100%
votes
3
Dislike

NOCTURNE BUILD GUIDE: [S3] Nocturne Origins XJ9 inspired by Silo

by Silo (last updated over a year ago)

76,449 Views 2 Comments
9
Greater Mark of Attack Speed( +15.3% attack speed)
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 Armor Penetration(+7.68 armor penetration)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
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

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

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

Champion Matchups

Changelog

March 9, added jungle matchups
March 10, changed glyphs to scaling magic resist

Introduction

Hello my name is Silo and I wanted to share my way of building Nocturne inspired by XJ9




Guide in video form!

Check out my gaming videos! http://www.youtube.com/user/SILOonPC


Especially in the current meta of carry junglers rather than support junglers Nocturne is coming back into style. With the addition of the season 3 blade-of-the-ruined-king which fits perfectly on Nocturne's kit, he has been able to rule the jungle once again. Nocturne is a competitive pick in Solo-Q due to his constant map pressure and scaling well into late game by playing a sort of Shen-type style. Once your team sieges up a tower he can often be sent into another lane and shove that all the way into their base with still being able to help your team using your ultimate. This is my way of playing Nocturne inspired by XJ9. Hope you enjoy!

Skills

Passive: Umbra Blades

Explanation: The reason why nocturne is able to jungle so well, providng AoE-damage and alot of sustain whilst clearing the jungle.




Q: Duskbringer

Explanation: Main damage tool for Nocturne, provides extra AD damage on your auto attacks aswell as doing some burst damage if you hit a player with the initial wave. Max this first.




W: Shroud of Darkness

Explanation: Blocks the next ability cast on you, great tool for blocking that pesky taric stun when you are ganking botlane. Or when dueling an Ezreal who is about to cast his ultimate on you. Use one skill-point on this at level 4. Don't max untill last since this is mostly utility.





E: Unspeakable Horror

Explanation: Nocturne his only CC. Provides a short fear and a little burst of damage. Max this second.




R: Paranoia

Explanation: The gamechanger, this is why Nocturne provides so much fear and map pressure. Being able to traverse the map quickly has always been a very powerful thing to have. Provides a small burst of damage.





Masteries

9 In Offence - Nocturne benefits greatly from attack speed since his Q provides the raw AD.

21 In Defence - Nocturne being a melee champion he often needs alot of defensive capabilities to be able to actually do some damage especially in teamfights.

0 In Utility - Nocturne does not need extra mana, struggles a little bit at the start but not enough to justify the extra mana regen. Speed is provided by his Q.

Runes

9 Attack Speed Marks - Nocturne benefits greatly from attack speed due to the damage being provided by his Q. Being able to get as many auto attacks off while his Q is up results in much more damage.

9 Armor Seals - Providing durability

9 Magic Resist Glyphs - Providing durability, can be switched out for magic resist per level. Depends on enemy champion picks.

3 Armor Penetration Quints - You have 3 choices here, either you go for movement speed quints, but since Nocturne has a built in speed boost on his Q this is not very beneficial. Or you go raw AD but since most people run armor seals you are actually better off going armor penetration quints which will result in you doing more damage since you already get alot of AD from Q aswell.

Item Builds

Starting Items: hunters-machetehealth-potionx5
After
Core Damage Item: blade-of-the-ruined-king

After

Only tanky items: spirit-of-the-ancient-golemfrozen-malletwarmogs-armor

After

6th item options: maw-of-malmortius OR randuins-omen OR statikk-shiv OR the-bloodthirster

Why maw-of-malmortius? Provides damage aswell as alot of magic damage protection with the shield.
Why randuins-omen? Destroys attack speed reliant champions, use this vs carries like Vayne/Kog'maw
Why statikk-shiv? Scales very well with blade-of-the-ruined-king due to both items enhancing eachothers passives FOR MAXIMUM DAMAGE!
Whythe-bloodthirster? Extra lifesteal and damage is nice but if you are looking for extra damage I would take statikk-shiv over the Bloodthirster.

Boots:
ninja-tabi If enemy ADC is fed
mercurys-treads If heavy cc
berserkers-greaves If above are not needed (scales well with blade of the ruined king)

Summoner Spells



Explanation: Smite is an essential tool for jungling. Being able to smite away dragons, barons, red or blue buffs is a great tool to have. You either make sure that the enemy is not able to steal your objective or allows you to steal away an enemy objective.

Flash can be used both offensively and defensively. You can flash away from enemy players or flash in to be able to secure the kill.

Why not ghost or exhaust?

Ghost: is a great alternative to flash, but with having a built in speed boost on your Q it's not as great as having an extra escape.

Exhaust: using exhaust instead of flash can be very helpful, matter of preferance.

Skill Order

Max first: provides most damage output, benefits most from skilling it up
Max second: provides a longer fear time
Max last: mostly utility, you put in one skill-point at level 4 for the passive attack speed and ability to block a single spell, benefits least from skilling it up

Jungle Matchups

1-5 (easy to hard)

Vi - Difficulty 4
Explanation: Clears VERY fast which allows her to gank much more often or camp a lane for much longer than most junglers. Also due to her clearspeed she can counter jungle you very quickly. Upside is she cant chase you without redbuff, she has 1 gapcloser so if you fear her right after she used her Q she cant go in on you. You can't duel Vi if you are on equal footing, her shield and sustained + burst damage is too much.

