IntroductionHello! Welcome to my first guide on solomid.net of Nocturne!
Why play Nocturne?
Nocturne is one of my favorite champions in the game because of his insane early game damage output which translates well into mid and late game if played properly. Nocturne is a champion that absolutely punishes overextended laners, and with this ability, you have the option of securing a very easy win. This champion is a monster in Solo Queue; If you need to climb the Elo ladder, Nocturne is an excellent champion to play. He has one of the best ganking ultimates in the game, so if you have your ultimate up, you are almost guaranteed a kill or two for yourself or for your teammates.
- Fast jungle clear time/High health clear
- Good ganks pre-6, excellent ganks post-6
- The bane of a squishy carrys' life
- An excellent ultimate that can be used to initiate a teamfight or assassinate a fleeing target
- Has presence in all 3 lanes because of his ultimate
- Passive allows more jungle clearing in the early stages of Season 3 Jungle
- Can be snowballed backwards (if you are shut down early, it might be hard for you to catch up)
- Not as tanky as other junglers/very squishy early game
- Cannot 1v1 other tanky junglers
That's it for introductions, so let's plunge into the Darkness!
Let me know if I am missing anything post season 3 update, or if you would like to see something added to the guide
Why this mix of Offensive/Defensive/Utility?
- remember in Season 3, AD items became a little cheaper to buy, and your traditional items like became a little MORE expensive to buy, so it would be good to invest in some more defense IF YOUR TEAM NEEDS TANKINESS.
- And as always, defensive items are ALWAYS expensive, so invest in more health masteries if you feel you need it early game...
- You don't really need anything else besides armor and health from the defensive tree...You don't need extra health regeneration because of your passive/healthpots/vamp quints
- You don't need CC reduction because his ultimate is an "immune to CC" gap closer, and hopefully you won't be tanking ALL of the damage
- You can use a 21/9/0 mastery page like the one below...
- Offensive Masteries are self-explanatory, however I don't get the critical strike damage increase and the movement speed from critical strike because Nocturne isn't really meant to be a champion that critically strikes very often. It's much better to get the increased damage to turrets because of his amazing pushing potential.
Why not 9/21/0 or 0/21/9?
There are a couple of reasons why I choose offensive masteries instead of defensive masteries for Nocturne:
- The further you go down the Defensive tree, the less it really matters to Nocturne. Everything down in the deep defensive is all percentage based, which is minimal compared to what is in the early defensive tree.
- Nocturne has amazing damage output with Offensive masteries. That being said, you don't need to rely on your laner's damage as much as if you were a jungler that didn't have enough damage.
- Remember that Nocturne's role in the game is to deal damage, not to tank.
- What if you use and then the enemy laughed at you because you ran x/21/x? :(
- 9x Attack Speed Reds
- 9x Flat Armor Yellows
- 9x Attack Speed Blues / 9x Magic Resistance Blues
- 3x Life Steal Quintessences
All of these runes seem normal for a jungle Nocturne except the Life Steal Quintessences. BUT WHY? Why should you use Life Steal quintessences?
Reasons listed below:
- With his passive, Health potions, and LIFE STEAL QUINTESSENCES, he has THREE sources of sustain within the jungle. Other champions have TWO methods to sustain themselves, or ONE.
- With THREE sources of sustain, you only use 2-3 potions on a full clear of your jungle upon reaching level 4. While other champions are backing to get more health because they've used ALL OF THEIR POTIONS, you are either ganking lanes with FULL health because you had an extra TWO HEALTH POTIONS, or you are FARMING MORE EFFICIENTLY than your opposing jungler
- If you are a MAN, you can get and a instead if you are up against COUNTER JUNGLE HEAVY CHAMPIONS: ...
<--- HIM :[
- most annoying, hard-to-deal-with champion in the game. So annyoing. Buy at the start against him and ward your red-side river when you start blue.
Attack Speed Blues? Can I change them to MR or MR/lvl Blues?
- Yes. You don't necessarily have to follow my guide to exactly what it says, but its there as a GUIDELINE for further player interaction and choices.
- Attackspeed blues do help at lower divisions because of the snowball potential. More Attacks per second means you can carry the game that much harder.
