Nocturne Build Guide

"Who's in the dark now?" Laning Nocturne Guide (5.15)

Uploader YorkPudds
Updated 1 year ago
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[img=] By DavidRapozaArt Hi I'm degrapher and I have gone through phases of capitalising and uncapitalising my summoner name. I'm a Nocturne mid main who hovers around diamond 2. I love Nocturne because his playstyle fits me very well and I also like deleting people from the game. Nocturne has some of the best burst from level 6 onwards in the game due to his ridiculously high base damages and scalings on all of his abilities. He has amazing steroids from his [img=skills/nocturne/q.png] and [img=skills/nocturne/w.png] and a nice fear in order to ensure his early game is as dominant as possible! He can all in people who are about 90% hp from level 6 onwards and come out with a kill every time, all you can do is... Quite a lot really, this is his biggest weakness. Against high mobility champions he is a weaker pick because he needs to kill people instantly. If they dash directly after you've ulted them then all of your burst is gone! You can knock him away, shield the target, speed them up, heal them. There's not much you can do as Nocturne apart from power through and hope you have enough movespeed to catch up. But of course none of that applies in 1v1s because you're an absolute menace who cannot be 1v1'd if played correctly, which I will hopefully teach you how to do. [center][b]Season 5 Stats[/b] [img=] This is my profile, it's not amazing but it's something. As you can see, Nocturne is my most played champion and I must say, he's the most fun I've had in a long time.[/center] [center][b]Pros[/b][/center] [center]Incredible burst post-6 Lane bully Can chase and escape well Can burst even without items Has cheap core items Spikes early Has the coolest/scariest ult in the game.[/center] [center][b]Cons[/b][/center] [center]Countered incredibly hard in teamfights by peel Countered by high mobility champs Requires mana management Can be shut down by ganks Has very little poke Requires blue trinket to be played at full power Falls off super hard lategame Failing your ult due to vision/range is the most embarrassing thing in the game[/center]

