Nocturne Build Guide

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The big book of Nocturne, everything is included.

written by Credentials

Nocturne Build



Table of Contents

  • Please read!

    View Count: 24,281

    I hope you enjoy this guide, this is not a 'you must do this, then this' type of guide, this is here to help you improve, and get YOUR suggestion on some things, your choice, etc.

    After all, it is a GUIDE not a DO THIS FOR ME.

    If you want anything added, please leave a comment.

    Some people didn't like the recently added music section - so I guess I will take it out :(

  • Abilities

    Umbra Blades
    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.


    This is Nocturne's Innate, it helps out your damage output quit a bit while farming and early game harassing, it can also keep you laning / jungling for longer with the added heal.


    Duskbringer
    Nocturne throws a shadow blade which deals (60/110/160/210/260) (+(0.75 per attack damage point)) 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 (20/30/40/50/60) Attack Damage.


    Duskbringer, this move alone is fantastic!
    If it hits an enemy champion, the champion leaves a path that if Nocturne is standing on it he gets: Movement Speed, Attack Damage, and he Ignored unit collision!
    This is great for chasing, and running away, and it deals some great damage on impact!


    Shroud of Darkness
    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.


    Shroud of Darkness, this is basically Sivir's shield, with some bonuses.
    You get double the passive's attack speed if you successfully block a spell, and the passive gives attack speed.


    Unspeakable Horror
    Nocturne plants a nightmare into his target's mind, dealing (50/100/150/200/250) (+(1 per ability power point)) 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).

    This move is very useful for the fear effect it has, that will allow you to plop some more attacks onto your enemy, and also allow your team to demolish them.
    The damage is alright, but you'll mostly use this for the Fear.


    Paranoia
    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) (+(1.2 per attack damage point)) physical damage.


    This ultimate is great, a lot of damage, great map control, and it's gankers heaven.
    This takes away the enemy's vision, they have no clue you're coming, you fly through some walls, combo then, and it's over in a matter of seconds, it scales great with AD.


  • Changelog

    3.16.2011 - Guide published, added Ganking section, added Laning Partners section, added Jungling section.
    3.17.2011 - Started a second item build, probably will do even more.

  • Quick Reference | I MEAN RECAP, IT'S NOT QUICK I'VE HEARD, MKAY.

    Here is the entirety of the guide in one little section!

    Runes:
    For runes, I am not going to tell you what to take, as it costs IP, go with whatever you're comfortable with.
    I use this, though.
    External Image
    That's my unfinished rune page, I have AD Quints because of other champions, but you can use flat HP quints if you'd like too.
    Armor Pen is always good to have in the early game stages as it greatly increases your damage output.
    These runes I use most of the time, for about EVERY champion, so some might not be suited for Nocturne, buy runes that YOU like.

    Quints = Attack Damage, but you can also take flat Health.
    Seals = Attack Speed.
    Marks = Armor Penetration.

    Masteries:
    Same thing as runes, I am not going to tell you what to take.
    I will tell you that I am running the standard 21-9-0 set, taking all the important stuff.
    External Image
    In offense I have Archmage's Savvy at two, but you can put that to one and put Alarcity up.


    Summoner Spells:
    Choose any you like.
    Exhaust
    Ignite
    Ghost
    Flash

    Skilling Priority:
    1. Paranoia
    2. Duskbringer
    3/4. Shroud of Darkness
    4/3. Unspeakable Horror
    You prioritize the bottom two either way you want.

    Item Build:
    Starting item:
    Doran's Blade OR Doran's Shield.


    First trip back:
    Boots of Speed AND The Brutalizer


    Second trip back:
    Youmuu's Ghostblade AND Mercury's Treads OR Ionian Boots of Lucidity


    Third trip back:
    The Black Cleaver


    Fourth trip back:
    Guardian Angel


    Bla bla bla..
    At this point, you should be doing fairly well and I expect you to decide what you want your next item to be.

    Some good choices might be:

    OFFENSIVE:
    Frozen Mallet This item can be offensive and defensive. Against people that escape a lot.
    Hexdrinker This item can be offensive and defensive. Maybe you just need a bit of Mres, with some damage?
    [item=Madred's bloodrazor] Against a lot of tanky people.

    DEFENSIVE:
    Banshee's Veil Against powerful mages that rely on a spell. (Annie, Malzahar, etc.)
    Randuin's Omen Against powerful physical players. (Ashe, Xin Zhao, etc.)
    Wit's End This can be offensive and defensive. Also a bit of Mres, but MOAR attack speed?
    Glacial Shroud This is actually fairly good, more CDR and Armor.

