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All Guides Nocturne Guides Their Existence is a Mistake (Patch 6.5 in-progress; Nocturne, an In-Depth Look)
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Nocturne Statistics for Gnar God

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

Value
Average
Games Played
183
6
Win %
55
44
Kills
8.6
7.2
Assists
6.9
7.2
Deaths
5.5
6.8
KA:D Ratio
2.8
2.1
Gold Earned
13.2K
12.2K
Creep Score
68.3
75.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

      95% of the time I play 56_64.png with 11.png and 4.png11.png is non-negotiable when jungling. Period. Without smite, you're not jungling. It's used to secure jungle camps, including Baron Nashor and the Dragon, and used on champions provided you have 3706_32.png or on the ultra off chance, 3715_32.png. For a cheeky heal, you can 11.png the red buff camp for instant HP, very nice if you're low and fleeing from the enemy team.


      4.png is the most versatile summoner spell in the game. Use it to escape poor fights, secure kills, leap over walls, the options are nearly limitless. It's carried on almost every player for a reason. 

      4% of the time, I carry 3.png and 11.png. I generally use this set of summoner spells for the absolute shut down of a single champion with no native escape. Champions that come to mind: 22_64.png96_64.png110_64.png. If 3.png is used while Unspeakable Horror is tethering, then it nearly guarantees that the enemy will be feared after nocturneunspeakablehorror.png finishes its tether time. 3.png's duration is 2.5 seconds. nocturneunspeakablehorror.png's tether time is 2 seconds, and it's duration ranges from 1~2 seconds. For additional style/rude points, add 3715_32.png 11.png and the enemy will be next to useless when fighting you.

      The final 1% of the time, I carry 6.png. I use this if the enemy team is generally immobile. For immobile champions, 6.png's value rises because it's both on a shorter cooldown than flash, and the total distance covered is greater. This is also a summoner spell I carry if I expect a lot of fights to happen in open areas such as the lanes or the river. 6.png is also extremely fun with 1308.png. With the Distortion enchantment and the high mobility that 3009.png already grants, not only will ghost be on a shorter cooldown, but you'll move even faster. 

New Runes Back to Top

Masteries Back to Top

      The new masteries leave Nocturne players wanting a something a bit more... By that, I mean that Nocturne hasn't really gained much from the new mastery sets. In my opinion, he's actually lost a lot. However, here is the page I use most of the time. This page allows you to transition into anything you really like. It has no true strengths, but no real weaknesses. With this page of variety, you've got options.


      The reasoning behind this page is that 56.png is a more fragile melee champion. Most junglers these days take Strength of the Ages to make themselves tankier and 56.png is no exception. If you're building full tank, Strength of the Ages even has some synergy with 1401.png. Strength of the Ages is my preferred mastery because simply put, it's worth 800 gold. Think about it. A 1028.png (150 Health) is worth 400 gold. Strength of the Ages gives 300 HP when fully stacked. Doing the math, the mastery point is worth 800 gold. A worthwhile investment for a champion with low base stats.
      
      The other options to pick in the mastery tree are Fervor of Battle, Thunderlord's Decree, and Warlord's Bloodlust. The first two increase Nocturne's DPS, while Warlord's Bloodlust will increase Nocturne's survivability when diving the enemy team. Whatever you do, try to have both your runes and masteries synergize with what you're going to build.  

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

Unlike runes and masteries, your skill order is pretty linear.


Max nocturneduskbringer.png(Q) first because the stats it gives you while on your Dusk Trail are too good to pass up. Leveling this first increases your damage and movement speed, thus, the likely hood of completing the tether for nocturneunspeakablehorror.png (E).

Get your second spell point in nocturneshroudofdarkness.png (W) for the attack speed bonus to help you clear the jungle faster. This also helps your passive come up that much faster, allowing for more healing/clearing in the jungle.

Although you get your second point in nocturneshroudofdarkness.png, you want to max your nocturneunspeakablehorror.png second after nocturneduskbringer.png. You max this second to increase the duration of the fear. 2 seconds of fear is a long time, especially if the target has zero tenacity.