[center][b]One-Shot Heaven:[/b] [img=items/youmuus-ghostblade.png][img=items/blade-of-the-ruined-king.png][img=items/last-whisper.png][img=items/infinity-edge.png][img=items/phantom-dancer.png][img=items/mercurys-treads.png][img=items/enchantment-furor.png] [b]Split Push Heaven:[/b] [img=items/youmuus-ghostblade.png][img=items/blade-of-the-ruined-king.png][img=items/last-whisper.png][img=items/ravenous-hydra.png][img=items/trinity-force.png][img=items/zephyr.png] [b]No peel on enemy team:[/b] [img=items/youmuus-ghostblade.png][img=items/blade-of-the-ruined-king.png][img=items/last-whisper.png][img=items/randuins-omen.png][img=items/banshees-veil.png][img=items/mercurys-treads.png][img=items/enchantment-furor.png] [/center] [center][b]Trinket:[/b][/center] [center][b][i]I believe all trinkets are viable on Nocturne but I do believe that there is certainly a best and worst.[/i][/b][/center] [center][img=items/farsight-orb.png][/center] Lets you scout your enemies before you [img=skills/nocturne/r.png], incredibly useful, especially in lower ELOs where your team doesn't have many wards. Never waste your [img=skills/nocturne/r.png] again because of lost vision! Also useful lategame in order to scout dragon/baron for your team from a safe distance. [center][img=items/greater-stealth-totem.png][/center] Never understate the value of the greater stealth totem. This incredible beasty is something that you should always consider if you fall behind and assassinations simply aren't an option. This is probably what you should get if you splitpush a lot as it lets you ward up and stay safe. [center][img=items/oracles-lens.png][/center] If you just looove ganking then go for it but I think that the others are simply better on Nocturne. Late-lategame I would probably get this in order to sweep more for my team, but if the game is that long then you've already lost if you have Nocturne on your team. [center][b]Items to get after core:[/b][/center] [center][img=items/ravenous-hydra.png][img=items/tiamat.png][/center] This is a good item, it adds a lot of burst in the early game and lets you split push incredibly fast later. If you build a [img=items/tiamat.png] I think you should get it instead of [img=items/bilgewater-cutlass.png] in your build. The burst that this item offers often outweighs the lack of chasing potential that you get when you don't have [img=items/bilgewater-cutlass.png]. Overall I think attack speed is too good of a stat to get that I don't like not having it, so I'd rather build BorK. This item gives you a large amount of sustain if you buy it later when combined with BorK. This lets you splitpush and take jungle camps a lot easier than if you don't have it, so if you're split pushing a lot I could recommend that you buy this. For pure tower destruction, however, I think that the core does a lot already. [center][img=items/trinity-force.png][/center] One of everything please. I doubt I would build this in a serious game because I don't split push enough to make spellblade worth it against turrets. Sure the burst added is nice but I think part of the \"burst\" that Nocturne has comes from a few auto attacks afterwards anyway. This is the sort of item you get because you're slot capped because it's so expensive. However, if you're slot capped then it's lategame, and that means that you're gonna lose. [img=items/trinity-force.png] seems to be a great item but I doubt I would ever get it in practice because my core is just so good! I will have to try it more in order to give a final verdict on it. [center][img=items/infinity-edge.png][img=items/phantom-dancer.png][/center] I've put these items together because if you buy one you should work towards getting the other. The items combined give you the highest DPS increase of any items in the game. None of the stats are wasted apart from the unit collision in the [img=items/phantom-dancer.png], this huge DPS lets you destroy towers completely and it's why I don't get any items specifically for split pushing very often. Simply put, they are overkill. Why get them if these two items give you huge DPS and some turret pushing capabilities. I like to get these items on every carry I play because I prefer going full damage on everyone! I don't recommend it though because you really have to know the game before you try it so you know when to go in and run away. You have less lifesteal than if you go [img=items/ravenous-hydra.png] so your sustain is a bit lower. It's not really a huge deal though, the sheer DPS increase that this gives you should more than make up for it. [center][img=items/zephyr.png][/center] If you're not going to be fighting champions then this item is fantastic as you don't need the bonus MR from [img=items/mercurys-treads.png] or the slightly improved movespeed that it gives over this. Really a solid lategame choice for any carry and Nocturne is no exception. I wouldn't ever get it before 6 items, however, because I feel that the stats are not enough for the cost in order to make it better than any other item that I could get for the same cost. It's a slot efficient item for Nocturne, not a cost efficient item. [b][center]The Tanky Duo:[/center][/b] [center][img=items/randuins-omen.png][img=items/banshees-veil.png][/center] Now we're gonna tank about tank items. You may be wondering why I said to get these if the enemy has no peel for their carries, I will answer your question soon. Firstly, why these items? Well [img=items/randuins-omen.png] is probably the best single defensive item that you can get because it provides high amounts of both armour and HP. This item is even better on Nocturne, however, because the active is huge for him. If the enemies have no peel then you can dive into the enemy team, pop this, and then chase everyone down while they watch helplessly because they can't burst you down quickly enough. This is also why I get [img=items/banshees-veil.png], it further slows down their burst because it means that people are hesitant to use big CC or damage spells on you because the shield means that they need to break it with something weaker. This is especially good against champions such as Morgana who have [i]no way[/i] of breaking the shield! [center][b]Items that are not [i]as[/i] good:[/b][/center] [center][b]Unneeded Breastplate[/b] [img=items/spirit-visage.png][/center] Wasted stats: 10% CDR, 100% health regen, the unique passive. That's about 800g down the drain that could be spent working towards a big item. I personally don't think that this item should be built outside of the rare case where the enemy team has 3 or more large sources of magic damage [i]and[/i] you think that if you can survive them then you should be able to do something. Needless to say I don't build this very often. [center][b]Spiky Breastplate[/b] [img=items/thornmail.png][/center] While none of the stats are wasted, I don't think that getting this item over [img=items/randuins-omen.png] [i]as a first defensive item[/i] because your HP will be too low to make use of the large armour bonus and passive. This is why I would only recommend it over [img=items/banshees-veil.png] if the enemy team has a really fed ADC [i]and[/i] have one or more AD threats. Overall I feel like the lack of HP really holds this item back and it should only ever be built on a champion who already has high HP, this is a good thing, however, because the item would be so OP if it had HP on it... [center][b]You're not Jarvan[/b] [img=items/locket-of-the-iron-solari.png][/center] Your entire job is to jump in and die (to put it frankly), you don't want your aura carrier to be dead so why would you build this aura on him? The MR is better gotten from [img=items/banshees-veil.png] and [img=items/spirit-visage.png]. Please don't build this item on Nocturne. You're never near your team, either because you split push or because you dive in and go far away from your team because of that. [center][b]Cold Hearted Failure[/b] [img=items/frozen-heart.png][/center] Wasted stats: Mana, CDR. Verdict? Wasted slot. It suffers from Thornmail-syndrome, it has no HP. It is the most cost efficient item in the game, however, just some fun info. Unfortunately it cannot be used to Nocturne because there are simply better items for him. You don't have enough slots to make it worth the purchase. You don't need the mana or the CDR, and the passive is okay at best because, like I said with [img=items/locket-of-the-iron-solari.png], your job is to jump in and die. [center][b]Sad Sun Shield[/b] [img=items/sunfire-cape.png][/center] I see no reason to ever get this item, it is strictly a worse [img=items/randuins-omen.png] on Nocturne and it only costs 200g less. You don't need the waveclear because Nocturne's waveclear is already very good, the damage aura is not needed because Nocturne's damage is (mostly) fast burst in about 2 seconds maximum. Finally, the defensive part is simply outclassed by the far superior [img=items/randuins-omen.png]. [center][b]Portal 3 The Pre Sequel[/b] [img=items/zzrot-portal.png][/center] This item is... interesting, but that's about it as far as positive adjectives go. The stats are sub par and the active is far too easily countered. This item is somewhat viable if you build full tank and splitpush all game on a champion such as [img=champ/nasus.png]. But, even so, the item is often (always) outclassed by an item that offers better stats, both offensively and defensively. [center][b]Blood Sword got Diabetes[/b] [img=items/the-bloodthirster.png][/center] Unfortunately after sucking blood from so many people, [img=items/the-bloodthirster.png] has contracted Diabetes type 1. If you need lifesteal get [img=items/ravenous-hydra.png], if you need DPS get [img=items/infinity-edge.png]. [img=items/the-bloodthirster.png] is an [i]okay[/i] final item if you need some more survivability but I still would never build it because there simply are better items that offer more damage. [center][b]Magic Damage?[/b] [img=items/wits-end.png][/center] So as much as I like attack speed because of how well it synergizes with his [img=skills/nocturne/q.png] I think that this is a really bad item on Nocturne for two reasons. 1. He doesn't benefit from the magic resistance reduction at all. 2. There are many many better defensive items that you can get. [center][b]I liked Ionic Spark more[/b] [img=items/statikk-shiv.png][/center] Outclassed by [img=items/phantom-dancer.png] in the lategame and that's when you get these kind of items. [img=items/phantom-dancer.png] offers more stats for one slot which is better than better cost lategame. [center][b]George and Lenny[/b] [img=items/maw-of-malmortius.png] and [img=items/hexdrinker.png][/center] If you get a [img=items/hexdrinker.png] early to survive a hard matchup like Karthus then I recommend keeping it like that and not upgrading it. Even as a final item I would sell the hex and get a more defensive item to help with MR. [img=items/hexdrinker.png] is not a bad item at all, infact I think that it's very good, but delaying your core items is something that you really have to think about. Is it worth having a stronger lane in order to not feed? Maybe the item will help you get kills so you will get your core items at the same time anyway. It's all something you have to think about whenever you build this item. [center][b]Colder than my ex[/b] [img=items/frozen-mallet.png][/center] Because Nocturne tends to kill people in less than 2 seconds you never really get the chance to chase people down. Not to mention this item is not good defensively or offensively. The stats simply aren't good enough because they don't give enough, you can get better survivability items and you can get a lot better for offence.