  • Runes

    For runes, I am not going to tell you what to take, as it costs IP, go with whatever you're comfortable with.
    I use this, though.
    External Image
    That's my unfinished rune page, I have AD Quints because of other champions, but you can use flat HP quints if you'd like too.
    Armor Pen is always good to have in the early game stages as it greatly increases your damage output.
    These runes I use most of the time, for about EVERY champion, so some might not be suited for Nocturne, buy runes that YOU like.

    Quints = Attack Damage, but you can also take flat Health.
    Seals = Attack Speed.
    Marks = Armor Penetration.

  • Masteries

    Same thing as runes, I am not going to tell you what to take.
    I will tell you that I am running the standard 21-9-0 set, taking all the important stuff.
    External Image
    In offense I have Archmage's Savvy at two, but you can put that to one and put Alarcity up.

    Remember Masteries are also YOUR own choice.
    Don't go with what I have if you feel yours will benefit you more.

  • Summoner Spells

    There all some good choices on Nocturne, and some bad, I'm going to try to explain to you which ones are pretty good.

    Exhaust - Honestly, I think this is great, sometimes if your Duskbringer doesn't let you finish him off, I'm sure Exhaust will, also helps a lot when you gank.

    Flash - Flash, this comes in useful when you really don't have to much escape mechanism's, or if you need to get that last hit off, personally I would not use this on Noct just because of Duskbringer.

    Ghost - Ghost, if you combo this with Dusk you be amazingly fast and there will be no way your opponent gets away! This can also be used to escape, again, combo it with Dusk.

    Ignite - Ignite, it's pretty useful on Noct, especially with his Fear, a lot of the time you will get them low and might not be able to finish them, well it's alright, you have ignite!

    Teleport - Teleport also comes in handy, you can teleport onto a Teemo's shroom, then ultimate and the enemy has no clue where you are at all.
    Your choice if you want this.

    Revive - Click the green thumbs up, then the big red X in the top right hand corner.

    [Spell=Rally] - Bye..

    Smite - Smite comes in useful if you're going to jungle, if not don't take this.

    Clairvoyance - CV comes in handy sometimes, to maybe catch somebody fleeing, place it in the direction they are running then you can ultimate, but that's about the only time, I would pass on this one.

  • Skilling Order

    For Nocturne's skilling order, their is a few options.

    1.

    2.

    3.

    With number three, towards the end, (12-18), you can prioritize Shroud or Horror. Currently, they are even in number three though.

  • Item Build - Detailed

    Items:
    Starting item:
    Doran's Blade OR Doran's Shield.
    If you're going to be a bit more offensive, take the Blade, if not, take the Shield. A lot of people have been commenting saying, why not use an item that gets you started on your build? The answer is very simple, you need some survivability early game, at least if you are in Mid-High Elo, or you will be focussed and turn into a feeder.

    First trip back:
    Boots of Speed AND The Brutalizer
    You need boots to start ganking, and The Brutalizer is great, it gives you Damage, Armor Penetration, and some greatly needed CDR.
    If you need to, feel free to pick up some health potions.


    Second trip back:
    Youmuu's Ghostblade AND Mercury's Treads OR Ionian Boots of Lucidity
    You finish up Youmuu's Ghostblade fairly early because of how great it is, but remember, DON'T FORGET THE ACTIVE!
    For the boots you have two choices, Merc's and Ion's, Merc's if they have multiple disables and a lot of AP whores, Ion's if they don't.


    Third trip back:
    The Black Cleaver
    A lot of people overlook this item, but it is actually really good; more Armor Penetration, and more Attack Speed.
    Most of the time you will not be able to finish this item in full, so build into it, start with the BF Sword.


    Fourth trip back:
    Guardian Angel
    You need some survivability or you will die very quickly, I tend to go with Guardian Angel if the opposing team has some Physical characters, and some Mage's, also if I'm getting targeted a lot.

    Bla bla bla..
    At this point, you should be doing fairly well and I expect you to decide what you want your next item to be.

    Some good choices might be:

    OFFENSIVE:
    Frozen Mallet This item can be offensive and defensive. Against people that escape a lot.
    Hexdrinker This item can be offensive and defensive. Maybe you just need a bit of Mres, with some damage?
    [item=Madred's bloodrazor] Against a lot of tanky people.

    DEFENSIVE:
    Banshee's Veil Against powerful mages that rely on a spell. (Annie, Malzahar, etc.)
    Randuin's Omen Against powerful physical players. (Ashe, Xin Zhao, etc.)
    Wit's End This can be offensive and defensive. Also a bit of Mres, but MOAR attack speed?
    Glacial Shroud This is actually fairly good, more CDR and Armor.

  • Another Item Build

    Since my first build has been having a lot of success, I thought I would give another one a go.

    Starting Items:
    Ruby Crystal

    The reasoning behind a Ruby Crystal, is because we are going to be rushing a Phage, why Phage you may ask, this is why:
    Early game survivability is great for harassing.
    Also more damage for early game harassing.
    It also gives good chance to slow, if they are slowed, that's a lot more damage they are going to be taking from your basic attacks.
    You can also start with a different item, as long as your first item is a Phage. i.e. Long Sword if you are confident in your lane controlling abilities.