Take a point in nocturneparanoia.png (R) whenever you can. Recent buffs have dropped its base cooldown as well as increase the maximum range at which you can launch yourself making 56.png that much more deadly.

*Special Notes*

If you want to attempt to cheese the enemy jungler (or even gank extremely early), take nocturneunspeakablehorror.png at Lv2. The fear will ensure either the enemy's death or at least their flash. This will however slow your jungle time, so make sure you know the risks that are involved in this tactic.

For some tips and tricks:

Although nocturneduskbringer.png is not an execution spell, you can still use with smite on objectives for an extra bit of burst. If you do this, keep in mind it will probably be down for the team fight that will take place right after the baron...

If you land nocturneduskbringer.png on an enemy first, then hit them with nocturneparanoia.png, the damage from nocturneparanoia.png will rise due to the 1.2 AD ratio on it. 

Your abilities can be cast during the animation of nocturneparanoia.png. The big one you want to cast is nocturneduskbringer.png as this is the only spell with a channel time. If you cast this just before you collide with your target, your chances of hitting it are high, and you gain some ground on your foe, as you will not have to stop to cast this. 

Successfully blocking a spell with your nocturneshroudofdarkness.png will double it's current attack speed passive. That's your opening to strike!

Using nocturneunspeakablehorror.png does not interrupt Nocturne's actions. Just be sure that you hit the enemy with nocturneduskbringer.png beforehand to increase the chance of your fear going off. If nocturneunspeakablehorror.png does finish tethering, Nocturne also gains a massive movement speed increase when moving towards feared enemies. 

Don't be afraid to use nocturneparanoia.png just to deter enemies from committing to fights/objectives. It's completely okay to just blind them with it to make them rethink what they're doing. Also, use your ult to blind the enemy team while you get the finishing smite on Baron or Dragon. They'll have to commit hard for those objectives if they want to contest since their vision is so limited for 4 seconds. 

If you choose to purchase 3102.png, remember, activating your nocturneshroudofdarkness.png while the 3102.png is up will result in both of the spell shields to be popped. Let the 3102.png pop first, then use nocturneshroudofdarkness.png after it's gone to block a total of two spells and generate some more attack speed. 

It's important to note that enemies that have 3102.png will be able to retain their vision when you use nocturneparanoia.png. However, when you use nocturneparanoia.png, it will drop all of the enemy's 3102.png, allowing your team to hit them with their spells.

When playing against 4.pngnocturneparanoia.png will always override destiny.png4.png's team will always be blinded during the duration of nocturneparanoia.png. When playing against 98.pngnocturneparanoia.png will prevent him from actually using shenstandunited.png until he regains sight of his teammates. If however, shenstandunited.png is used before nocturneparanoia.png, then 98.png will appear as he would typically. Using your ult before shenstandunited.png will give you and your team a 4 second window to delete your target, so make it count!

nocturneparanoia.png will also prevent your foes from 12.png to their aid as long as their vision is denied. Like 98.png, using nocturneparanoia.png will give you and your team a 4-second window to kill a target (or targets) before any unwanted enemies magically appear before you. 

When playing with 98.png and/or 4.png, coordinate your ganks. Tell Shen to use shenstandunited.png before you turn out the lights. Then dash in on your foes. When 56.png collides with his target, 98.png hitches a ride, and appears next to you, enabling an easy follow up taunt. The shield is an extra bonus. Regarding 4.png, turn the lights out first, then destiny.png should be used as 4.png's appearance will be masked.

Items Back to Top

Starting Items

Core Items

    These are the items you should be buying the most. Period. As a melee champion, you need some sort of tank stats. Randuin's Omen and Challenging Smite do just that. The Blue trinket is wonderful on Nocturne. It guarantees you vision of a small area, allowing you to ult them.
    Sample Build for bruiser Nocturnes.
    Sample Build for a full tank Nocturne.
    On the 6.5 patch, this is my current favorite build. It's a grand mix of damage and tank stats.

