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NOCTURNE BUILD GUIDE: Nocturne Carrying from the Jungle by Ninjaken

by Ninjaken (last updated 4 months ago)

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9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed(+4.5% movement speed)
9
Greater Mark of Armor Penetration(+11.52 armor penetration)
9
Greater Seal of Armor(+12.69 armor)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
21
6
3
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 2/2
mastery 3 0/2
mastery 4 2/2
mastery 1 0/1
mastery 2 1/3
mastery 4 1/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
6 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
3 Utility
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Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Umbra Blades
QDuskbringer
WShroud of Darkness
EUnspeakable Horror
RParanoia
View Skill Order Details

Introduction

Nocturne is played as an auto-attack physical damage dealing jungler. His strengths are dealing a lot of damage while applying pressure across the map due to his ultimate. Buy a mix of damage and tanky items on Nocturne to play him as either an split-pusher or assassin.

Runes

Marks - I use to use Flat AD, but with the recent mastery changes, Offensive masteries do not give Flat Armor Pent anymore. Instead it gives AD, so I use Armor Pent Runes to compensate for it.

Seals - Armor used to take less damage in the Jungle at early stages.

Glyphs - Flat magic resistance isn't used because the Jungle creeps deal 0 magic damage, so later in the game when you gain levels for teamfights, the scaling magic resistance will be better.

Quintessences - Movement speed helps close gaps for ganks early in the game where Nocturne has the most trouble with ganks. Using this along with bonuses from Triforce, masteries, and Duskbringer gives you insane speed that makes chasing down enemies easy for kills.

Attack Speed Quintessences Alternate - I feel like later on as I get Feral's Flare, the speed to clear camps is so fast that attack speed doesn't even save me much time. Getting movement Speed to run from camp to camp and from across the map saves me a lot more time than saving a bit of time for each camp. Attack Speed also helps kill enemies faster, but movement speed helps chase them down easier.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 2/2
mastery 3 0/2
mastery 4 2/2
mastery 1 0/1
mastery 2 1/3
mastery 4 1/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
6 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
3 Utility
21 Offense gives a massive increase in damage. This means the camps are easier to kill which leads to faster clear times and faster leveling. Securing kills in ganks with damage can snowball you or your lanes which can lead to victory.
6 In defense for faster Jungle Clear and sustain.
3 in Utility for even more Movement Speed to add along with Triforce, runes, and Duskbringer.

Summoner Sets

Smite & Flash
Smite - Junglers must have smite. Huge Jungle control to secure buffs, dragons, baron, etc. Smiting cannon minions while holding lanes can be a smart decision since smite now has a 40 second cooldown. If you build Triforce, smiting small minions can give you an increase in movement speed when running away from enemies or trying to chase them down.
Flash - Flash is extremely good to close gaps to secure kills, escape death by flashing over walls, etc etc

Item Builds

Starting Build(s)
Default Starting Build
Trinket for early Vision / Buff Control
Madred's Razor / Wriggle's Lantern - Nocturne is an auto-attack based champion. The extra magic damage on Wriggle's Lantern gives Nocturne extremely fast clear times which makes it easy to clear camps and the ability to stack up Feral's Flare stacks faster. Once Nocturne get's Feral's Flare, his auto attacks are devastating vs champions. Get this early because you want to get your stacks as soon as possible.
Boots of Speed - Get this After Madred's Razor or after Wriggle's Lantern. The early movement speed helps executing ganks easier and getting across the map.
Blade of the Ruined King - Good for speeding up jungle clear time while sustaining and having damage for teamfights.
Mercury's Treads - Since you no longer get Spirit of the Ancient Golem, you need some form of Tenacity, and the easiest way to get this is to get Merc Treads. Tenacity is good to avoid instantly dying if you get hit by Crowd Control abilities.
Final Build(s)
Standard Final Items
Blade of the Ruined King - Nocturne is an auto-attack based champion, so Attack Speed, Lifesteal, and Attack Damage all benefit him really well. Blade of the Ruined King helps Nocturne clear camps faster with the % health damage along with the increased attack speed. More attack speed means that you can proc your Wriggle's Lantern faster which makes clear times faster. During late game, Champions and Monsters such as Baron Nashor have high amounts of HP, so Blade of the Ruined King's passive can start dealing lots of damage.