In solo queue you want to win. You're already a step ahead of the enemy team because you've picked [img=champ/nocturne.png] (the best champion) but now your team is asking you what to play in their roles. Team synergy is critical in League of Legends and if the champions you pick synergize well then you'll have a much easier time achieving said synergy. Here are some champions that go well with Nocturne: [b][center]Toplaners:[/center][/b] [center][img=champ/kennen.png][img=champ/vladimir.png][img=champ/hecarim.png][img=champ/maokai.png][/center] [center]Because picking an AD in mid limits your top and jungle choices to at least 1 AP you need some magic damage in your team. Kennen is a crazy psycho in teamfights and can cause a lot of confusion with his ult. He also snowballs very well from a lead so if you can gank for him then he will do the rest. Vladimir also acts as some magic damage for your team as well as a fantastic ultimate that makes killing people that much easier. If you get him ahead he might not get further ahead, but instead he will be a constant immovable ungankable wall in lane. Speaking of brick walls Maokai fits perfectly with Nocturne as not only does he provide some magic damage, he is also a beefy tank that can help his team to survive with his ult, and help assassins assasinate due to his plethora of CC. Hecarim is much like Kennen in the way he causes chaos in fights, however, Hecarim's strength is initiation and his ultimate is completely ridiculous at splitting the enemies (exactly what Nocturne wants!)[/center] [center][b]Junglers[/b] [img=champ/vi.png][img=champ/warwick.png][img=champ/rammus.png][img=champ/nautilus.png][img=champ/amumu.png][img=champ/diana.png] Catch and kill, simple. These champions act as dive buddies for Nocturne or help by catching one person out with a spell. Keeping people from casting spells and running away is exactly what Nocturne needs in an ally. Diana gets special mention for being a dive buddy that does magic damage! (and lots of it too.)[/center] [center][b]Marksmen[/b] [img=champ/varus.png][img=champ/ashe.png][img=champ/tristana.png][img=champ/vayne.png] Varus and Ashe both have ultimates that help with catching enemies out in order to act as pseudo-initiation. This means Nocturne doesn't have to go in first and the enemies don't blow all of their CC on him immediately. Vayne and Trist get special mention because they are self sufficient in fights and don't really need peel. Because you're diving in you can't really help them so you have to rely on them being able to peel for themselves.[/center] [center][b]Supports[/b] [img=champ/alistar.png][img=champ/lulu.png][img=champ/leona.png] All 3 of these champions can peel very effectively and therefore denying them from the enemy team is a huge thing. Alistar and Leona are very good at getting picks and drawing attention to themselves which is exactly what you want. Lulu helps by being the dive buddy's best friend (apart from another dive buddy). Her ultimate and shield will keep you alive for long enough to slaughter everyone. Not to mention her CC is ridiculous as well.[/center]

