Nocturne Build Guide

The Twisted Treeline Terror

Uploader gr1m5
Updated 5 years ago
  • 3
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 6
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Attack Speed (+0.64% attack speed)
  • 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

Nocturne is among the best AD champions for Twisted Treeline. Not many play Twisted Treeline but for those that do, Nocturne is worth trying. His early game is strong; his jungle control capabilities are near unbeatable, and his late game is extremely hard to stop. Nocturne has one of the best ganking abilities in the game and it's strength is even more noticeable on the smaller 3v3 map. If you are looking for a strong 3v3 champion that is a blast to play then you really can't go wrong with Nocturne. [title]Updates:[/title] 9/17/2011: Changed rune page slightly; Tweaked mastery page; Cleaned up out of date information; corrected typos.

[center][imgext=][/center] [title]Explanation[/title] This rune page is synergistic with Nocturnes passive, gives you enough armor penetration for early game jungling and is strong throughout the game. I take armor seals to help Nocturne survive versus the common top lane picks. You can always switch around for flat MR glyphs and AS seals if you anticipate laning versus an AP champion. Nocturne does not really have a problem versus other AD champions due to Wriggles Lantern, his passive and his fear ability (E).

[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] This is one of the reasons behind Nocturnes jungling strength. This also helps you clear minion waves quickly. [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] This is Nocturne's Swiss army knife. It can be used to check brush; chase an enemy or escape, boost your damage output, steal jungle buffs through walls, etc. [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] Amazing ability that requires a lot of practice in order to get the timing correct. This can be used to cancel Malzahar's ultimate, block Warwick's ultimate, block disables that Nocturne is often the target of after he uses Paranoia, etc. Very strong when used correctly. [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] Another great ability that gives you the edge over other AD champions. For best results, use immediately following your ultimate and/or spell shield. [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] One of the most aptly named abilities in LoL. On Twisted Treeline, the range can nearly take you from top lane to bottom lane in an instant. Do not think that you should only use this to initiate a gank; It can also be used to effectively finish off champions that are attempting to escape.

[center][imgsmall=skills/nocturne/q.png] [imgsmall=skills/nocturne/w.png] [imgsmall=skills/nocturne/q.png] [imgsmall=skills/nocturne/e.png] [imgsmall=skills/nocturne/q.png] [imgsmall=skills/nocturne/r.png] [imgsmall=skills/nocturne/q.png] [imgsmall=skills/nocturne/e.png] [imgsmall=skills/nocturne/q.png] [imgsmall=skills/nocturne/e.png] [imgsmall=skills/nocturne/r.png] [imgsmall=skills/nocturne/e.png] [imgsmall=skills/nocturne/e.png] [imgsmall=skills/nocturne/w.png] [imgsmall=skills/nocturne/w.png] [imgsmall=skills/nocturne/r.png] [imgsmall=skills/nocturne/w.png] [imgsmall=skills/nocturne/w.png] [/center] [title]Explanation:[/title] This skill order is what I find to be most effective. Leveling E before W allows you to keep opponents feared for a longer period of time, and more often; this improves the success rate of Nocturne's ganks.