I'll get into why I decide to build Trinity Force over other damage items later.

Randuin's - Gives large amounts of Health and Armor. Probably best Armor item at the moment. Gives an aoe slow active that can be used when you Ultimate into enemy teams to slow an entire team.

Banshees Veil - Good MR Item since it gives large amounts of Health and MR. Spirit Visage works too, but I like the double spellshield over a bit of extra healing and cooldown reduction. Both good choices.

Guardian Angel - Late game GA is almost good for anybody. Revive passive is just too good for teamfights since you can be more flexible on your mistakes if you die.

Wriggle's Lantern - Normally it would be good to sell Wriggle's Lantern for another item, but if it's late game and you still have this, chances are that you have a lot of Feral's Flare stacks on this, so it would actually deal a lot of damage. Selling this for Last Whisper can also be good since enemy tanks probably have like 200+ armor at this point.

Mercury's Treads - As stated earlier, since you no longer get Spirit of the Ancient Golem, you need some form of Tenacity, and the easiest way to get this is to get Merc Treads. Tenacity is good to avoid instantly dying if you get hit by Crowd Control abilities.

Alternatives

Last Whisper - Late game, Tanks get really hard to kill, so Last Whisper helps for the Armor Penetration %

Guardian Angel - GA can be used instead of Last Whisper or Wriggle's late game because an extra life can be extremely strong late game. It makes enemies hesitant on trying to focus you even though you have lots of damage. The Armor and MR is also very useful.
Build Order
If you need magic resistance before armor, just build Banshees Veil before Randuin's.
If you are too far behind, just skip Trinity Force and get the tanky items instead.
If you are not going VS much physical damage, get Banshees + Spirit Visage instead of Randuin's + Banshees
If you are not going vs much magic damage, get Randuin's + Sunfire Cape or Thornmail instead of Randuin's + Banshees Veil.

Situational Items

Spirit Visage
Spirit Visage + Banshees Veil gives great tanky stats against magic damage. Build these two if you are going vs AP heavy teams.
Thornmail
Good vs Double Marksmen Comps. Get this after Randuin's since you still need some life to compliment your armor.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Umbra Blades
QDuskbringer
WShroud of Darkness
EUnspeakable Horror
RParanoia
1. Paranoia - Put points in this whenever possible because this gives a huge range boost each point which makes ganks easier to execute.
2. Duskbringer - Gives massive damage and movement speed for the killing potential
3. Unspeakable Horror - More points = longer fear duration which makes kills easier to obtain.
4. Shroud of Darkness - Even though this gives more passive attack speed, it's longer fear duration is better for securing kills. W is mainly used for the spell shield.

Skills

Umbra Blades
Umbra Blades is just a passive to help sustain a little. Walk into huge groups of minions and swipe it once to maximize your heal. This heals for a flat amount, not a percentage. This does not heal you based on how much life steal or damage you do. This heals based on amount of targets hit. The bonus damage from Umbra Blades does not scale with Triforce or Hydra.
Duskbringer
Duskbringer is Nocturne's main damage source. If you miss this spell, most of your damage and utility is gone, so make sure you hit this spell. This gives you a massive Attack Damage and Movement Speed boost while on the trail along with ignoring unit collision. If you have Triforce and you tag someone with Duskbringer, chances are they cannot outrun you due to the massive Movement Speed you have.
Shroud of Darkness
Just a spell shield.
Practice spell shielding the most important spells to maximize the use of this.
Most of the time, spell shielding crowd control abilities is the best way to go.
This also gives attack Speed which is doubled if an ability is spell shielded.
Sometimes no important spells are needed to be spell shielded, so just spell shield the ability that does the most damage to you.
You can also just spell shield anything for the bonus attack speed.
Unspeakable Horror
Fear helps secure kills easier. More points in Unspeakable Horror makes longer fears which makes ganks a lot easier to secure.
This can also be a defensive ability. Use this on enemies while they are chasing you.
Be sure to use auto attacks while having waiting for the fear to apply. People make the mistake of just walking alongside the enemy and not doing anything while waiting for the 2 seconds.
Paranoia
Paranoia is Nocturne's Ultimate which makes his ganks significantly better. More points gives longer ranged ultimates which helps ganking ability. Sometimes using this to deny vision instead of closing a gap is the best way to go. Using this in jungle fights is devastating because there are walls that block vision and insides of brushes are unseen to enemies unless they are inside it.

