Nocturne Build Guide

Nocturne Jungle Guide

Uploader TheOddOne
Updated 6 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

This Guide should show you the basics of Nocturne jungling, the text part of this guide is primarily dealing with the things that are harder to explain in a video (which is included in this guide) so most places will be brief rather than in depth if I've felt that the video explained it well enough. [own3d][/own3d] [own3d][/own3d]

Similar to Olaf, most AD champions want to get away with 25 armor penetration because of it's raw power for the entirety of the game except late late game. But for early-mid game, nothing comes close in power than having 25 armor penetration as it'll make all your attacks true damage on low armored targets (creeps/minions/casters with low armor items) and it's effectiveness is extended with ghostblade which will add additional armor penetration. Seals/Glyphs are the same deal as Olaf, extra durability is needed on a bruiser and since seals/glyphs aren't good at offensive stats, we make them into defensive stats here.

[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] As shown in the video, this skill is extremely deadly from level 1 onwards, simply having a super tiamat passive is a huge deal when it comes to clearing waves, jungling and teamfights. This spell should be looked like as a fairly short cd AOE spell that Nocturne has at his disposal as it scales all game. [title][img=skills/nocturne/q.png] Q: Duskbringer[/title] [number]Nocturne throws a shadow blade which deals 60/110/160/210/260 (+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] One of Nocturne's main skills, this allows him to do multiple things such as run/chase people, farm/jungle better as well as give him a attack buff. This will be maxed first as it's simply too strong to pass up and without this skill, Nocturne would be irrelevant without his ultimate. Though remember, it's AOE is fairly small despite the animation and be very careful when aiming this at a group of jungle minions as it's likely to miss one if you're careless. [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] Ths will be one of the things allowing Nocturne to be a bruiser as it'll block possibly a pivotal disable or damaging spell so he can go in effectively. Without this, it's highly likely he'd be similar to master Yi where people could mindlessly throw spells out and kill him. However I only get one point in this at level 2 and max it last as his other skills are far more important to level. [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] While Duskbringer is important, this spell will be very useful in adding some CC component to Nocturne's chase/fleeing/teamfighting capabilities and leveling this over W is in order to have the enemy feared for a longer time and more often. [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 150/300/450 (+120% attack damage ) physical damage. Cooldown 160/130/100 seconds Cost 100 mana Range 2000/2750/3500[/number] [title]Explanation:[/title] The other big spell Nocturne has is this, the ability to wipe out the opposing team's vision and add be able to gank from a significant distance. This is extremely useful against split pushers who like to hit towers until they force someone to run back, with Nocturne, it's extremely hard not to get caught by him when he uses this. Other uses are gank/vision oriented as shown in the video, this is extremely deadly with corners and brushes.

Q->W->Q->E->Q->R->Q->E->Q->E->R->E->E->W->W->R->W->W Further explained in the video, the order is due to the fact which spells are more important/stronger and become more effective when leveled.

[title]Explanation:[/title] The item builds above attempt to make Nocturne a significant damage threat to dragon/stray enemies early game when Nocturne isn't likely to crumble quickly and the build diverges mid game in order to get defense to avoid dying quickly as Nocturne's damage output is very strong with just ghostblade and Wriggles. Midgame, you should focus on the defense items you'll need according to the enemy comp, but if theres a hefty amount of damage coming from both magic and physical sources, I get both as neglecting one will have a severe effect on your damage output if that person is killing you quickly every fight. Similar to Olaf, Nocturne will be dealing heavy damage despite only having 1-2 damage items as his skillset allows this and the best way to do more DPS when your skillset is doing most of the work is to have items that allow you to stay alive long enough to perform that DPS.

Similar to Warwick's playstyle, you should only strive to do a gank if it the situations occurs rather than trying to force one. For instance, unless a lane is shoved towards our side or an ally died/needs to heal, I'll likely be in the jungle trying to get level 6 as it's extremely difficult to gank a person who isn't shoved at all and even if they are, your ally has to have a disable or CC if you dont have red buff when fear ends. But for the most part, you should hit level 5 at around 5:20 or so and be in a good position to gank or farm the jungle while warding some key spots in case their jungler is trying to gank. Though if theres no camps up and your lanes are shoved, expect a gank on your own team and prepare to be close (as well as close to any camps you expect to respawn) as you'll have a level advantage on their gank and potentially get a kill from it.

Midgame will be mostly about controlling the buffs and dragon while making sure the enemy doesn't do those or baron as this is the point Nocturne is extremely strong as he can 1v1 or teamfight fairly well at this point. You should be constantly striving to make a play whenever your ultimate is up as it's simply too powerful to ignore, often the ultimate when combined with a red buff and fear will get a easy kill. With Wriggles, try to immediately do dragon if you notice the enemy jungler go top as it's fairly easy for Nocturne to kill it and just as easy to stop a gank on you at dragon with your ultimate or flash.

Late game you should exhibit far more caution than the rest of the game as depending on how you've farmed, it could be very likely you get melted quickly if you go into a team which still has their 'big' spells ready. In most cases, your ultimate will be used for the crippling vision effect in order to confuse the enemy. Leading a charge with this isn't advised unless you are fed as Nocturne tends to die fairly quickly if he dives in first. This is also the point where the enemy will often attempt to split push and Nocturne will likely be the best candidate to 1v1 that person or catch them if they flee.

Comments coming soon!
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