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All Guides Nocturne Guides Nocturne Jungle!
102
16
Updated
2 years ago
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Nocturne Statistics for ugapa

Author's performance with Nocturne compared to the ranked average.

Value
Average
Games Played
5
Win %
46
Kills
7.0
Assists
6.7
Deaths
6.3
KA:D Ratio
2.2
Gold Earned
11.7K
Creep Score
161.1
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

11.png - Necessary for all junglers to secure buffs and objectives 

4.png - Make plays, dodge skill shots, escape, stay in tether range, this spell is very versatile and highly recommended

New Runes Back to Top

Masteries Back to Top

Mastery Explanations

Offense

Fury - Helps with jungle clear speed.
Double Edged Sword - Good on melee champions.
Vampirism - Decent sustain and Natural Talent doesn't offer much.
Oppressor - The damage increase is more reliable than Bounty Hunter and also helps in the jungle.

Resolve

Recovery - Helps with sustain.
Tough Skin - Makes you more durable in jungle and ganks.
Veteran's Scars - Runic Armor offers very little so we take this instead.
Insight - Faster cooldown on smites and flashes are good.
Legendary Guardian - Swiftness is more situational and this is generally going to be more useful.
Strenght of the Ages - This mastery is busted right now. Provides almost a Giants Belt in stats very early on which helps you stay in fights longer and HP is still relevant in dueling.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
4
5
7
9
W
2
14
15
17
18
E
3
8
10
12
13
R
6
11
16
lwsV532.png
Umbra Blades - Nocturnes Passive Ability. This ability has a base cooldown of 10 seconds after it procs and gets reduced by 1 second for each basic attack made while it is on cooldown. This ability is very useful because it improves your clear speed by a lot as well as helps you sustain in the jungle. This ability is also useful in pushing or clearing a minion wave. The cleave works as a circle around you, not the target, and is incredibly powerful. You gain a flat amount of HP depending on how many targets you hit, so try and hit as many things with it as possible when clearing camps or in a creep wave.

4YKQM2A.png
Duskbringer - This skill is Nocturnes bread and butter. Always max this first and use it for clear speed, escaping, ganking, poking, and even detecting enemies. Landing this skill in any gank or teamfight is incredibly important. If you hit an enemy champion with this ability, they leave a path which grants Nocturne a huge amount of AD and MS. You can use the ability as an escape mechanism, but be aware that this skill has a small cast time. 

When jungling with Nocturne, try to hit as many creeps with the path as possible for the nuke damage it does. The AD you gain from this ability works very well with your passive. Be careful when you use this ability in areas where the enemy may potentially see the trail, such as near the wraith camp. 

Enemies hit by the path will leave a visible trail even in fog of war and there is also a sound associated with landing this skill so pay attention when you are using this ability into bushes. Enemies hit by this trail will still leave a trail behind even if they flash away or go invisible so it's very easy for Nocturne to still chase his target.

Lrl0G45.png
Shroud of Darkness - This skill is very powerful at rank 1. It gives you a flat 20% attack speed buff at rank 1 which is huge. This bonus doubles for five seconds when you successfully block an ability with it which makes you that much stronger in a gank. Most champions typically have only one CC ability and if you block it you will usually come out ahead in a fight. Sometimes all you want is the attack speed in a fight so using this to block anything is an option sometimes. It is important to note that the shield only lasts 1.5 seconds so it is important to predict when the enemy will use their abilities on you when ganking. 

Sometimes you will need to save this cooldown for important abilities such as abilities that knock you back such as Tristana, Lee Sin, or Graga's ultimates. It is important to know what you have to save Shroud of Darkness for in any gank or team fight situation as a Nocturne player. A trick with this ability is that all of Baron's abilities and Dragon's attacks will proc this spell shield which will make killing those objectives a little bit quicker.

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Unspeakable Horror - Nocturne's only CC ability. It is pretty lackluster when you compare this to just about any other CC in the game, but it is still useful. Patch 4.3's change to fear mechanics hurt Nocturne a tiny bit but it's still manageable and can help you out in some situations. In Patch 4.21, Nocturne moves almost twice his movement speed toward feared targets. Its not too noticeable if you are the only fear on your team, but it can be good if there happens to be another champion on your team who can fear targets as well.