Smite is a MUST on every jungler. If someone tells you that is not necessary, you should slap them a few times. The advantages of having greatly outweighs the advantages of having another summoner spell. allows you to:
- Clear your camps faster, which means your lanes get ganks sooner
- Secures the important neutral camps (Red buff, Blue buff, Baron, Dragon)
- You can COUNTERJUNGLE with , crippling the enemy jungler severely as the big neutral monsters gives the most experience and gold (Blue Wraith, Big Wolf, Large Golem etc.). If you steal any one of those, the enemy jungler will be behind you in creep score and levels.
Remember that a clutch baron steal with can be the game changer from a sure loss to a potential win. So use it!
I have seen Nocturnes run or instead of because it secures a kill. However, I don't fancy having no escape for when you are ganked in your own jungle (or enemy jungle), or if you're in a rough spot. allows you to make riskier plays because you know that you have some sort of escape mechanism if you do get caught.
Passive: Umbra Blades
Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% physical damage and heals himself for 10/18/26 per target hit.
Nocturne's basic attacks reduce this cooldown by 1 second.
This passive gives Nocturne the sustain and AoE damage he needs to be successful in the jungle. Paired with your Masteries and Runes, you deal Tons of Damage(tm) to the Neutral camps, and the heal allows you to save potions. In the latest patch, his passive at level 1 was nerfed from 15 life per hit to 10. It is a nerf for his early game, but a slight, insignificant buff for his late game. Your Life steal quintessences and masteries make up for this nerf though.
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
This is your attack damage steroid. It allows you to move through minions to chase your opponent, and at level 5 it gives you a free B.F. Sword and then some. If it hits an enemy champion, they also leave a dusk trail, so if they decide to run you can chase them until the trail runs out. When jungling, be sure to position yourself in a way so you can hit all the monsters in the camp. This skill is essential in performing a successful gank. If you miss your , it is going to be difficult to follow up.
W: Shroud of Darkness
Passive: Nocturne has 20/25/30/35/40% bonus Attack Speed.
Active: Nocturne creates a magical barrier for 1.5 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
This skill is a basic Spell Shield. It gives passive attack speed, and if the shield blocks a spell, you gain double the passive attack speed. This spell is great against champions like . You can completely negate the effect of his ultimate with . It also works well against Support champions with CC such as . When ganking, be sure to wait a few seconds for the enemy to react before using . It has a very small timer to be popped, and if it isn't popped by an enemy spell, or if your enemy laner waits until expires to use their CC, your gank might fail!
Since 7/19/2012, It has been nerfed so you need to anticipate enemy spells even more because you have half a second less for the shield to pop.
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
Your main ganking tool. If you land and it triggers, it usually results in a kill. The best scenario for a fear is when they run towards you when feared. The tether range is larger than the activation range, so if you landed your before hand, it is a sure kill unless they flash out of it.
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
One of the Best ganking ultimates in the game, once Nocturne hits level 6, he is at his maximum ganking potential. Wards do not fend off because all of the traditional ward spots don't cover the entrances where Nocturne can come from. He can gank from anywhere, as long as he is in range. punishes overextenders and people that are mispositioned from the rest of the team. This can be used as an initiator in a teamfight, but I like to use it to reach the carry if they . When ganking, try not to initiate the gank with first, because the enemy can simply out of range. Instead, wait for them to blow their cooldowns trying to harass your laner, or lead in with and . If they try to away, use for the kill.
I level E at level 3 because you get level 3 after your Red buff if you follow a level 1 blue buff path. This allows you to gank the opposing laner near red buff at level 3 if they are overextended, and red buff with and should give you a kill, if not, at least an enemy will be used. Then you just return to the lane and gank again.
Generally, your skill order should be:
> > >
- I want to level as soon as possible because at level 9, you basically get about 1600+ gold worth of attack damage to your basic attacks.
- I level next because the fear duration is necessary for successful ganks.
- I level last because I'm not worried about extra attack speed. I have enough attack speed from my runes and masteries, and I only need for the active spell shield.
Remember that you don't have to follow a guide exactly. You can of course level if you're not ganking. I only get it because if the opportunity to gank arises, I will have it ready.
- With , you clear the jungle in 3:30~ which is one of the top 5 fastest times for jungle clears.