Champion Matchups

Elise
Difficulty
Favors You
As long as you spell shield the Cocoon and land Duskbringer, you should be able to 1v1 Elise just by autos + Fear. Your fear tether still applies to Elise when she is rappeled in the air.
Evelynn
Difficulty
Favors You
Fighting Eve 1v1 can go either way. If you get the jump on Eve, then you will probably win the trade. In other words, if you can get in melee range of Eve and land Duskbringer + Fear before she gets to do anything, then you can continue the fight with auto attacks. Chances are she will just try to run away with her speed boost from W. If she escapes your tether, then she still takes a lot of damage while she cant afford to stay in range of the tether and fight back.

If Eve gets the jump on you, which is probably most cases because she has stealth, then she will win the exchange. Your best bet will be to run away from her while applying your fear tether.
Fiddlesticks
Difficulty
Favors You
Early stages, Nocturne can usually kill Fiddle if the fear is spell shielded. This takes practice and prediction skills which is only obtained with practice / experience.

If you think you can kill Fiddle within the fear duration, using Spell Shield while you have your fear tether can be good because by the time your shield ends, your fear will be done tethering and you can finish the kill.

If you do not kill fiddle within your fear duration, and he gets a drain off on you while you only have auto attacks left, chances are you are losing the trade, and the best move is to walk away.
Leesin
Difficulty
Favors Enemy
Lee sin has an escape which makes it hard for Nocturne to kill .The fear leash is hard to keep, and Lee also has E that slows attack speed and movement speed which is hard to spell shield since it's instant and can be used at any time. The best ability to spell shield from Lee Sin is his ultimate, but if it's not up, spell shield Lee Sin's E or Tempest / Cripple.
Olaf
Difficulty
Favors You
1v1 Can go either way. If you spell shield the first Undertow, land Duskbringer, and get Fear off, then you should win 1v1 if you have enough damage to burst when he gets to lower health. He gets dangerous the lower he gets due to the attack speed buff from his passive, so do not get baited into fighting him if you do not have the damage to finish him off when he gets to low HP.
Shyvana
Difficulty
Favors You
Shyvana is too tanky and does too much damage early and mid game. Avoid 1v1's with Shyvana unless you have some sort of advantage such as numbers, items, health, etc.

Late game the 1v1's can be really close when split-pushing vs her. She has an AOE damage-over-time spell which means you cannot spell shield it. The only thing worth spellshielding is the fire breathe.
Vi
Difficulty
Favors You
At early stages pre 6, Nocturne out trades Vi in a duel. Most Vi's max Q which means that if you spell shield it, most of her damage is gone. She has no way of escaping besides Flash, and she can't fight you. Either she dies or she runs away.

The only way she can beat you in a 1v1 situation is if she's stronger than you in terms of gold, she gets the jump on you with Q and you don't spell shield it, or she has more health than you from the start.

Trinity Force

Trinity Force - Trinity Force is good on Nocturne because pretty much every single stat is used and scaled well.

Attack Damage - Helps deal more damage to secure kills. Nocturne's AD ratios aren't the best, but they aren't the worst either so this helps increase the damage of Duskbringer and Paranoia quite a bit.

Attack Speed - Nocturne has a natural attack speed steroid from Shroud of Darkness ( W ) which is doubled when an ability is spell shielded. Attack speed is good on Nocturne since he is an auto-attack based champion because he relies on his auto attacks to do damage, more attack speed gives faster jungle clear which helps get Feral's Flare stacks faster, and faster auto attacks ramps up Umbra Blades faster.

Critical Chance Strike - This is just a luck stat. 10% chance to do 200% damage from auto attacks. Since Nocturne is an auto attack based champion, this does really well with him for surprise damage whenever you get a lucky critical strike.

Movement Speed - The movement speed bonus from Triforce works so well with Nocturne if you add it along with Duskbringer, runes, and masteries. Having movement speed bonuses from Triforce, runes, masteries, and Duskbringer gives amazing chasing potential which helps secure kills. Nocturne already has strong base damage from the bonus AD from Duskbringer and the attack speed from Shroud of Darkness, so being able to stick onto your enemies to constantly apply your damage is important. If you tag an enemy with Duskbringer, you can just follow the trail, and in no-time you will be able to catch up to enemies. Having redbuff to slow your enemies makes it almost impossible for them to run away which can either result in a kill or a flash burned. I've found multiple times that while split-pushing, I was able to run away because of how fast I was whenever I was being ganked. Having multiple enemies trying to chase you down can give your teammates the chance to take objectives such as towers or dragon.

