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NOCTURNE BUILD GUIDE: Nocturne Carrying from the Jungle by Ninjaken

by Ninjaken (last updated 2 months ago)

Featured103,247 Views 6 Comments
9
Greater Seal of Armor(+12.69 armor)
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)
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 0/2
mastery 3 2/2
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 can be a Carry Jungler, Tank, or Split Pusher depending on the different ways that you play and build him.
I like to build a damage on Nocturne because even though some say I'll die too fast, my thinking is that if you do not position yourself poorly, then you won't be in the position to die.
This guide will teach you the different ways to play Nocturne in different situations.
Building Damage = High Risk High Rewards
Building Tank = Low Risk, Low Rewards

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.

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 0/2
mastery 3 2/2
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.
Flash - Good for escapes like flashing over walls in the Jungle or closing gaps when the enemy flashes.

Item Builds

Starting Build(s)
Default Starting Build
Build 2
Build 3
Trinket for early Vision / Buff Control
Spirit Stone helps jungle while still staying healthy with a decent mana pool.
Boots early just helps roam the map and close gaps or escape.
Spirit of the Ancient Golem helps early by acquiring gold faster along with a bit of tanky stats to help survive. SotAG is especially good because it gives tenacity which very few items give.
Triforce gives the early and mid game damage and utility that Nocturne needs to snowball games.
Ninja Tabi - Mercs isn't needed since SotAG already gives tenacity, and Mobi's isn't needed since you're usually ganking using Paranoia and not walking up to them.

If you are ahead of others, going early Triforce can help snowball the rest of the game with the extra utility and damage.

If you are even, going Spirit of the Ancient Golem before Triforce can give you the early tanky stats that you need before building damage. This is a lot safer than going Triforce if you do not trust yourself to snowball the game.

If you are extremely behind, you might want to just invest in pure tank. Going into a teamfight and dying before you can deal any damage is pointless. However, late game you will be just a punching bag who initiates fights. If you build full tank, just pray you have the better team comp if the game goes to late.

A full tank build is pretty much the same thing except without Triforce and Guardian Angel.
SotAG, Ninjatabi, Randuin's, Banshee's Veil, Sunfire Cape, Spirit Visage. Or instead of Sunfire Cape, get like Locket or Warmogs. Tank builds are very situational, so build accordingly to what stat you need.
Final Build(s)
Standard Final Items
Nocturne as a pure tank late game is pretty bad because you aren't disruptive enough in teamfights and you cannot waveclear. All you do is ult in and fear, which isn't enough. Triforce gives the damage to give you at least a little presence.

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

Spirit of the Anicient Golem - Good for Life and Tenacity. There are few items that give tenacity, so keeping SotAG is especially good if you are going vs AD comps since you can go Ninja Tabi after instead of getting Merc Treads for the Tenacity.

Ninjatabi - There aren't many other options here. Boots of Mobility aren't needed since most of Nocturne ganks are used with Ultimate, so as soon as you land R, the movement speed is gone. Mercury Tread's is a waste since you already have Tenacity from SotAG

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

Banshees Veil - Good MR Item. 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.

Last Whisper - Late game, Tanks get really hard to kill, so Last Whisper helps for the Armor Penetration %
Build Last Whisper instead of GA if you think you need more damage to kill Tanks
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
Duskbringer - Gives massive damage and movement speed for the killing potential
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.
Unspeakable Horror - More points = longer fear duration which makes kills easier to obtain.
Paranoia - Put points in this whenever possible because this gives a huge range boost each point.

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 lifesteal 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 a spell is shielded. Attack speed scales with itself, meaning the more attack speed you have, the more you receive from bonuses. Since Nocturne already has an attack speed steroid from his W, the attack speed from Trinity Force scales really well.

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, Blade of the Ruined King, 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.

Blade of the Ruined King - So this item gives about the same amount of attack damage and attack speed, but it doesn't give the burst from Trinity Force. Blade of the Ruined King has an active, but it can only be used once every 90 seconds. I also think the Movement Speed bonuses from Triforce is better than the Movement Speed bonus from the BotRK active.

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.

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.

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.

-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.

-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.
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, you should have your Triforce and Golem done. If not, then you probably are behind and shouldn't have went Triforce.
-Outer Towers are usually down, so AP Carries and Marksmens have to farm out in the open.
-If you went Triforce, look for the stray ADC or APC and try to 1v1 them using Ult if you are strong enough.

If you did not go Triforce
-Keep trying to gank for your lanes. People will sometimes make the mistakes of farming out alone, and you can still gank even without Triforce, but you'll need more help doing so.
-Farm Jungle with conversation stacks whenever they are high.
-When you feel tanky enough, group with the team and try to initiate fights.

Late Game

25-End Game

-If you have Triforce, you have the option of either teamfighting or split-pushing.

-If you are too squishy to teamfight, go split-push a lane and farm up until you are tanky enough. Triforce helps take towers extremely fast and gives you the mobility to run away. Use wards to know when you are in danger.

-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.
-If you did not go Triforce, then do not split-push. You probably cannot 1v1 and you do not deal damage to towers, so just go group with your team.

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

January 8, 2014 - 05:03 AM #1

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 #2

Best Nocturne guide NA right here.

December 25, 2013 - 08:53 AM #3

solid stuff in here +1

December 25, 2013 - 03:59 AM #4

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

December 24, 2013 - 10:15 PM #5

Also what about lifesteal

December 24, 2013 - 09:46 PM #6

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