- If you want to be a man, get and . You will definitely be a lower health, but if you fear about getting counterjungled, then is your best item to get.
First Back ItemsOR || OR
- If you want to gank a lot and/or are ganking quite frequently, get . Also if you are against a heavy counter jungler, the boots and wards help fend them off
- If you are ganking a lot, and have the $, get to build into later
- If you are FARMING your jungle and NOT GANKING, get
- These two are interchangable depending on the OUTCOME of the early to early-mid game.
- If you are FARMING and only farming, get a , which allows you to clear jungle camps exceptionally fast
- If you are GANKING, get a because of the extra damage burn that it does to champions. It is an effect that is beneficial to your ganks
- No CC/Stun/Slow on enemy team
- AP/STUN heavy enemy team
- AD heavy enemy team
Tier 3 Boots Upgrade
- Why Furor? Well, when you gank, you place your them into a kill. HOWEVER, what if they have ?
- LOL just kidding you have extra movement speed from if you attack them, they are garenteed FEARED
- should be in your core if you are SNOWBALLING, extra armor penetration absolutely DESTROYS squishy carries. Build it into because it offers extra health, something that does not.
- for the extremely fed. Buy this if you are super ahead so they cannot out-damage your lifesteal. However, if you buy this, be smart and don't freaking throw the game because you're too squishy.
- REMOVED. DON'T LOOK FOR IT :( MY HEART ACHES
- These are paramount to your survival in the jungle against and ...they WILL try to invade, and if you have NO VISION, they will do so successfully
- make sure you keep your river warded at ALL TIMES when against these champions and more. DENY THEM the right to go into your jungle and steal your camps.
- Should be on almost every Nocturne once mid-game rolls around. You will need the tankiness and damage to survive.
- I jumped on the warmogs bandwagon for season 3. I overlooked this item on Nocturne because I thought that it was still too expensive for how much health you were getting. Boy was I wrong. Ultimately, health is what somewhat counters the new meta of AD-casters. AD assassins ( etc.) cannot burst you down fast enough when you have warmogs. It's an invaluable item and it is pretty cheap.
- I would get this item if you think would be a little too expensive for you to buy.
Support Nocturne Items
- These are GOOD items to get if you are NOT the biggest damage dealer in the game. That is, if you are 0/0/10, and your AD carry is 10/0/0, it would be BEST that you support your AD CARRY by buying these items instead of that you're looking at. Don't do it.
Situational: FOR SOME REASON YOU NEED MORE AOE
- For , you want items that build TANKINESS AND DAMAGE, this is just straight up damage. So be careful when you buy this...expect to finish the game early, or suffer later.
- Because of the awesome AoE damage it offers, FORCE TEAMFIGHTS early if you are ahead with this item. AoE damage will kill everyone because they have no defensive items yet.
Situational: ENEMY HAS ARMOR
- I would get it if each enemy team has 100+ armor
Situational: ENEMY HAS LOTS OF AP
- Good 'ol . You can never go wrong with this item if the enemy team has 4 AP champions.
- Did they waste their AP spells on you to peel? Well, you're coming back alive when their spells are on cooldown.
- WARNING: The shield and count as one shield if used together, meaning if you use while is up, it will only block one spell, popping both bubbles.
- If they have an ungodly amount of CC
- Dat Passive Magic shield is so strong.
Situational: ENEMY HAS LOTS OF AD
- is the bread and butter item to build against an enemy team with AD
- is more situational, if enemy AD carries have NO LIFESTEAL, build this item. ALSO, if you see a or Lategame, buy it. They will be killing themselves if they target you.
- this item is best left for your Tankier junglers/Top laner. Nocturne doesn't benefit from the extra mana, nor does he benefit from the fact that it does not give health.
Remember to buy
Higher Elo Item Build -- Pre-made Item buildIn a higher Elo, say 1900 or 2000+, as well as in a Pre-made 5/Tournament play, you will depend on your team more often than not to carry the game. You can trust your teammates more than if you were around 1500.
In higher Elo, you will be buying more support and tank items to initiate and let your AD or AP carry actually carry the game.
