Passive: 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.
Arguably one of the best passive for junglers in the game. Nocturne's passive gives him base damage, AoE damage, and sustain! Umbra Blades scales extremely well with attack speed as it's cooldown is reduced on auto-attack. Position yourself properly to use Umbra Blades on all the jungle creeps to maximize sustain and damage.
Nocturne throws a shadow blade which deals 60/105/150/195/240 (+75% attack damage) physical damage and leaves a Dusk Trail for 5 seconds. Enemy champions hit also leave a Dusk Trail.
While on the trail, Nocturne ignores unit collision and gains 15/20/25/30/35% Movement Speed and 15/25/35/45/55 Attack Damage.
Cooldown 10 seconds
Cost 60/65/70/75/80 mana
Duskbringer is the bread and butter of every Nocturne player. Max this ability first, every time. The Base damage on duskbringer is strong; however, the benefits of it lie in it's base AD increase, movement speed increase, and ignoring unit collission. Hitting duskbringer on champions during a gank is guaranteed to bring positive results. Furthermore, Duskbringer is the reason why Nocturne can spec into armor penetration, and attack speed instead of AD like other bruisers. Max this ability first, every time.
W: 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.
Cost 50 mana
Although not as important as Nocturne's Duskbringer or Unspeakable Horror, Shroud of Darkness is, foremost, a steroid that allows Nocturne to be an extremely efficient carry assassin late-game. Giving him a 40% bonus attack speed at level 5, this skill gives him more attack speed than a recurve bow. In addition, it gives a helpful active that blocks abilities. The key to using the active is to block crucial spells for your team and yourself. Using the active of Shroud of Darkness against enemy stuns can help in a bank, against enemy globals (Karthus) can prevent kills, and against enemy initiation can help block save a friendly carry from getting caught. Get a point early in this ability to help with clearing then max it last.
E: Unspeakable Horror
Nocturne plants a nightmare into his target's mind, dealing 50/100/150/200/250 (+100% ability power) magic damage over 2 seconds. If Nocturne stays within 465 range of the target for the full duration, the target becomes feared for 1/1.25/1.5/1.75/2 second(s).
Cooldown 15/14/13/12/11 seconds
Cost 60/65/70/75/80 mana
Nocturne's only CC ability, Unspeakable Horror puts a fear on the enemy. Use it during ganks in combination with Duskbringer will help you run an enemy down. Although this ability doesn't scale with AD, it's base damage is quite high; however, the main purpose of this ability is for the CC. Always try to run (or attack cancel micro) In front of the enemy when the fear is leashing so that you are in a position to continue doing damage even if the enemy is running away from you. Keep in mind, fear moves an enemy champion randomly but will always slow the target. Max this ability second for more effective CC in ganks.
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 150/250/350 (+120% attack damage ) physical damage.
Cooldown 160/130/100 seconds
Cost 100 mana
Paranoia is the main reason most junglers pick Nocturne. The ability and fear of a jungler to be able to gank any lane form any location regardless of wards is a pressure that is applied globally. Although it is not a true global, like Karthus' Requiem, the fear that it brings to intelligent enemy laners is enough to consider it a global ability. Using Paranoia on laners without flash is almost always a guaranteed kill. Also, keep in mind that Paranoia will follow enemies who are already flashing when you are in cast. Paranoia can be used most effectively as a way to counter-gank or force a kill on someone in preparation for an objective like Dragon. Always try to use Paranoia sparingly and efficiently to get the most out of one of the best abilities in the game with one of the longest cooldowns. Level this ability up at level 6, 11, and 16.