Nocturne is a very situational champion, despite what you may believe. He is absolutely terrible against some teams (or champions) and you should try to not pick him against the following champions. These champions either make your lane phase hell, are impossible to kill, or make other champions impossible to kill. [center][b]Junglers[/b] [img=champ/shyvana.png][img=champ/xinzhao.png][/center] These pricks are the absolute worst for [img=champ/nocturne.png]. They are incredibly hard to fight early game and they also snowball incredibly hard from even a single kill. [img=champ/xinzhao.png] is better at early ganking than [img=champ/shyvana.png] and if he falls behind he is kinda useless in the jungle so you can probably fight him. [img=champ/xinzhao.png] ganks are really hard to counter for [img=champ/nocturne.png] because if you [img=skills/nocturne/w.png] his dash then he can knock you up and if you wait to [img=skills/nocturne/w.png] his [img=skills/xinzhao/q.png] then you've already been slowed. [img=champ/shyvana.png] can basically always 1v1 anyone no matter how far behind she is. She puts a time bomb on the game that goes off after ~30 minutes (If she hasn't snowballed already by then that is). She can't gank too hard pre-6 but after that she is always a threat even if you have wards because she just moves so fast and can ult over walls. Any form of CC from the enemy laner spells doom for [img=champ/nocturne.png]. [center][b]In Lane[/b] [img=champ/ahri.png][img=champ/anivia.png][img=champ/leblanc.png][img=champ/cassiopeia.png][img=champ/karthus.png][img=champ/zyra.png][img=champ/ziggs.png][img=champ/riven.png][/center] [b]Pre-6 Counters:[/b] [img=champ/leblanc.png] The lane depends on how good the Leblanc is. She can harass you down early game and kill you a few times. Her passive counters you very hard when you try to all in her. [img=champ/cassiopeia.png] Her harassment is way too much to ignore in the early game unlike other champions whom [img=champ/nocturne.png] can just sustain through, she doesn't care about you pushing at all and she outscales you quite hard. [img=champ/karthus.png] A harder version of [img=champ/cassiopeia.png] because he harasses harder, and CSs under turret better. You can't really kill him after level 6 without dying either, it's really a terrible lane for Nocturne. He outlanes and outscales you. [img=champ/zyra.png] is definitely one of the hardest matchups for you. She will harass you down and she can get many kills on you if you play poorly, all you can do is farm under tower when she pushes. If she has armour runes then you can't kill her before level 11 because she has a root and a knockup. [img=champ/ziggs.png]쏘핫트 thinks he is the hardest matchup for you. His harass is stupid and he can escape quite well because of his W [img=champ/riven.png] can out-trade you, out all in you, and doesn't care about pushing. She is a very hard matchup and is not even skill based because she is so faceroll against champs like Nocturne. [b]Post-6 Counters:[/b] [img=champ/ahri.png] Doesn't care about you pushing the lane because she can push it back, is a huge help for her jungler during ganks due to [img=skills/ahri/e.png], and she can burst you from ~80% hp if she ever hits a charm. However, the biggest detriment to your game is her ability to escape from you [i]every single time[/i] you ult her... You can't snowball if you can't kill your lane on [img=champ/nocturne.png], against her you just have to pray that your other lanes win. Even that is unlikely because [img=champ/ahri.png] roams a lot better than you too. [img=champ/anivia.png] Pushes the lane back to you after level 6 and can harass you very easily with her combo. Incredibly hard to solo kill her because of her egg, the only way to do it is to blow her flash and ult her when she's pushed up in lane. The only way to beat her is to push pre-6 and [img=skills/nocturne/w.png] her [img=skills/anivia/e.png] during trades. This should let you come out on top. She will always push the lane so you cannot roam effectively either. [b][center]General counters:[/center][/b] [center][img=champ/lulu.png][img=champ/janna.png][img=champ/vayne.png][/center] Forget everything else I've said and remember this: Never pick [img=champ/nocturne.png] against these champions. You will never be able to kill anyone if the enemy team has [img=champ/janna.png] or [img=champ/lulu.png]. [img=champ/vayne.png] will be able to 1v1 you throughout the game and she can just ult when you do so you can't kill her.