Changes from Lower Elo to Higher Elo
- should be the main item you build before you get your Tanky items, it might not be advised to buy damage until the late game because you might not have the initiation health enough to take the burst of the enemy team
- You will prioritize Tanky items and supporting your team, so these items will usually be the items you buy first after Wriggles:
- After these defensive items, you can think about buying these items:
SHOULD TRY NOTto buy...These items provide DAMAGE, but they do NOT provide enough to outweigh its defensive cost in the late-game:
- spend a little more for extra tankiness and survivability
- and its item paths except
- Too expensive for nothing really...
- and its item paths, save for ...however you can easily replace with , so why buy it?
Early GameYour goal early game is to farm up as much as you can, while leaving some time and space to gank your opponents in lane. Constantly look at your minimap, taking note of how aggressive your friendly laner is, or how passive they are. Take these notes in your head because one of two things will happen:
- Your aggressive laner(s) will naturally push the lane towards the enemy tower, and you won't be able to gank when the enemy is under their tower unless you have .
- Your passive laner(s) will either keep the minion wave at the middle, or will be out-harassed and be pushed to their turret. This is the perfect opportunity for you to gank.
If you have extra money laying around in your stash, buy . You can help your laners out a lot by placing them in key spots around the map. Remember that laners buy wards too, so don't go overboard because you need items to be successful in the game.
Focus on out farming the enemy jungler as well, frequently press TAB to see their creep score, if yours is higher, you're winning your part of the game. If you landed a successful gank and STILL have a higher creep score than your enemy jungler, you're doing great.
If you see your enemy jungler on the minimap, either top, bottom, or mid, you know where they are and you can do a bit of counterjungling. I will explain this later on in the guide.
A synopsis of the early game:
- Farm farm farm
- Look for opportunities to gank
- Ward key areas in the map
Here are some ward placement options on Summoners Rift
GankingThis is a small section explaining how to gank as Nocturne. Before level 6, You want to try and cut the laner off by going from behind. Try to predict their movements and land your . If they have any form of CC they can use on you, put up your . If it pops, you get double the attack speed, which usually ensures a kill. Once you are close to them, use . If they away, and you are sure to get the kill, in after them.
To gank with your , the best scenario is when your enemy laner(s) think they're in a perfect position to kill your friendly laner, so they commit to a kill. When they discover that you've used , they can't run away because they used everything on your friendly laner.
However, this isn't a perfect world, so sometimes your opponent laner will be playing passive. In this case, don't lead with , instead lead in with the aforementioned steps above. If they , instead of using your , use instead. Sometimes you dont even use , and this is perfect, because you can use it in a different lane right after.
Areas to gank from:
You can gank with from essentially anywhere, so I feel like I don't need to make a map of the range. Hover over the spell to see its' max range and gank using that knowledge :)
Your Friendly Neighborhood Lane Partners!This section of the guide covers some of the champions that has great synergy with. These pairs are such a benefit to your ganking potential.
Generally, has great synergy with champions that have stuns because they work so well with his .
- His Ultimate is a 2.5 second suppression which is more than enough time to get in the enemy's face and use to CC the enemy even further.
- Almost always a guaranteed kill against a squishy AP mid champion.
- His ultimate works so well with Nocturne's . You can gank almost any lane with a stun and it is a sure kill.
- Since can use then stun his target, it is easy to follow up with on a squishy AP middle.
- Normally, you wouldn't need to help him kill his targets, but you're there to secure the kill. If his burst isn't enough to take down the target, then you'll be there to finish the job.
Remember to give your laners prior warning before going in. Don't blame your laner about an unsuccessful gank if there are two waves of creeps at the turret.
Mid GameMidgame is when Nocturne becomes a scary monster. It is when you recieve one of the best ganking ultimates in the game. I've gotten so many kills with simply because the enemy team cannot buy enough wards to cover all of my entrances. Your number of ganks should increase with .
Your presence in the game is extremely high at this point in the game. With , you can clear camps like putting a knife through butter. So counterjungling with becomes 100x easier, as with any champion.
With your , enemies should be afraid of engaging your laners in fear of a fight becoming a 1v2 or a 2v3. This should be the case. He has presence throughout the map because the enemies will play passively, allowing your laners to free farm. HOWEVER, if the enemy laners are aggressive and aren't afraid, you have to punish them for being so silly. Punish them hard with . You can also the enemy Blue/Red buff. With and help from a laner, you can potentially kill the person attempting the buff.