Situational Items

    This is a high risk build. You absolutely need to win the game before the enemy team hits end game status with this. Note the triple lifesteal items. If the enemy team is low on CC, this build essentially turns you into a drain tank.
    This is the my personal choice for devourer players. Solid mix of damage and resilience. Swap out Deadman's Plate for Spirit Visage if there's a big time AP threat on their team. Swap out BotRK for Titanic Hydra if you need more tankyness.
    This is my preferred CDR build, allowing for more ultimates and pick potential while retaining some tank stats.

Nocturne is very versatile when it comes to item build paths. This strength is also one of his weaknesses. Building damage will cause you to get blown up fairly quickly. Building tank will leave you feeling very underwhelming in an actual fight as you do minimal amounts of damage. Building a mix of damage and tank will find you somewhere in the middle; You'll do more damage than a full tank, possibly enough to be deemed as a threat, but you won't immediately be destroyed. 


Each game is different. A good player will never stick to a single build, but adapt to the game's momentum. Example: Don't rush Randuin's Omen if their AP carries are fed and their AD Carry is behind. Here's the lowdown with each item and the reasoning behind it:

3707.png: This item gives you ganking power. Its synergism with E is great. Speeds you up, and slows your target; perfect to get that tether completed. The warrior enchantment helps boost Nocturne's already strong early and early-mid game, giving a wealth of stats for any living nightmare. The cooldown reduction is also a welcome sight for any nocturneparanoia.png user.


3709.png: As stated above, this item is not great on its own, but it helps keep you alive in those early/early-mid game dragon fights. Where this item really shines is mid/mid-late game when you have a few health items to back it up. The cost efficiency of this item goes further with more health. More time in the middle of the fight means slightly higher DPS output and more health you buy on top of this item, the more bonus health you get because of what the item actually does. 

1412.png: I've been running this more frequently on the 6.5 patch. The damage it gives helps cut through your choice of target thanks to the true damage it grants. It also reduces the damage dealt to you based on who you smite.

3111.png: This is the most common boot purchased. The tenacity it grants is most welcome as a melee champion. The magic resist to go with it is always nice too. Grabbing these will decrease the chance your tether completes, but the tenacity is really nice.

3009.png: This is an extremely common purchase right now due to how cheap they are and how much mobility they give you. Grab these if you're against a team with little to no hard CC, but have several slows instead. This is my current favorite boot choice.

3047.png: This is the other frequently purchased boot. Get this if the enemy team lacks any of those pesky hard CC's and have multiple champions that benefit more from auto-attacks than their kits.

3143.png: One of my favorite items, Randuin's Omen is invaluable on 56.png. It gives you a wealth of tank stats and an active ability that strengthens your ultimate. As a melee champion, the stats it gives Nocturne help him survive longer in fights. The active slow component helps the rest of your team follow up on your nocturneparanoia.png. If you get this item before the enemy ADC completes their 3031.png, then you're in a good spot. The harder it is to kill you, the longer it's going to take for the enemy to gain those much needed items. I usually get this after 1412.png/1400.pngenchantments are completed, depending on the enemy team.

3190.png: Nerfs to this item reduce it's worth on a jungler significantly. This item is now relegated to supports, and even then, a lot of them purchase 3060.png instead. Now, instead of Locket, I like to opt for 3065.png or 3102.png as a magic resist item instead. More on those later.

3153.png: This is a common sight on your typical 56.png. The difference between a good and a great Nocturne player is when to buy it in your build. If you find that you're going to be blown up in early/early-mid game team fights, please don't get this after you finish your jungle item. Get that 3143.png instead. You can get 3153.png right after and still make great use of it. If you know for a fact that the enemy team can't kill you in those early/early-mid game team fights, by all means, get this item right after your chosen jungle item. Note, if you're goal is to get 3931.png, then 3153.png is kind of a necessity. The other downside to getting this is that it became more expensive and it received a few nerfs to go along with that. 

3071.png: If you're a Nocturne that enjoys being able to frequently gank with your ultimate, this is a fair item coupled with 3707.png. The combined CDR of these items is 30%. With 10% in runes and masteries (or even blue buff) you're at the CDR cap. The item also grants armor shred for you and your team as well as a mix of damage and tank stats. 