[title]Starting Items:[/title] [img=items/cloth-armor.png] + [img=items/health-potion2.png] + [img=items/sight-ward.png] This gives you early game durability and an invaluable ward. The first ward should typically be placed in the middle jungle, directly underneath the red lizard (More on ward placement later). It is also not a bad choice to start with a Doran's Blade, but know that it will slow down your overall build progress. [title]Core:[/title] [img=items/wriggles-lantern.png][img=items/berserkers-greaves.png][img=items/the-brutalizer.png][img=items/the-black-cleaver.png][img=items/aegis-of-the-legion.png] Wriggles Lantern is immensely useful for not only the free ward, but the lifesteal, armor, and attack damage. It is [highlight]extremely[/highlight] cost-efficient. Beserkers Greaves is my usual choice in boots, but for certain situations [imgsmall=items/mercurys-treads.png] or [imgsmall=items/ninja-tabi.png] is a better choice. (Mercury Treads versus heavy crowd control teams and Ninja Tabi against heavy attack speed/attack damage teams. The Brutalizer is one of the best items for AD champions on Twisted Treeline due to its cost-effectiveness and its relevance the entire game. Usually games end before I can upgrade to a [imgsmall=items/youmuus-ghostblade.png] but if the game does stretch on, upgrading is a great option to have. The Black Cleaver alone will boost your DPS more than any other item. It provides you with much needed armor penetration and attack damage while also complimenting your passive with its large attack speed bonus. You may think it is a bit strange for Aegis of the Legion to be in my core item build, but it is a very cost-efficient item (which is absolutely KEY in 3v3). It helps your entire team's durability AND damage output by a significant amount. If someone else on your team is going to purchase this, then definitely buy a situational item instead. [title]Additional Offense[/title] [img=items/starks-fervor.png][img=items/youmuus-ghostblade.png][img=items/last-whisper.png][img=items/frozen-mallet.png][img=items/the-bloodthirster.png][imgsmall=items/atmas-impaler.png] Stark's Fervor is one of my favorite items to build because it gives me everything I could want on Nocturne: AS, lifesteal, and armor penetration; the best part? It gives these bonuses to your ENTIRE team which makes this a very cost-efficient item. Ghostblade is an all-around great item to build. It helps in team fights, pushing towers and preventing champions from escaping. Frozen Mallet is a fantastic choice when fighting against other melee champions. The Blood Thirster gives you a large amount of AD and lifesteal, what's not to like about it? [title]Against AP:[/title] On Twisted Treeline your spell-shield and a [imgsmall=items/negatron-cloak.png] will typically be plenty of defense versus AP but if you feel you need more survivability the best option is a [imgsmall=items/banshees-veil.png] or [imgsmall=items/quick-silver-sash.png]. [title]Against AD/AS:[/title] [imgsmall=items/wriggles-lantern.png] + [imgsmall=skills/nocturne/e.png] is usually plenty of defense against physical champions but in the situation that you find yourself needing more durability, [imgsmall=items/ninja-tabi.png] is a good option. [imgsmall=items/chain-vest.png] usually will give me that extra amount of armor that I need if I find myself against a very physical team. In extreme cases, [imgsmall=items/randuins-omen.png] will do the trick. It is a good idea to keep at least one [imgsmall=items/sight-ward.png] at all points in the game.


When you first start you will want to head toward the bottom lane with your team. Many people do a 'bottom gank' before minions spawn. Sometimes this is a good idea, other times it is not. It all depends on your team compared to theirs. It is almost always more beneficial for you and your teammates to spend the time before minions spawn setting up wards and only moving in for a gank if the enemy team makes a mistake. For instance, if while you are warding you notice that the enemy has given up the bottom gank and one of the enemy champions are now heading to the top lane, you can attempt to pick him off. As a general rule, try not to take large risks in order to get kills. Staying alive is nearly always better than getting a kill. I prefer to take top lane as it allows quick access to both the middle and top jungle, and also allows you to level faster while earning more gold. The key to winning Twisted Treeline is controlling the jungle, laning solo-top allows you to do this more effectively than laning bottom. The early game does not last long in 3v3 so it is important not to waste any time roaming the map and not accomplishing anything. For this reason, I start at one of the small camps, either top or bottom depending on which is safer. After clearing this camp I head to my lane and clear it as quickly as possible. This does not mean that you should not focus on getting the last hit on a minion; just clear the wave as quickly as you can. A properly lined up Duskbringer combined with your passive can lower the entire minion wave to a point where you can easily last hit every minion. If you are against a tough champion with a lot of early ranged harass, play it safe and take the minions that you can reach without taking too much damage. After I finish clearing the first wave, I head to the other small camp which I did not clear earlier. Once that is cleared, the first camp you cleared might have re-spawned depending on how long it took you to clear the first wave. If it did spawn, clear it again and then head back to your lane; if not, simply return to your lane. It is possible to clear the small camps closer to your enemies side but it is not always safe. Remember not to take a large risk in order to get a few more creep kills. Repeat this process until you have about 1125 gold; then go back and buy a [imgsmall=items/madreds-razors.png] + [imgsmall=items/boots-of-speed.png] + [imgsmall=items/sight-ward.png]. You also might want to pick up a few health potions. Return to your lane as it will likely be pushed near your tower by now. Once you have pushed back your lane, clear the wolf camp closest to your side of the map followed by the small camps. Keep doing this while keeping your lane pushed to a safe distance until you have enough for a Wriggles Lantern, upgraded boots, and a Brutalizer (If for some reason you had trouble farming you can hold off on the Brutalizer until your next trip back.) Once you have your lantern, you are ready to kill the Dragon. At this point in the game, you typically want to to stick with your team instead of laning.