After you perform a successful gank, help push the lane! The enemy laner(s) loses experience and gold, and maybe even their turret. This allows you to easily invade their jungle because they don't have the protection of the first outer turret.
Dragon should be a priority in the Mid Game. If you kill bottom lane with a decent sized health pool remaining, this would be a perfect time to go for a dragon kill. Alternatively, if you see your top laner being ganked by the enemy jungler, this would be a good time to try for a dragon kill because your team has smite, and the enemy doesn't. It's also a 3v4 teamfight if they decide to engage. Ask your bottom lane to keep dragon warded, or place your own ward there. If you are basking in money, it would be very wise to buy an to clear any wards they have near dragon. When attempting dragon, you should watch out for champions such as . Champions that have AoE ultimates like can mean the death of your team and a free dragon for the enemy. Champions like love small areas because of her Q, so try not to group up in the cove of dragon. Ask your laners to "zone" the enemy laners out while you take out dragon. Zoning basically means not letting the enemy laners walk up to you or dragon to do damage.
DRAGON RESPAWNS 6 MINUTES AFTER IT IS KILLED. KEEP A TIMER
Teamfights should happen around this time: contesting for dragon, or pushing a specific lane. I have a section after the chapter Late Game explaining teamfights for for Nocturne. Just know that you should refrain from initiating because you probably only have /, , . However once you get your , it might become a little safer for you to be in the middle of everyone.
A synopsis of the Mid Game:
- Use to gank any opposing laners that are overextended, overaggressive, or out of position
- Clear your camps, otherwise you are susceptible to counterjungling if you are revealed on the map
- Counterjungle, because with and , you are sure to clear the small camps extremely fast
- Ward the enemy Blue/Red buff, because with you can gank them while they are attempting to retrieve it
- Control Dragon/Keep it warded. This is the most important mid game tactic in the game. This is why I highlighted the section about Dragon. 190 gold and a level above your enemy team is a huge advantage.
- Push turrets for Jungle Dominance
Late GameNot much to say in this section about Late Game other than Baron Buff, pushing turrets and trying to win the game.
If you decide to try and go for a Baron kill, ask the person with to clear every ward in the area. Then ward any entrances the enemy can take to try and contest it. Remember to hover over your to see how much damage it does. It does true damage, so whatever you see on your is how much damage it will deal on Baron. You can easily baron when it's 4v5, if you see someone farming bottom lane. You can even sneak a baron early if you have all 5 of your teammates with you.
BARON RESPAWNS 7 MINUTES AFTER IT IS KILLED. KEEP A TIMER
Keep your lanes pushed so that you pressure the enemy team. Nobody can resist 3 waves of minions at the tower. So take this opportunity to take Baron if they send someone down bottom lane to clear it.
Keep farming your jungle/lanes. Because you are the jungler, you will not have as much gold as your laners. Mid-late game is when you have the opportunity to farm the lanes to get your items.
What to do after we aced the enemy team?
You have a couple of options:
- Push Towers
- Push Towers
- Push Towers
- Steal enemy camps
Synopsis of Late Game:
- Baron Buff
- Farm for your last items
- Keep your lanes pushed
- WIN GAME
Team FightsThis chapter highlights the end-game teamfights as Nocturne. An early-mid game teamfight section can be found in the Mid Game chapter.
Teamfights are necessary to win the game, because if you win one, it allows you to gain a higher advantage on the opposing team by taking dragon, baron, or towers/inhibitors.
I play Nocturne as the role of a Tanky DPS. This means that you either target/take down their carry, or protect yours. However, since he has a skill kit designed to assassinate a champion, I use him to single out an enemy champion and go for the kill.
Here are some tips for engaging and dealing with a teamfight as Nocturne:
- You usually never initiate a teamfight with . Because it's such a fast ultimate, your team might be way behind and you and you just made yourself fight a 1v5. However, with champions on your team such as , , and more with AoE stuns/knockups, it might be fine to initiate with as long as you give them prior warning.