3074.png & 3748.png are build dependent. Get the 3074.png if you need more Lifesteal or using 3930.png. Reasoning to get this is because 3930.png's phantom hit procs the splash damage of 3074.png as well as the lifesteal gained from it. Get 3748.png if you're building more tank than damage. Both are great items on Nocturne, just make sure the choice of your other items meshes with the appropriate Hydra. It's also important to note that the actual active abilities on each Hydraic item are different3074.png splashes in a circle around Nocturne, doing more damage to closer targets based off of your attack damage, and is on a 10 second cooldown. 3748.png splashes in a cone in front of Nocturne, does more damage based on your maximum health, and is on a 20 second cooldown. One thing both Hydraic items share in common is that their actives reset your auto attack timer. Make sure to auto-attack first then use the item's active after for maximum burst potential. Each item benefits from when you're on your Dusk Trail as well.

3742.png: This is the item I get right after 3143.png against a primarily AD team. It grants you more movement speed and gives you a bit more burst when you first auto attack something with max stacks. The tank stats it offers are also a welcome sight. 

3053.png: I find great success with this item after I have some tank stats. The shield gained by this is massive when you have a large health bar, making the enemy team work even harder to kill you. I also find success with this item in a Devourer build. But that requires you to stop building damage after your Devourer is Sated and you have 3153.png. In short, get 3053.png as a 4th or even 5th item if you really want it. 

Noteworthy items:

3083.png: This item has occasionally found its way into my builds. Never get this item if you will have less than 3,000 HP with it though. It's such a dead-end item unless it's backed up by other tank stats. This item is great for siege scenarios, as the HP recovered from it is ridiculously high.

3078.png: I used to build this a lot on Nocturne. He makes great use of all the stats. However, it has a massive cost, and the gold can be better spent elsewhere - especially in earlier stages of the game. 

3091.png: This is a fun item to build against AP heavy teams when you're going for a 1415.png. It further increases your attack speed and give an additional on-hit magic damage effect. It also steals magic resist from your target for each auto attack you land. The stealing of magic resist makes this item good for when your own team has AP casters too. 

3022.png: This item isn't super great, nor would I say it's super awful on Nocturne. It definitely helps you stick to your target as it slow them. It also helps your teammates catch up to your target. The cost on this item is massive though, and like 3078.png, the gold is often better spent elsewhere.

3072.png: This item is very niche on Nocturne as it only really fits into one of his builds, the Lifesteal/Drain-tank build. If you're lucky enough to be against a team with minimal ignites and no hard CC, this item does wonders as long as you're auto attacking something. This combined with 3153.png and/or 3074.png is a shocking amount of lifesteal. You can sometimes even 1v3 with these items if the above conditions are met.

3142.png: This is a nice early game item. Pair this with 1412.png for some great early CDR and damage. Use the active as you fly in with nocturneparanoia.png.

3031.png: This is kind of a troll item... But I have had success with it. It's best combined with 3142.png and 3078.png. The problem with this trio of items is that it's total cost is huge... And that's not including your jungle item or boot purchase. Get these items if you're feeling audacious... If you go this route, you need to win before late game happens for the enemy team.

3102.png: Getting this item will effectively give you two spell shields. Keep in mind that if you use W while your Banshee's Veil is up, a single spell can deactivate both of your spell shields. Make sure your banshee's veil is down when you use your own Shroud of Darkness!


In short, Nocturne is pretty good with most items. But you really need to look at the enemy team's composition as well as your own to figure out the best route. For me, the two builds I find MOST successful are the following:


3709.png3111.png3143.png3190.png3742.png3748.png

3707.png3111.png3143.png3742.png3153.png3748.png

Remember, each game is different! Don't stick to one build! Adapt to the game you're in, the teams' compositions, and what you need to do to win!