In most situations you'll want to always be autoattacking your target while you have the tether on them. Enemies will probably flash away from you if you are able to close the gap and apply this to them. Sometimes enemies flash and do not escape the tether range and in some situations, you may want to flash as well in the direction they will escape. The tether lasts two seconds long and they will run away from you with a movement speed debuff the moment the fear kicks in.

This skill has no cast time and is helpful in escaping if the enemy is already in range to cast Unspeakable Horror on them. I use this ability to assist my jungle clear if I have blue buff or I have Spiritstone and at least 60% mana. 

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Paranoia - Nocturne's ultimate. This skill is incredibly versatile and has one of the longest cooldowns in the game at rank 1 so it should be used carefully. Activating this skill will globally impair all enemy champions vision range to only a small circle around them for four seconds. In this four second window you can activate this skill again which will allow you to fly towards an enemy champion within range and deal damage to them as well. You will end up on the side of the champion from the direction you are flying from. Nocturne can be CCed in mid ult but he will still always fly to his target. 

You usually don't want to use this ability if the enemy team is all stacked on each other becuase they will all have vision of each other and know who to help and peel in a team fight. This abilities effectiveness increases the more scattered your opponents are. 

When using Paranoia to dive onto an enemy, you can use any of your abilities while in mid ult. It is helpful to cast your Q the moment right before you land on the enemy so that your ultimate does a little bit more damage from the bonus AD as well as it being easy to land once you get the hang of it. Sometimes, you may want to cast your W while midflight such as when you are flying through Veigar's stun so that you are not CCed.

Sometimes when you are ganking with Nocturne, you want to approach the enemy normally and then use this ability once they flash or escape as a gap closer rather than as initiation. Using this ability as only a vision denier takes a lot of practice and understanding to determine if this is the best use of Paranoia. Initiating with this ability in a team fight is not recommended when all the enemies are close to each other because you will most likely get focused and die very quickly unless you have someone else initiating along with you. 

It is useful to remember that enemies won't even be able to see the vision from their own wards or over walls or into brushes even if it is in their vision range so you can prevent Lee Sin or Katarina or Jax from escaping with those methods. You can also prevent Shen from using his ultimate with this ability. Paranoia will proc Banshee's Veil and not block that champion's vision. Paranoia does not grant assists.

Items Back to Top

Starting Items

    Standard start
    First back get skirmishers and build toward jungle item
    Rush warrior and get boots after

Core Items

    Get youmuu's if you are farming well early. Get Death's dance instead in other situations for the survivability
    Build swiftness in general for cheap movement speed. Mercury's against teams with heavy CC.
    After building my first couple items, I usually build these tanky damage items

Situational Items

    Heavy AD compositions
    Heavy AP Compositions
    good item in last slot
For Nocturne, we want to start with 1039_32.png and 2x 2031.png. On my first back I will prioritize buying 3715.png and items toward my enchant. Rush your enchant as fast as you can. 

After finishing the jungle item, I usually rush 3142.png if I am farming well. The active is incredibly useful for quickly killing enemy carries in the mid game. If I am just doing okay, I will opt for a 3812.png instead. It provides a lot of damage and survivability. I'll finish my boots afterwards and then try to build other tanky damage items. 3155.png is great against any AP threats. 3053.png is useful allaround. 


 3026_32.png is a good item on Nocturne as a fifth or sixth slot because when 5v5 fighting happens, you'll likely be focused if you are diving the ad or ap carry. 

My typical end game build looks something like this: 1412.png1306.png3812.png3156.png3053.png3026_32.png. I sell 3142.png in the late game as its effectiveness goes down the longer the game goes.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Amumu
    Easy
  • Elise
    Medium
  • Evelynn
    Medium
  • Fiddlesticks
    Medium
  • Gragas
    Hard
  • Jarvan IV
    Medium
  • Kha'Zix
    Medium
  • Lee Sin
    Medium
  • Master Yi
    Medium
  • Nautilus
    Easy
  • Nunu
    Medium
  • Pantheon
    Medium
  • Rek'Sai
    Medium
  • Sejuani
    Medium
  • Vi
    Medium
  • Warwick
    Medium
  • Wukong
    Easy

VS

Amumu

Easy

Nocturne beats Amumu up pretty easily. Amumu is weak early on so you can be aggressive and do some invading. Be careful when his ultimate is up and try to spell shield it if you can see it coming. 