Shaco - Difficulty 4
Explanation: Shaco can be very annoying to deal with in the sense that he often tries to steal your buffs but can be easily countered by warding your buffs and pinging the minimap when shaco is about to enter your jungle. You outscale him very hard lategame.

Shyvana - Difficulty 2
Explanation: Could try and counterjungle you but if you meet her in the jungle it is up to you if you engage or not, very little chase potential with Nocturne's kit.

Nunu - Difficulty 3
Explanation: Another counter jungler, ward your buffs and ping when he tries to enter your jungle.

Lee Sin - Difficulty 4
Explanation: Lee sin can very easily turn the tide on a gank, very good at dueling early game and is very hard to catch.

Hecarim - Difficulty 4
Explanation: Hecarim scales very hard as the game progresses, it is up to you to set the pace in the early/midgame. Very hard to chase, can get away with alot of things.

Xin Zhao - Difficulty 4
Explanation: Xin zhao has alot of dueling potential due to his heals. Evenly matched in the early game. Becomes a pain to deal with once the teamfights start occuring. Every time you try to jump their backline he either throws you deeper into the enemy team or pushes you back disengaging the teamfight.

Skarner - Difficulty 2
Explanation: Not much of a threat early/midgame, only dangerous to your teams carries when he lands his ultimate on one of them. You can 1v1 him easily and have much greater ganking potential. Quite easy to deal with

Maokai - Difficulty 2
Explanation: Not a threat to you, but does land very easy ganks on mid. If you keep one eye on mid you should be able to do whatever you want. He cant stop you if you time your W well.

Alistar - Difficulty 1
Explanation: Easiest matchup of all. He clears very very slowly and can't duel you at all. Abuse him to the fullest by taking his jungle away from him to render him completely useless as the game progresses. Only do this if your lanes are on equal strength or stronger. Ask them to push up if they can so it forces them to defend the towers instead of helping alistar.

Fiddlesticks - Difficulty 3
Explanation: Has alot of CC. Build Merc treads and be wary if fiddles allies. Fiddle doesn't do much damage on his own but has the ability to catch you out and get you killed.

Amumu - Difficulty 3
Explanation: Amumu is a great teamfighter so you have to make up for that in the early/midgame.

Warwick - Difficulty 1
Explanation: Warwick clears very slowly. Abuse him to the fullest by taking his jungle away from him to render him completely useless as the game progresses. Only do this if your lanes are on equal strength or stronger. Ask them to push up if they can so it forces them to defend the towers instead of helping Warwick.

Mundo - Difficulty 2
Explanation: Mundo clears very fast but drops very low in the early levels in the jungle, leaving him vulnerable to early invades and possibly killing him in his own jungle. His ganks aren't very strong compared to the current meta of junglers but can become a huge monster that sticks on your carries like super glue. He has difficulty reaching this status so as long as you dont grant him any freebies you should be fine.

Volibear - Difficulty 3
Explanation: Very solid at any stage of the game. Usually stacks health items so as soon as you get your and a you should be able to duel him if you are still on equal footing. Since you dont run ignite on Nocturne it can be difficult to go in on Volibear if he has his passive up. Make sure his passive is down if you do decide to hard-engage him.

Early Game

Levels (1-5)

Top team start: Wolves > Blue (smiteless) > Red > Gank top
Bottom team start: Wraiths > Red (smiteless) > Blue > Gank top (only if you know you are likely to get a kill toplane.

If you know you are not going to get anything done in top

Wolves > Blue > Wraiths > Golems > Red > Wolves

Keep an eye on mid the entire time, if it's getting pushed go for a gank.

Don't try ganking botlane before 6, it won't work most of the time.

Only try ganking botlane before 6 if you have a heavy cc support and few escapes on the enemy botlane. Gank either through tri-brush if you are on the top team side or through side brushes with creeps being pushed up. Only gank through lane (side-brushes) if you are bottom-side.

Mid Game

Levels (6-16)

This is where Nocturne starts to show its strength. With your you can now begin to provide map pressure for your team. Use mostly on mid or botlane. Why? Mid and bot usually have the squishiest champions and heavy CC. With you being able to block the CC with a well timed it often results in a kill. Once you finished your and a you are able to solo dragon, if you feel like either mid or bot is winning bring a pink ward and solo dragon.

Late Game

Levels (16-18)

In the late game scenario you can keep the lanes pushed while still being able to help your team using your . Use this to your advantage! Make one or more members of the enemy team cover their lanes and by doing so have them leave the tower that is being sieged. This provides a great amount of map pressure and is one of the strong points of playing Nocturne.

Comments

July 2, 2013 - 12:40 AM #1

Because you gain even more tenacity. It's a choice you're making if the other ones are not an option and you're in need of more tenacity/magic resist.

May 16, 2013 - 08:26 PM #2

If you're building SotAG, why get merc treads if heavy cc if you already have the tenacity passive?

Username
Don't have an account? Create One!