Nocturne's early game is his strongest part. He is a soft lane bully who should try to push the lane with [img=skills/nocturne/q.png][img=skills/nocturne/p.png] to force the enemy to last hit under tower. His early trading is very strong if you hit your [img=skills/nocturne/q.png], he does a lot of damage. You can go for a level 2 cheese kill with [img=skills/nocturne/e.png] if you're facing a melee champion or someone who likes to fight you. Don't try to use your [img=skills/nocturne/e.png] too much as the mana cost is incredibly high. You can get a kill if you hit your [img=skills/nocturne/q.png] and the enemy is under 50% hp. Often if you get poked down and they try to all in you it is very easy to turn it around with [img=skills/nocturne/q.png][img=skills/nocturne/w.png][img=skills/nocturne/e.png] and against harder lanes this is sometimes the only way to win the lane. After level 6 you can try for a kill on the enemy laner with your ult but because your ult has such a short range I don't really like roaming that much. If the enemy laner doesn't have flash and you have [img=summoners/ignite.png] up then it should be a free kill. Try to use your ult whenever it is off cooldown to get solo kills.

Now is the time for you to roam with your ultimate because it will have a lot of range. After pushing your lane you can just walk around the map and go for kills that way by scouting with your blue trinket. No one can really fight you at this point because your burst is so high. Never stop farming, you do not want to get behind in farm because you are roaming. Try to take the enemy turret if they leave because your [img=skills/nocturne/q.png] gives you a huge AD bonus, this means that you can take the turret very quickly and often from 100% HP if the enemy roams for too long. Clearing waves is very easy at this point because you have enough AD. You should win midgame teamfights quite handily if you are allowed to dive the enemy ADC no matter how fed they are.

In the lategame teamfights you will struggle if they have a lot of peel/CC. This is why I prefer not to teamfight at all. Games that go 35+ minutes are very bad for Nocturne because it means that the game is a 4v5 unless you are split pushing and really ahead. Nocturne is so bad lategame it's laughable. He is only useful against ADCs that have no escape [i]and[/i] who try to farm solo for 15+ seconds so you can reach them. Needless to say this doesn't happen often and generally you will be useless. Split pushing is a very simple tactic but is actually hard to pull off as a team. Firstly you need to have[i] constant missing calls [/i]from your team and this doesn't happen often. Secondly you need to know when it is okay to die for a turret/inhib. Normally it isn't but when they've sent 4 people and you can't escape I usually try as hard as possible to kill the structure in question. Nocturne is very much like [img=champ/tryndamere.png] in that if you leave him alone in lane he will take a turret with much ease. The only differences are that [img=champ/tryndamere.png] does it better (he does more damage to turrets/can dive for kills better if they come) and that [img=champ/nocturne.png] has the chance to join teamfights if they happen close enough to you. When hitting turrets feel free to use your [img=skills/nocturne/q.png] and [img=items/youmuus-ghostblade.png] in order to deal more damage to it. The burst in attack speed and AD is quite large and it can save a few precious seconds. Split pushing is all about knowing when to go balls deep to finish off a turret and when to run, wasting your enemies' time, seconds count.