VS

Elise

Medium

Nocturne can duel Elise pretty well. Spell shield her cocoon A good Elise will rappel when the fear is about to proc so that you can't do anything to her while shes CCed though. If you are below half health though she will more than likely be able to still burst you down, so make sure to be healthy.

VS

Evelynn

Medium

If you can initiate on Evelynn, you will probably win the fight. Place wards on camps so that you know when she is doing them and initiate at those times. Its pretty hard to keep track of where she is and if she jumps you, shes probably going to come out ahead if you are not healthy. Pink wards help a lot against Evelynn. Try and have your team buy some pink wards too. The best spot to place a regular ward against Evelynn is either her wraith or wolf camp.

VS

Fiddlesticks

Medium

Try and disrupt his jungle early game. He is weakest at the start of the game. When dueling Fiddlesticks, I typically first throw Q at him and then W as I am approaching him. Most Fiddlesticks will instinctively try to fear you so you will block it. Nocturne typically will be able to kill Fiddles if you get you can fear him. If hes channeling his drain on you and you don't have a fear for it or are close to killing him, just run away.

VS

Gragas

Hard

Gragas is a very good jungler in the right hands. He can outduel you pretty easily since they usually build 3715_32.png and is really tanky. He does a lot of percentage based damage too and can misposition your team in fights. Your only opportunity to fight Gragas in a even situation is in the early item before he gets too beefy. You won't be able to get him very easily because he will just body slam you if he knows for certain he can't fight you.

VS

Jarvan IV

Medium

Jarvan is a pretty good dueler and can easily get away from you if it looks like you have the advantage. Your best opportunity against him is after hes used his E-Q combo. You can close the distance in a 1v1 with your ultimate. This matchup can go either way.

VS

Kha'Zix

Medium

Kha'zix may try and mess up your jungle early on when you are doing your second buff. Place your trinket ward so that you can be sure that you can secure your buff. Kha'zix will outduel Nocturne because of his isolation. If you try to initiate on Kha'zix, he will just leap away over a wall so you may have to flash over if you think you can secure the kill. Your best opportunities to kill Kha'zix are when he is going for a gank and you countergank him. 


As of Patch 4.20, Kha'zix is no longer as much of a prominent threat as long as you have allies somewhat close by.

VS

Lee Sin

Medium

Lee Sin is a very strong dueler in the early game. He will beat you in a 1v1 if played properly. At level 3 if you spellshield the first part of his abilities you may be able to come out ahead in a duel. If you are trying to kill Lee Sin, you should wait for him to use his W and activate your spell shield when your fear is channeling so he can't jump away or kick you away. You will outscale him late game if he can't get an advantage for his team in the early game.

VS

Master Yi

Medium

You have an advantage over Master Yi before he hits 6. Try and obtain an early lead on him by ganking a lane or killing him. After Master Yi hits 6 he will probably obliterate you in a 1v1 duel. You won't be able to run too far from him. You can beat him if you can have a teammate lock him down with hard CC. A trick against Master Yi is that when he is feared he runs at full speed so you can put him in a really bad position.

VS

Nautilus

Easy

Nautilus has really really slow clear speed so you can take advantage of this by invading and stealing his camps if you know where he is. Be careful for his teammates coming to stop you if they see you invading. He is a pretty easy target for you because he will be the one running away from you in the early-mid game when he isn't super tanky. 

VS

Nunu

Medium

Nunu is basically unkillable once he gets one or two tanky items for you alone. In the early game, you can duel him with your red buff by spell shielding his snowball. In teamfights, you will want to ignore him but he'll try to zone your team by chucking snowballs and channeling his ultimate. If you aren't ahead there's really no point in chasing a moderately healthy nunu because he can pretty easily get away.

VS

Pantheon

Medium

Pantheon is a matchup that Nocturne can have problems against. His passive is annoying and he does a lot of single target damage. Try to W his stun if possible. You can respond to his leaps fairly well if you have your ultimate as long as it doesn't take you too long to get in range. 

VS

Rek'Sai

Medium

Rek'Sai can give you a hard time because she rivals your clear speed and also is a better ganker than you pre 6. You can duel her with small advantages, just be careful about where you pick your fights and make sure you can keep up the chase for when she tunnels away.