    Next Items:
    Boots of Speed + Phage

    The reasoning for rushing a Phage is explained above, read that quickly if you have not.
    Boots are obvious, you need to move quick to escape ganks, and to gank.

    Next Items:
    Manamune + Mercury's Treads / Ionian Boots of Lucidity / Boots of Swiftness

    If you do not want Manamune, then go ahead and get a The Bloodthirster or a The Black Cleaver.
    Manamune gives a little bit less damage than a BF Sword, if you get Manamune to it's mana cap.
    It also solves all of your mana problems.
    You can also switch Phage with this item, if you are REALLY confident about being able to survive.

    INCOMPLETE

  • e-Peen

    External Image
    External Image

    That's just my first day of Nocturne, since he came out.
    I got banned so I couldn't use him, I used the first item build.

  • Ganking

    To start off, Nocturne is a GREAT ganker. The synergy of his moves just speak, "GANK WITH ME."

    Alright, be sure you have at least tier 1 boosts, and you're confident in your ability to get a kill, don't go for somebody who is very close to there turret, as you most likely will not kill them.

    When you've found your pray, hopefully under 60%hp, you're going to use Paranoia, they might run back, that is alright.

    Next, you're going to use Paranoia again, onto one of the 'easy kills', right after you do that, use your shield ( Shroud of Darkness), so you do not get disabled.

    Next, you're going to follow up with Duskbringer, then Unspeakable Horror, very quickly.
    The target should now be taking massive damage from your auto attacks, and because you're on the trail, he's taking even more, and even better, HE JUST GOT FEARED!

    You should be able to finish him off with auto attacks, if not, see if any of your spells are off CD, if so, use them.

    If all else fails, Ignite saves the day.

    ______________

    That is just a very simple Introduction into Ganking, feel free to do whatever you feel your best at.

  • Jungling

    Nocturne is quite an effective jungler, mostly thanks to his passive and his 'W.' This build is about maximizing his jungling ability while still making him an effective ganker/damager.

    Starting Items:
    to fill up the mainder of your gold.

    First Trip Back (1050+ gold):


    Second Trip Back (1175+ gold):
    /

    Third Trip Back (1337+ gold):


    Mid-Late Game:


    In case you haven't noticed, the Bloodthrister/Cleaver combo is pretty much liquid sex for Nocturne. It's also a lot cheaper (and more useful, in my opinion) than getting an Infinity Edge. The Ghostblade is also always great to get, because of the active, and the passive.

    Jungle Path (Newbie):

    Twin Golems
    Wolves / Wraiths
    Wraiths / Wolves
    Enemy Wolves
    Twin Golems
    Wolves
    Wraiths
    Mana Golem
    Lizard
    Etc.

    If you can get help with blue, do mana golem first. If not, head to twin golems. They hit slow and light, so pop a pot after you lose one health bar. Drop Smite on the first golem after you get it down to less than 500 health, then finish the second one off. Head to wolves, pop a second pot if you need to. Head to Wraiths, use Smite on the blue one. After that, if there's no counter-jungle, head across the river and get their wolves, but make sure you're not seen. After that, head back to twin golems and repeat. At level 3 or 4, you should be able to get the Mana Golem by yourself (it'll probably have respawned by then if you got it earlier, if not then head across the river and take the other team's Mana Golem), then get Lizard after you take Wraiths. Always be open to helping your team out if they need ganks or cover - maintaining your buffs is nice, but it's not life or death. If you have to pick between covering your tower and grabbing a buff, cover the tower. Buffs respawn, towers don't.

    If the other team has a jungler, be cautious - inexperienced (or polite) junglers will mostly keep to their own forest, but aggressive and experienced junglers may actively hunt you. With Duskbringer and Shroud, you'll have easy escape mechanisms, but even with pots you probably won't be at full health ever. For this reason, be extra careful if there's a Warwick or a Fiddlesticks jungling. Fiddlesticks can and WILL get Mana Golem by himself, so he'll almost always be at full health and high mana. Warwick won't have a lot of mana to work with, but he has fairly high damage output early game, so you want to watch yourself. Master Yi, while not a traditional jungling choice, can and does jungle from time to time, and hits hard AND fast. Luckily, he's incredibly squishy. Look at his stats and decide whether it's worth it to run or fight.

    Jungle Path (Experienced):

    Mana Golem
    Wolves
    Wraiths
    Lizard
    Twin Golems
    Etc.

    Nocturne's passive and Shroud compliments health potions, not the other way around. You'll rarely be at full health. Play accordingly.

    This concludes how to Jungle with Nocturne, if I find a better way - this will be edited.