- Try not to chase an AD carry if you don't have your ultimate up. One of the cons of Nocturne is that he is a melee champion that doesn't have the gap-closing primary abilities such as or . If you onto the carry, they can simply away and kite you down. If you are chasing, you are doing 0 DPS. However, you are effectively zoning out the AD carry from the teamfight with your own body, so it would be a perfect time to assess how the teamfight is working for your team.
- Look at how the teamfight is progressing. This can tell you when you should help your team (peeling anybody off your carry), or when you can target their carry. Always aid your carry if they are being pressured by another champion, because your carries are going to be the ones that are going to win the game for you, hence the name "carry". They do more damage than you, so it's best that you help them easily knock down your opponents. You are essentially the "meat-shield" of your team sometimes
- Target the opposing champion that is going to deal the most damage. If you can instantly kill their main source of damage by focusing them, you gain a perfect advantage to win the teamfight.
There are many types of team compositions that you can face, however the variety of team compositions makes it so that I cannot explain them all. These are the most prevalent team compositions I have fought against, and I will tell you how I think they should be dealt with as Nocturne
If you see a heavy AoE team with either of these champions examples and more: , they will focus their whole teamfight on catching the whole team in their AoE and bursting all 5 of you down. To counter this as Nocturne, you will need to catch someone off guard. Their AoE works only if all 5 of your team are caught in the middle of it. If they waste their ultimates trying to peel you off of their carry, then your team wins. They will have all their big spells on cooldown and they will have to wait until the next teamfight for it to be back up again. Remember with , if you see him, he is useless. So light up the map with wards.
If you see a heavy POKE team with either of these champion examples and more: , you will need a HARD engage. This is difficult for Nocturne because you will almost have to engage 1v5 and hope your team engages with you. Poke team comps are very effective at zoning your carries from doing damage. That's the main reason for a poke composition: damage everyone until they're low health and then chase for a teamfight. Your best bet is to Hard CC/stun/knockup to counter this team composition. Again, Nocturne is not the best champ against this composition, but you can make it work with CC from another teammate. If you have no CC on your team, you're SoL, which means you need to engage on the enemy with and hope that everyone dies to your teammates.
This is your skill usage in a typical teamfight: , then when you reach your target, into , with after. In a teamfight, will most always pop because there's so much AoE around. Target their carry, and take them out of the fight. If you have , be sure to use it mid-flight to your target, or right when you reach your target.
Blue Buff Jungle Path
At the beginning of the game, ask your Mid laner and your Blue-side laner to damage the small wolves a little bit. You will be targeting the large wolf in the middle of the pack. If they don't respond, or simply don't want to damage them for you, don't despair. You clear them fast enough anyways, it's just that little bit of health you save that can always help! At 1:35 position yourself in the cove of the camp. This way, you can hit all 3 of the wolves with your . After that, your AoE will take care of the rest.
The Blue Golem will spawn at 1:55 and your mid/blue side laner should be ready to leash it for you. One autoattack is all it needs for your leash because you take that thing down with your Armor penetration. Again, try to position yourself so that your will hit all 3 monsters in the camp. Use your when the Golem reaches around 425 Health.
After the important steps aforementioned above, your jungling path begins. This is a typical Blue buff path for Nocturne:
- Wolf Camp (1:40 and respawns 60 seconds after the camp is CLEARED)
- Blue Golem Camp(1:55 and respawns 5 minutes after the camp is CLEARED)
- Wraith Camp (1:40 and respawns 50 seconds after the camp is CLEARED)
- Red Lizard Camp* (1:55 and respawns 5 minutes after the camp is CLEARED)
- Double Golem Camp** (1:40 and respawns 60 seconds after the camp is CLEARED)
- Wraith Camp
- Ganking Opportunity goes here, if there is nowhere to gank, then continue on
- Wolf Camp
* If you are BLUE SIDE, this means that you have the AD carry and Support on the side of the Double Golem Camp, if they took the Double Golem Camp, then do the Red Lizard Camp First. Don't wait for the Double Golem Camp to respawn, you will just waste time because you cleared all the other camps so fast.
** If you are on PURPLE SIDE, this means your Top laner is on the side of the Double Golem Camp, do the Double Golem Camp first, then do the Red Lizard Camp First after. This will give your time to cool down for use on the Red Lizard.