[center][b]Poke[/b][/center] [center][img=skills/nocturne/q.png][img=skills/nocturne/p.png][/center] [center][i]Hit your enemy with your Q while you look like you're going to last hit a creep with it, run up to them and hit them with your passive and a few more attacks if you're far enough away from the turret.[/i][/center] [center][b]Pre-6 all in[/b][/center] [center][img=skills/nocturne/q.png][img=skills/nocturne/p.png][img=skills/nocturne/e.png][img=skills/nocturne/w.png][img=summoners/ignite.png][/center] [center][i]Quite a simple full rotation of spells, same as the poke but just includes the shield and CC. Make sure you try to shield their CC spell so you can get in and get out quickly.[/i][/center] [center][b]Post-6 all in[/b][/center] [center][img=skills/nocturne/q.png][img=skills/nocturne/r.png][img=skills/nocturne/p.png][img=skills/nocturne/e.png][img=skills/nocturne/w.png][img=summoners/ignite.png][/center] [center][i]This combo looks like an \"innocent\" poke at first, but if you think you can kill the enemy then you can ult while on the trail and do extra damage due to the bonus AD from Q being added to your ult. This provides [/i]a lot[i] of unexpected burst.[/i][/center] [center][b]The enemy is so scared of me[/b][/center] [center][img=skills/nocturne/r.png][img=skills/nocturne/q.png][img=skills/nocturne/p.png][img=skills/nocturne/e.png][img=skills/nocturne/w.png][img=summoners/ignite.png][/center] [center][i]Being able to do this combo separates the good Nocturnes from the SPOOKY Nocturnes. The timing has a very small window where the Q animation will happen and you will be on the trail to gain the bonus AD to add to your ult. Another important part of this is to make sure that your Q actually hits. This can be very difficult and it is the part that I fail at most often.[/i][/center] [b]Advanced Tactics:[/b] So by now you've realised that Nocturne's burst is ridiculous and that he falls off lategame and it becomes a 4v5. Good. Nocturne is a lane bully through and through and can often force an enemy to be completely useless for the entire game, simply becoming a walking food dispenser for your team. But sometimes you just can't shut them down hard enough because your ult has too long a cooldown. This is a huge downside to Nocturne and this is why I've developed this strategy: Get your enemy down to low HP and scare them enough for them to recall without buying anything new. Push the lane and deny them a wave of CS. Go back yourself and get more AD items. When they return all in them to force them back [i]again[/i] and deny two more waves. This is a very risky strategy as the person would be a free kill when they are on low HP so it is very tempting to take the kill. Doing this is not maximising your burst. You need to be on the top of your game to play Nocturne properly and this is a part of it. You want to farm hard and deny them CS rather than killing them. It is better for you to be slightly less far ahead and have your enemy be absolutely useless than you be farther ahead and have the enemy still be able to contribute something to the game. This is very similar to Nunu in the jungle. Now for something I learned from a guy called Tiko who made a Talon guide. One of the things he said about Talon was that you can go in hard and make it look like you want to get a kill but only get them to half HP, using your ult and making them feel safe that you can't kill them. Then he would just go in 10s later and ignite them for the kill. This can be applied on Nocturne the other way around and it is the primary way that I get solo kills in lane. First I hit a Q and go in harder than usual, I use my QWE combo and ignite them so they flash out. As soon as my spells are off cooldown I ult back in and get a free kill. This is especially strong when you don't have an early game jungler (which is the devourer meta right now!)

Classic Nocturne: 8/10 Very cool lookin' skin, nice colour scheme Eternum Nocturne: 9/10 Only because I love the auto attack animations! The skin itself is cool but the auto attacks *_* Frozen Terror Nocturne: 10/10 The colour scheme is just so cool. The gold and blue go so well together! Void Nocturne: 6/10 Not wild enough, looks kinda meh imo. Ravager Nocturne: 3/10 Looks like trash, what is he meant to be? A bee? (I would pay for an actual bee-themed skin for Nocturne) Haunting Nocturne: 2/10 - IGN \"Not spooky enough\"

All hail Lord 쏘핫트 for his dedication to mid Nocturne. Check out his youtube channel for VoDs of him playing against Korean players like Faker and Dopa! All hail Lord VXZarph for being good at writing guides and letting me base mine off his! All hail Lord ForceObscure for giving me the confidence to play unconventional things in ranked! All hail Lord TaoSky for being a great friend all these years! (all 1?) All hail Icefrog for being the lead minion designer for Smite at S2 games!

2015-8-4: Added more matchups.

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