  • Which boots - and why.

    This is a list of the only viable boot options for Nocturne, I explain in depth why some might be a better choice in different situations.

    Boots of Mobility
    Boots of Mobility will grant you a ridiculous amount of map movement - combined with Paranoia and Duskbringer boosts, there's nowhere the enemy will be truly safe from you. They're great for escaping completely once you've built some distance with Ghost or Duskbringer, but they lose that utility in combat. If backdooring and ganking are the order of the day, these will definitely do you good.

    Boots of Swiftness
    While they lack the raw, unmitigated speed of the Boots of Mobility, these still move you along at a good clip, and can easily get you out of a jam when coupled with your escape abilities. These I'm more likely to get as I don't gank too much, but I DO like being able to drop what I'm doing and zip across the map as soon as my team needs help.

    Mercury's Treads
    The ever popular Merc Treads - these are a soft counter to Nocturne's old nemesis, CC. They also make him a little less squishy to casters. However, you give up some mobility for survivability - though if you're getting focused and rolled, that may not be much of a choice in the first place. So, to sum that up, if the enemy team has 3 or more casters, or 2 or more devastating CC's grab these.

    Ionian Boots of Lucidity
    One of Nocturne's biggest weaknesses is his high cooldown. These will fix that up so you can spam Duskbringer and Paranoia all day every day. However, like Merc Treads and Ninja Tabi, you sacrifice mobility for utility.

    Ninja Tabi
    Ninja Tabi are, like Merc Treads, 'Survival Boots' in that they lend you a defensive bonus of some sort. These help a bit if you are going against the inedible right click champions, for example Master Yi.
    They will tone his damage down a bit, and they will help you 'survive'.

  • Some things to know

    - There is a limit to your Cooldown Reduction amount, the limit is 40%. You can not get anymore.
    - The active on Youmuu's is FANTASTIC. Do not forget to use it, it can easily change the tide of battles.
    - You are not god, even if you think you are.
    - Your spell shield is very useful, don't forget to activate it.
    - Your ultimate does not reveal enemy positions.

  • Good/bad laning partners

    Pretty much anybody with some decent CC is Nocturne's friend, but here I'll explain EVERY character for you.

    Akali - She is decent, since she doesn't really have CC she isn't to helpful to Nocturne, yes she deals a lot of damage, but she's not Noccy friendly.


    Alistar - Oh god. Alistar and Nocturne, that's a joke, right? Nocturne combos, Alistar waits till right after the fear is over, slams for the stun, then headbutts the opponent back to your tower. You should have a few moves off of CD now, so DO IT AGAIN.


    Amumu - Amumu + Nocturne. They seem like they'd do well, right? Amumu can stun, take out a % of the opponents health while Nocturne starts to fear, then Noccy chases for the kill. They aren't bad, but not the best. :P


    Anivia - Anivia is FANTASTIC with Nocturne, if you get a good Anivia that is. Anivia can slow, stun, and block the opponent, what more can you want? Anivia slows, follows it up with a stun, Nocturne fears, then Anivia places a wall blocking the opponent from going anywhere, while Nocturne just keeps swatting on his trail! :D


    Annie - Annie is pretty well with Nocturne, if the opponent ever over extends they will be in trouble. Annie can pretty much get a stun whenever she wants, so she can combo, then Noct can combo and with all that burst the opponent is pretty much dead.


    Ashe - Ashe with Nocturne, pretty ballin'. Ashe can constantly slow, while Nocturne just stays on his trail and continuously deals increased damage. If needed, Ashe can ulti for a pretty much guaranteed kill.


    Blitzcrank - Blitz. Blitz can pull, and pop up, that combo is really good when laning with Nocturne. Say like this, Blitz grabs enemy, enemy is getting hit by friendly tower, enemy gets popped up, enemy gets feared, still getting hit by the tower btw, then if the enemy tried to run, Nocturne catches up and deals the final blows.


    Caitlyn - Caitlyn isn't that good with Noctune, yes she does have a root/snare/stun trap, but that's about it that Nocturne will benefit from, her slow doesn't help that much as it wears off quickly.

    Cassiopia -

    Cho'Gath -

    Corki -

    Dr. Mundo

    Evelyn -

    Ezreal -

    Fiddlesticks -

    Galio -

    ...

    Warwick - Warwick is actually really good to lane with. His ulti can suppress the enemy, then Blood Scent will show enemies under a % of health, which gives Nocturne's ult a larger radius, say if they're hiding, or running away.

    To be continued..

  • Farewell

    If you got this far down in reading, I would like to thank you.
    I hope you enjoy this guide, and do as well as I have done with Nocturne.

    If you can please take your time to either:
    - Thumbs this guide up.
    - Thumbs this guide down.
    It will be much appreciated.

    Also, if you have any questions, feel free to leave a comment!



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