Ability Power - This is probably one of the most useless stats on Triforce for Nocturne, but it still isn't THAT bad. Nocturne's Unspeakable Horror ( E ) has a 1.0 ratio which is very good.

Health - Health is always nice. Helps you tank more damage to prevent yourself from dying. Simple.

Mana - Nocturne isn't too mana thirsty, but I've found times that I've been almost out of mana after teamfights which the extra mana prevented me from going completely out of mana.

Unique Passive - Rage - This passive gives EXTREME amounts of chase potential. Since Nocturne is an auto-attack based champion, this passive is almost constantly applying during fights. With this movement speed along with the movement speed from the base stats of Triforce and the bonuses from Duskbringer, enemies can almost never outrun you even with ghost. This makes applying Unspeakable Horror extremely easy. Nocturne has high consistent damage because of the bonuses from Duskbringer, so being able to stay close to your enemies to apply the damage gives great kill potential.

Unique Passive - Spellblade - Nocturne does not have many spammable spells to constantly apply this. However, this passive makes it really easy to kill squishies such as the enemy Marksmen or AP Carry because of the crazy initial burst. Duskbringer along with Umbra Blades and Spellblade creates a massive burst that people do not expect. Spellblade is not as good on Nocturne as let's say an Ezreal or Irelia, but it is still really good.

Other options for attack damage is Hydra or Bloodthirster.
Hydra - Hydra gives massive amounts of attack damage, but it does not give attack speed which I think Nocturne can benefit well from because as stated earlier, attack speed scales with itself.


Bloodthirster - I don't use Bloodthirster for the same reason as why I don't use Hydra. BT does not give attack speed, and also it needs to be stacked.

Investing in too much Life Steal can be bad. Life Steal is a good stat for long fights to sustain your health. You don't want long fights. You want to assassinate the enemy carries before their team can come and help them. If you're teamfighting, chances are you won't be able to constantly auto attack the enemy carries long enough to heal your health back up. If you're looking for more health, buying flat health is the way to go. A little life steal is good to regain your health after small battles by healing off of a jungle camp.

Early Game

Early Game is roughly the first 0-10 minutes of the game.

-First thing you should focus on level 1 is securing at least 2 buffs.

-If you know that your buff that you are starting on is not going to be invaded, you can immediately smite it when it spawns and kill it so your smite will be up by the time you get to your second buff. This helps avoid having to do a small camp while waiting for your smite to get back on cooldown. Doing small camps gives a chance for the enemy to steal your 2nd buff since you take extra time getting there.

-Farm as much as you can. Go from camp to camp. Avoid doing Wight until later on. He's not worth killing since he doesn't give enough EXP for how much damage he does to you. Farming is extremely important since you need to get 25 stacks of Wriggle's Lantern as soon as possible to get Feral's Flare.

-Get to level 6 as fast as you can, but do not ignore your lanes. Cover lanes if they need it, and gank lanes when you think they are not warded. Be careful of enemy counter ganks. If you think the enemy Jungler is in the lane you are trying to gank, then do not gank it if you cannot 2v2 or 3v3. If you are purple side and you start blue while the enemy starts red, then after you finish your own red with an extra camp you should be able to hit level 3. If you plan to gank top as soon as you hit level 3, there is chance that the enemy jungler will be there too.

-Try to avoid ganking when enemy creep waves are too big.

-Look for towerdives. If your lane has a massive wave and the enemy is low, try to towerdive them wisely. Usually, if you are planning to be the one tanking the tower, throw Duskbringer first and see if it hits. If it hits, then you have a higher chance of the gank being successful. If you miss, then you won't agro tower and you can decide if you still want to continue with the dive or not.

-Try ganking from the less obvious routes. Try going through wraith entrances and going around dragon / baron pit and through the tri-bush when ganking bot lane or top lane.