Red Buff Jungle Path
This route I feel is only for if you want to gank the red-side lane at level 2, or you get invaded by the enemy team, forcing you to start somewhere else. The reason I don't like this path is: you waste your red buff on your minions, when you could be using it to kill a champion. You can gank more with a Blue buff path because you get Red at a later time, and your ganks become much more powerful than at level 2 because you have your skills available.
You don't need your laners' help on the Wraiths if you start a Red path because one on all 4 of them coupled with your will absolutely demolish the camp. You need a leash on the Red Buff though, an autoattack will be sufficient.
This is a typical Red Buff path that you would follow:
- Wraith Camp
- Red Lizard Camp
- Level 2 Ganking Opportunity goes here. Level up your at level 2 if you see such opportunity arise
- Double Golem Camp
- Wolf Camp
- Blue Buff Camp (If you are nice enough, you can even give the Blue Buff to your mid laner, but you might need the experience early on. The choice is yours)
- Wraith Camp
- Ganking Opportunity with Red and Blue Buff goes here
- Double Golem Camp
Counter JunglingKnow your match-ups before you counter jungle!
Champions like * are easy to counter jungle with Nocturne. The reason being is that they don't do well 1v1ing another champion; They usually require help to deal with invaders.
* If you can his Fear and when he tries to lifesteal from you, it's a guaranteed win in duel
Champions * are hard to counterjungle against early because they are either
- Tankier than you
- King at 1v1 fights early game
- Out-damage you and out-tank you early game
* I don't like counterjungling early because of those early critical strikes that can change the game. Be careful when fighting him, and try not to fight him when he has 100 fury (which he will most likely not have because he has to heal with Q). Just be extra careful when around him.
If you see any of these hard-to-kill champions while you're counter jungling, get out. Immediately. Unless they're low health and you're high health. Then go for the kill. Just expect the enemy laners to assist their jungler if you stay too long. So make it quick.
A simple counterjungle:
In the beginning of the game, if the enemy jungle starts on a Blue Buff Path, ask for hard damage on your Blue buff. You will most likely finish way before the enemy jungler, and sometimes you can save your so you can steal their Wraiths, Red buff, or whatever you can smuggle out of their jungle. The easiest to steal is the Wraith camp if you save your : the small red wraiths, and the big blue wraith. Congratulations, you just stole his wraith camp in a matter of seconds.
Ever since the jungle changes, Counter jungling has been less effective because the smaller camps reward less gold, but respawn faster. So in order to counterjungle effectively, you need to do it often. Stealing their Wraiths once won't make a difference because the camp is worth only about 50 gold. However, a counterjungle is a counterjungle. More gold and experience for you, less gold and experience for them. This is why is king counter jungler. Dat W clear camps so fast.
Ganking at Red/Blue Buff:
One of the benefits of Nocturne is having . With it, you can effectively gank the enemy jungler at their buff camps when they're attempting them. Place a sight ward in the bush near either the Blue Buff or the Red Buff, and ask any of your laners to help you. Don't make it so obvious that you know though. If your laner leaves when there are minions at their tower, the jungler will expect something is up.
Watch the minimap:
If you see the enemy jungler in a lane, and you're happily farming your jungle, this would be the perfect opportunity to invade their jungle and steal something. If they started on Blue buff, it will reset at around 7:05 - 7:10. You can easily steal this with your mid-laner if the enemy jungler is spotted around this time. The same thing goes with the Red buff, but instead of your Mid-laner, ask your Top/Bot laner to come with you.
Remember, if you see the enemy jungler hanging around Top lane for an extended period of time, it would be wise for you to try and go for a dragon kill.
Change Log3/15/2012 Fiora Patch - Added small defensive mastery opinion in Masteries Chapter
6/22/2012 Draven Patch - Updated Runes, Masteries, Item build
6/25/2012 Draven Patch - Added VIDEO Blue Buff path
7/19/2012 Mid July Patch - Fixed a few tips in Nocturne's W skill
12/4/2012 PreSeason 3 Patch - UPDATED FOR SEASON 3 JUNGLE
12/17/2012 PreSeason 3 Patch - High-Elo/Premade team item build
2/6/2013 Season 3 Patch - Added Warmogs item build and explanation | updated Runes photo
Final CommentsI hope you guys enjoyed my guide on Nocturne!
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