VS

Sejuani

Medium

You can beat Sejuani in duels in the early game. Look to spellshield her Q preferably if you see it coming and turn on her. The hard part about facing Sejuani is her ultimate which she brings to a team fight.You can react to it by activating your spell shield pretty easily though. 

VS

Vi

Medium

You will outduel Vi because you can spell shield her Q or R which is a large part of her damage. She may still be able to get successful ganks off though so it is important to farm near lanes pushing up so that you can countergank her. You will outscale her quite hard in the late game.

VS

Warwick

Medium

Warwick is pretty easy to deal with if he isn't able to get much done after he hits six. You outduel him in 1v1's by using E on him followed by W after the fear wears off. You will have almost six seconds of time where Warwick won't be able to ult you and that should be enough time to kill him. 

VS

Wukong

Easy

You can outduel a Wukong and chase him if he goes invisible because he will leave behind a trail. The problem with Wukong will come in team fights if he can get a good initiation. 

Early Game Back to Top

When jungling, you want to hit as many of the monsters with your Q and your passive. You will first use your Q on camps so that you can cleave them with your bonus AD. You can use your E while jungling if you have a blue buff active or you have a lot of mana. You can use your Q for traveling a long distance if you don't have any camps to clear nearby and have plenty of mana.




Start off with 1039_32.png and 2031.png.   I start at the Krugs when playing blue side or the Gromp when playing purple side and use 11.png.  After you kill the Krugs/Gromp, you'll hit level 2 and then kill the buff nearest to you. After you clear your buff, you should be able to clear some/most of your jungle. Go back after and buy 3715.png and items toward 3133.png and 2043.png if you have spare gold. You are not the greatest ganker in the early game but you are a good dueler. If a skirmish happens early, make sure you are spell shielding the right abilities and you should come out ahead.



Nocturne isn't the most amazing ganker before he hits level 6. Because of this, I tend to farm as much as possible until I hit level 6. Be wary for invades if the enemy has a strong dueling jungler such as 64_64.png. Your primary goal is to hit level 6 as fast as possible and complete your jungle item. Unless you see your enemies overextending without vision, you will want to farm. If your allies are going back to heal/buy, cover their lane for more gold and exp if you are close by.



I only invade on Nocturne if I know where the enemy jungler is or know that he is low. If you are invading the Murkwolves, you should use 11.png on it so that you will know where the enemies jungler is. 



If the enemy jungler shows top while dragon is alive, that is usually a big indicator that your team should do dragon unless your bot or mid lane is low on health or getting shoved in. Make sure you use W on the dragon's auto attacks and you will completely avoid the damage and proc the double attack speed boost.

Getting a gank in top side can mean a free rift herald if you know the enemy jungler is bottom or dead. 

Mid Game Back to Top

During the mid game, Nocturne should be pretty farmed up and quite strong in fights. Try to farm as much as you can in between ult cooldowns and finish stacking your devourer. Hopefully you've racked up a few kills for your team with your ultimate by this point and start to build tanky for team fighting. Look to eliminate key champions with your team when players misposition. 


It is important to focus on objectives at this stage of the game however, help your team with warding with your spare gold if you can.


Use your 11.png for securing enemy jungle camps, your own raptors or gromp, and for objectives. 

Late Game Back to Top

At this stage of the game, you may consider splitting because you can join the fight from a large distance away. 



Late game is usually when 5v5 fighting starts to happen and Nocturne's usual method of team fighting is not as an initiator unless you see someone out of position. Otherwise have one of your teammates initiate if possible and then dive in and focus the same target. Paranoia is extremely effective in large scale team fights and can confuse enemies and obstruct vision. 


In teamfights, try to coordinate with your initiators to focus on an enemy carry. Nocturne can't engage alone by himself on an enemy carry. In an evenly matched teamfight, you will be taking a lot of focus because you'll usually dive onto a carry. You will want to flash out when you get low if the enemy damage dealers are still alive. 


Conclusion Back to Top

Nocturne is extremely powerful and can carry games in solo queue. I have been playing this champion since season 1. You can follow me and watch me play this champion in action at http://www.twitch.tv/ugapa. Thanks for reading my guide and good luck! ^_^

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