-DO NOT GET FRUSTRATED WHEN YOU CAN'T GANK A LANE
1. Do not force ganks too hard. If the enemy is too close to the tower with high amounts of health, don't bother unless you think you can burst the enemy fast enough. Just keep farming your jungle. Nocturne has faster clear times than most junglers, so he benefits from farming more than other junglers.
2. If your lanes are losing, and you can't gank for them, just soak up exp from your lanes when they die. This helps you get more farm to carry later on.
3. Use your time efficiently. Don't wait too long for ganks. If the enemy is playing like a p*ssy then they won't suddenly go man-mode and overextend. If you go for a gank and the enemy randomly moves farther away, then it's probably warded. If you can't gank, just go farm.

Gank Combo

When ganking, use this spell order. The time when you use W is dependent on the situation, but W is typically used in that order.

R-->R-->Q-->E-->W

Most people make the mistake of doing

R-->R-->E-->Q-->W

It's important to use Q before E because it makes the leash harder to run away from.

If you're not level 6 or your ultimate is down, use the same combo except without R. and use Q --> E --> W

Mid Game

Roughly 10-25 Minutes into the game

-This is a good time to try to secure dragons.
-Gank mid or bot lane, and then either push a tower afterwards or heads towards dragon.
-Around 20 - 25 minutes, outer towers are usually taken down, and Marksmans really like to farm which causes them to overextend. If you have Blade of the Ruined King and Triforce or parts of Triforce, you can use your judgment to see if you can 1v1 them when they overextend. Make sure that they have no one to back them up before Ulting them and attempting to fight them.

-If you don't see any gank opportunities, keep trying to farm. The more camps you kill, the more Feral's Flare stacks you will have which means you'll have more damage for teamfights later on.

Late Game

25-End Game

-Around this time, Baron should be extremely easy for you to do. If you are winning the game, trade your yellow trinket for a red trinket. If you are losing, keep your yellow trinket because it can be valuable to gain vision of important areas such as Baron, so you can attempt a steal.
-Keep looking for stray Marksman who are farming; they're the easiest to kill. Killing someone past 25 minutes puts a lot of pressure into the lane that you are occupying.
-You can attempt to split-push if you feel that you are not as useful in the fight as you should be. Split-pushing is good because it forces someone to leave their team to 1v1 you, and Nocturne is an extremely strong 1v1 champ.


-In teamfights, decide whether diving the enemy is worth defending your own carries. Ask yourself
1. How tanky am I?
2. How much damage do I do?
3. How much damage do my carries do?
4. Which team has the stronger front line?
5. Can I kill the enemy carries before they kill mine?

-When split-pushing, Use Triforce Procs to take towers faster.

Teamfights

As stated earlier,
-In teamfights, decide whether diving the enemy is worth defending your own carries. Ask yourself
1. How tanky am I?
2. How much damage do I do?
3. How much damage do my carries do?
4. Which team has the stronger front line?
5. Can I kill the enemy carries before they kill mine?

-Sometimes using Paranoia just for the vision denial is very good especially in Jungle fights.
-You do not always have to use the 2nd cast of R.
-Make sure to land Duskbringer. It increases your damage significantly
-Save Spellshields for the more important spells if you can.
-Initiating by using Paranoia and instantly using Randuins Active on an ADC or a group of enemies can be devastating.

Conclusion

Nocturne can be played multiple ways. Decide which playstyle is the best, and build accordingly to which decision you made

Comments

April 16, 2014 - 09:44 PM #1

thanks for the update =)

January 8, 2014 - 05:03 AM #2

so, hey, ninjaken, would you consider hydra a more viable option if i told you attackspeed does not stack multiplicatively, as it actually stacks additively. Also, try Ghostblade as a 2nd item as the stats and the active is really good for killing carries, and imo is far better than last whisper against low armor targets, and is especially good if you run that much armor pen in the runes (could run quints tbh, as you have your ultimate to gap close in teamfights).

December 25, 2013 - 03:16 PM #3

Best Nocturne guide NA right here.

December 25, 2013 - 08:53 AM #4

solid stuff in here +1

December 25, 2013 - 03:59 AM #5

You don't think completing SotAG ASAP is necessary for the extra gold generation? Just curious. :V

December 24, 2013 - 10:15 PM #6

Also what about lifesteal

December 24, 2013 - 09:46 PM #7

Do you have an example build of the tank nocturne build.
Big Fan By the way XD

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