Now that you have your lantern, move with your team to the dragon camp. Make sure you check brush and note the enemies position before engaging the dragon. In many games, this will be the first team fight, it is absolutely crucial to win this fight so that the enemy team does not get the dragon buff + 280 gold. With three of you, it should only take ~12 seconds to kill the dragon. Don't forget to pay attention to the dragons HP so that you can properly use Smite to get the final hit. If the wolf camps are ready at this point, clear them with your team, giving the buffs to whoever will benefit the most (usually Nocturne). After dragon, you should clear the red lizard and re-ward the map if necessary. At this point in the game, it is just a matter of controlling the jungle and the map while reacting to any mistakes your enemy makes. If you had a large amount of momentum early game, you are in a better position to take a more aggressive stance by poking at towers, and destroying one if the opportunity manifests. Nocturne can lose power compared to other carries if the game stretches on too long, so try to end it quickly while you are strongest.

Mid game and late game are hard to distinguish in 3v3. Whoever does a better job at controlling the jungle and map will push the gold/level disparity in their favor. At this point, the game is typically decided by a crucial team-fight in which the victor destroys the nexus in one quick push. There is little room for a "comeback" in the Twisted Treeline, which is why early game is so important. Destroying towers is very easy for Nocturne. While standing in a Duskbringer trail you can easily destroy a tower in ~7 seconds. If you notice that the enemy is in the bottom lane, you can usually destroy a tower before they are able to react. With Duskbringer and the jungle speed buff, you can make a hasty retreat as soon as you are done destroying the tower/inhibitor. Your strengths are in hit-and-run attacks, not prolonged attrition, never forget this! If the enemy is turtling, don't make the mistake of sitting around the towers doing nothing. Just farm and come back when you are strong enough to destroy them. In the event that the game drags on, begin selling your weaker offensive and defensive items for stronger ones. Selling [imgsmall=items/wriggles-lantern.png] for a [imgsmall=items/madreds-bloodrazor.png] is often a good choice in these situations. Don't forget about the jungle during late game. I see this happen a lot; players will get so focused on killing enemy champions and pushing towers that they neglect the jungle buffs. In a close game, this can make the difference between a victory and a defeat. Don't let your opponent turn the game around just because you forgot to kill the dragon. Play smart and safe as even one teammate dying during the late game can decide the game! Always stick with your team, do not roam and farm on your own. These mistakes can easily cost you the game.

Your job in a team-fight is to simply destroy the largest threat that you are able to attack. In order to do this, you need to understand who to use your fear on. Look at your available targets and ask yourself: Who will have the largest effect on the outcome of this fight? It takes some practice but eventually you will be able to quickly make the decision. A general guide to follow is to use your fear on the champion that has the most crowd control capability. Remember to make use of your ultimate to finish off escaping champions instead of just for ganking. Initiating a team-fight with Nocturne's ultimate may be tempting, but it is typically not the best approach.

I hope you have fun and success playing Nocturne in 3v3 :) If you have any suggestions or comments feel free to let me know. I will try to respond as quickly as possible. Happy Hunting, gr1m5 Summoner Name: gr1m5(US)

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