will) help you win extended fights. Use this to bait the enemy jungler into committing to a fight they think they will win, only for you to gain a burst of HP and finish them off. This also applies in a jungle invade.
And probably the most important factor in river skirmishing is whether or not your mid laner has priority. A general rule to keep in mind is lane bullies will typically have priority and late scaling champions will not.
Upon entering the river:
Check to see you mid laner's HP and mana
Where the minions are in the lane
Check side lanes for their current state (wave, HP/mana, etc)
Ping your teammates to let them know if your intentions (simply being present is not enough)
Jungle Pathing - Ganking
Knowing which lane to gank and when to do it comes down to the game you're in and what is current state of the lane you are headed to. Although this will vary from game to game, there are some things to keep in mind as you leave the jungle. These are questions you can think about during the loading screen and create a general plan for how you want to path and gank. As always, this can and will probably change as the game progresses. Nocturne's best ganks are for lanes where your ally has a hard crowd control that is easy to apply and the enemy has little to no escapes.
Consider this when looking for a gank because depending on where the lane is, it may not be worth ganking.
If the lane is pushed up to your turret and there are 10+ minions crashing into your turret, unless you know the enemy jungler is setting up a dive, it is best to look elsewhere until the wave is in a better spot.
On the flip side, if the minion wave is crashing into the enemy turret, be mindful of the enemy jungler who may be attempting to protect their ally and counter gank as well as respecting turret damage (these hurt and Nocturne is not a tank).
Spells & Vitals
Summoner Spells? Mana? HP?
Once you have analyzed the lane and feel it is in a good spot for you to gank, take a look at both your ally's and enemy's current mana and HP and, if possible, ask your ally the state of the enemy's summoner spells.
More often than not, if your ally has more mana and HP than the enemy (by a substantial margin), this is a good time to gank. Even if you do not have information and the ally's summoner spells (mostly Flash) if the wave is in a good spot and your ally is winning trades, a gank is still worth it to blow the enemy's Flash (especially if it is their only escape tool) or Stopwatch if they have purchased one early or are utilizing the rune (take caution if committing to a turret dive and the enemy has an active Stopwatch).
If you see your ally is lower mana and HP than the enemy, this does not necessarily mean you cannot gank, but be careful because if the enemy jungler is nearby, this could cause your gank to turn into a 2v1 situation very quickly as your ally is more susceptible to dying more quickly.
If your ally has blown their Flash and you notice the enemy laner is starting to play more aggressive, this may be an opportunity to gank as well. Continue to keep an eye on the mini map to see how far up the enemy laner is deciding to play once your ally is Flashless.
Setup
Setup, Escape, and Anti-Dive Abilities
Nocturne (as well as many other junglers) enjoy ganking lanes that have good setup and least resistance. Gank for champions like Pantheon, Maokai, and Nautilus. These champions have easy to apply crowd control and are also great turret divers due to their durability.
Be cautious of champions with escape abilities like Ahri, LeBlanc and Ezreal and champions that are hard to dive like Alistar, Tryndamere, and Nautilus. Slippery champions are simply a pain to deal with. If you know their escape abilities are down, great, but if not, ganking these lanes will do nothing but frustrate you. Diving a champion like Alistar is just asking for trouble due to his ability to peel you and chain CC you while the turret is devouring your HP bar. And while Tryndamere lacks CC, his Undying Rage can make it hard to complete a dive.
Splitting Vs Teamfighting
SPLIT PUSHING
The time you would want to split is when team fighting does not appear attractive. This can be for a multitude of reasons:
Your team composition is substantially weaker in team fights than the enemy's
You are behind in gold and levels
There is an objective coming up
The enemy split pusher does not have Teleport or global spells like Stand United or Destiny available(keep in mind sometimes it is a good idea to split push to force the enemy laner use their Teleport or global spell, allowing you to exert pressure elsewhere while it is on cool down.
TEAM FIGHTING
If you are choosing to team fight, you will need to exercise your patience. Waiting for enemy's to use their abilities and commit to a fight against your allies will serve you well. This goes for using your Shroud of Darkness and Unspeakable Horror as well. The more spells expended, the easier it becomes to block more crucial spells (like a hard CC) and apply Unspeakable Horror. Also keep in mind it is not always in your best interest to use Unspeakable Horror on the target you used Paranoia on as you may kill your target before your Unspeakable Horror procs the fear.
In all cases when team fighting is appropriate, do not be the one to initiate (we mean this). Even if you are very strong, you put your team at a disadvantage by being the one to start the fight. Your one exception for starting a teamfight is if you have an active Guardian Angel. This can be served as a replaced engagement tool when your team has no engagement in the first place, but this is your only exception.
Generally speaking, team fighting is a good idea when split pushing isn't a good option because the:
Enemy split pusher may detour or even kill you (think Tryndamere)
Your teamcomp is stronger
Enemy team has late scaling and/or the enemy is not in a position to make in impact in a team fight.
Enemy team does not have abilities that can create havoc, despite the game state Malphite, Miss Fortune, Orianna, or a champion that can set up Yasuo's ult.
You are ahead in levels or exp
You build full lethality (and while full lethality does not do super well in teamfighting, too, it is better than split pushing because at the very least you can force a pick with your high burst damage).
Conclusion
Congratulations! You've made it to the end of the guide. We appreciate you reading everything here. We put a lot of work in to this summed up through thousands of Nocturne games. We shared the collective experience of the Nocturnemains subreddit with you, it might even be more than 200 years!
Thanks for coming to our TEDTalk
This guide made in collaboration with xStrangeCloudx and RuneKatashima.
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