Nocturne Build Guide

Carrying from the Jungle

Uploader vretttt
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Armor Penetration (+2.56 armor penetration)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hey Solomid, Thank you for giving me the opportunity to write this guide for the community. Just a little bit about me since the vast majority of you probably have no idea who I am. I'm currently Platinum elo in the north american server ( in game name is vretttt ). I currently play for team Corki Terrorists, and have had very good recent success winning 2 go4LoL's in a row. Most of the tournament games I played nocturne using what's outlined in this guide. Hope you guy's enjoy and wish you all good luck ! This nocturne guide is primarily going to be focused towards early - mid game aggression. My goal when I play nocturne is to keep the enemy on their toes. I start ganking at level 4 ( sometimes right out of my original jungle route) and try to maintain pressure on all 3 lanes throughout the game. Keeping pressure on the enemy creates many opportunities for yourself and teammates. Even if your ganks don't land you a kill they will force enemy summoner spells and cause them to fall behind in lanes furthering your advantage. Quite often this causes the enemy jungler to try and pull off less than advantageous ganks and fall right into your counter ganks.

For my rune page setup I like the armor penetration for Marks and Quintessences. These add up to 25armor pen which gets you very close to if not true damage on low armor'd targets. This gives you devastating damage especially when you combine it later on with ghostblade. The armor pen will make a larger difference throughout the entirety of the game versus getting flat AD. For seals I go armor to help with jungling and for glyphs I get Magic resist/level to help with overall tankyness.

[title][img=skills/nocturne/p.png] Passive: Umbra Blades[/title] [number]Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% physical damage and heals himself for 15/20/25 per target hit. Nocturne's basic attacks reduce this cooldown by 1 second.[/number] [title]Explanation:[/title] I feel nocturne's passive is very powerful in just about every situation throughout the game. It helps with jungling / farming / damage output / survivability, just about everything under the sun. Ohhhh did I mention it also scales with attack damage ? [title][img=skills/nocturne/q.png] Q: Duskbringer[/title] [number]Nocturne throws a shadow blade which deals 60/105/150/195/240 (+75% attack damage) physical damage and leaves a Dusk Trail for 5 seconds. Enemy champions hit also leave a Dusk Trail. While on the trail, Nocturne ignores unit collision and gains 15/20/25/30/35% Movement Speed and 15/25/35/45/55 Attack Damage. Cooldown 10 seconds Cost 60/65/70/75/80 mana Range 750[/number] [title]Explanation:[/title] A sort of all in one steroid that gives nocturne his deadly damage output and helps him "stick" to his prey. This is an aoe ability that hits for moderate damage but also gives nocturne movement speed+ignores unit collision and an attack damage boost. This ability is also great in the jungle and is a very underrated level 1 team fight skill. When coupled with nocturnes passive he can be quite deadly at level 1. [title][img=skills/nocturne/w.png] W: Shroud of Darkness[/title] [number]Passive: Nocturne has 20/25/30/35/40% bonus Attack Speed. Active: Nocturne creates a magical barrier for 2 seconds, which blocks the next enemy ability. If an ability is blocked by the shield, Nocturne's passive Attack Speed bonus doubles for 5 seconds. Cooldown 20/18/16/14/12 Cost 50 mana[/number] [title]Explanation:[/title] This ability is where you can make or break ganks. You can instantly summon a sheild to protect you from one harmful enemy ability. Be wise and quickly think about which ability the enemy possess which will be the most detrimental to your success. Whether its a stun or a high powered nuke be quick and strategic about when to make use of the sheild. You also get a nice attack speed bonus for blocking an ability which further increases your advantage in the fight. [title][img=skills/nocturne/e.png] E: Unspeakable Horror[/title] [number]Nocturne plants a nightmare into his target's mind, dealing 50/100/150/200/250 (+100% ability power) magic damage over 2 seconds. If Nocturne stays within 600 range of the target for the full duration, the target becomes feared for 1/1.25/1.5/1.75/2 second(s). Cooldown 15/14/13/12/11 seconds Cost 60/65/70/75/80 mana Range 400[/number] [title]Explanation:[/title] This ability is nocturnes only CC and should be used very wisely. It's incredibly deadly throughout the entire game and I end up maxing it second. The "tether" on this ability is actually very long and once you land it on an enemy it is very likely they will become feared. If your are afraid of an enemy flashing to escape the tether than try and keep pace with him meaning, don't auto attack him just try and get your character model on top or very close to his. If you manage to keep nocturne on top of him when he flashes, the flash range isn't long enough to break the tether and the enemy will effectively become and feared. [title][img=skills/nocturne/r.png] R: Paranoia[/title] [number]Nocturne reduces the sight radius of all enemy champions and removes their ally vision for 4 seconds. While Paranoia is active, Nocturne can launch himself at an enemy champion, dealing 150/250/350 (+120% attack damage ) physical damage. Cooldown 160/130/100 seconds Cost 100 mana Range 2000/2750/3500[/number] [title]Explanation:[/title] Nocturne's ultimate is what truly makes him very scary to play against. This ability allows you to set up counter ganks and also gank from outside of the enemy ward range. This ultimate also offers other utility such as blinding the enemy for 4 seconds and giving you a great initiation for jumping on enemy carries during team fights.

Alright now that we are done with all the technical stuff lets get down to game play. As mentioned earlier I go [img=items/cloth-armor.png][img=items/health-potion5.png] to start and take on blue buff with a leash from my allies. From there I proceed to wolves -> wraiths -> red buff-> double golems. At this point you have to take a look around and see if its possible to gank. It should be around the 3:45 mark and your gank will extremely deadly since you will be a level ahead of the enemy champions and possess double buff. If a gank isn't possible blue pill home and get [img=items/boots-of-speed.png][img=items/health-potion2.png] and continue clearing the jungle until a gank becomes apparent. Once nocturne hits level 6, gank opportunities on the map become much more prevalent. Whether you get your lane mates to bait the enemy into a fight so you can ultimate in and turn the tides or from counter ganking the enemy jungler with the use of your ultimate. The range on nocturne's ultimate is large enough so that you can initiate the ganks from outside of enemy ward range. Be vary weary of common ward spots or if you spot where the enemy warded. That way you can ensure you initiate from either beyond them or from a different angle so you are never spotted. Remember this is nocturne's huge advantage.....wards should not shut you down from ganking. Here's a rare but very risky / rewarded trick you can pull off with nocturne's ultimate. If your team is engaged with baron and you see the enemy team coming for you and you are not sure whether or not you can kill the baron in time, use your ultimate. This will grant you 4 extra seconds to finish off baron and flee the area to re access the situation. Remember only do this if you are sure you can kill baron with those few extra seconds. This also goes for dragon.

Nocturne not only shines in the jungle / gank phase of the game but when it come's to those game deciding team fights he can be just as devastating. Figure out who's the highest priority target on their team, this will usually be a squishy ranged AD or AP carry. Sometimes it can even be someone like soraka who is winning team fights for the enemy. Try and ultimate in with your team as they initiate and tear those squishy carries apart. Fear/ ghostblade / spell shield use everything at your disposal to land that important kill. Sometimes you won't need your ultimate to help initiate so save it to either catch feeling enemies who may have escaped the confrontation or to help assist team mates by "peeling" for them. Quite often the use of darkness is enough to help allies get away.

Comments coming soon!
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