Matchups Back to Top

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

  • Amumu
    Easy
  • Cho'Gath
    Medium
  • Ekko
    Medium
  • Elise
    Hard
  • Evelynn
    Medium
  • Fiddlesticks
    Medium
  • Graves
    Hard
  • Hecarim
    Medium
  • Jarvan IV
    Medium
  • Kha'Zix
    Hard
  • Lee Sin
    Medium
  • Malphite
    Medium
  • Master Yi
    Easy
  • Nautilus
    Easy
  • Nidalee
    Hard
  • Nocturne
    Hard
  • Nunu
    Medium
  • Olaf
    Hard
  • Pantheon
    Medium
  • Rammus
    Easy
  • Rek'Sai
    Medium
  • Rengar
    Medium
  • Sejuani
    Easy
  • Shaco
    Medium
  • Shyvana
    Hard
  • Skarner
    Easy
  • Trundle
    Hard
  • Vi
    Easy
  • Volibear
    Medium
  • Warwick
    Easy
  • Wukong
    Easy
  • Xin Zhao
    Hard
  • Zac
    Medium

VS

Amumu

Easy

He's a weak early game champion. Try to invade him and slow his progress. You can beat him in early 1v1s, but he eventually becomes too tanky to fight without some sort of outside help. Just keep an eye on other lanes and their current positions if you're going to invade. Amumu's early ganking is stronger than yours too, so try to make moves on the opposite side of the map through invading or ganking a lane that he's not it.

VS

Cho'Gath

Medium

This one's tricky, and it's actually dependent on the Cho'Gath player. If he screams first, you'll get hit by the rupture unless you dodge the latter. If he ruptures first, you can spell shield it and win, despite the scream that will follow up. Just be careful when he hits 6. The true damage feast is painful.

VS

Ekko

Medium

This is an interesting match up. Whoever gets the jump on the other will most likely win pre-6. Post Level 6, Ekko will probably win in a duel just because of his ultimate. If you keep him down, he won't be very useful at all the entire game.

VS

Elise

Hard

Skill match up. If you spell shield her eliseE.png, you win. If you don't, you'll lose. Very simple.

VS

Evelynn

Medium

This matchup can go either way. Whoever gets the jump on the other wins. Her ganks are stronger pre-6, but yours are better starting at 6 and beyond.

VS

Fiddlesticks

Medium

Neither champion should be able to kill each other to be honest. Only way to actually kill this scarecrow is to spell shield his fear and to use your own fear to stop channeling his life drain. If you do this, you can easily crush him. If you don't, just walk away. As I said, it's unlikely that you'll be able to kill each other.

VS

Graves

Hard

Honestly, I hate this match up. Being a melee champion with low base stats and non-instant CC is exactly what Graves wants. He's also shockingly tanky for how much damage he does. Your one strength over his is ganking power. Get more ganks than him, and you might just win.

VS

Hecarim

Medium

This one is a bit more difficult than most. Over time, Hecarim's damage will increase. Try not to fight him while he has Spirit of Dread (his W) active as he will recover some of the HP he loses while he damages you. You should probably spell shield his E pre-6 and his ult post-6. He's actually pretty squish until he gets certain items, so take advantage of his weaker early game.

VS

Jarvan IV

Medium

Jarvan IV's ganking power is extremely strong. But he's vulnerable in the jungle. Try to invade him. If you see his Flag in the jungle camp, it means he probably won't knock you airborne and you can freely hit him. 

VS

Kha'Zix

Hard

Try not to fight this goon. His damage is huge and frequent, especially if you're isolated. Just out gank him pre-6 and you'll become the new bug-spray.

VS

Lee Sin

Medium

Honestly, this is a skill match up. Nocturne wins if he spell shield's Lee Sin's initial Q. If Nocturne gets hit with Lee Sin's Q, Nocturne typically ends up dead or hurting.

VS

Malphite

Medium

Honestly, it's like the Fiddlesticks match up. It's unlikely that one will kill the other. Out farm him to win this match up.

VS

Master Yi

Easy

You crush this guy pre-6. He's also an even worse early game ganker than you. Chances are he'll just try to farm. You can either invade a lot or you can gank a lot. Just make sure you're successful. Post-6, just put your E on him and let him be feared away at the speed of sound.

VS

Nautilus

Easy

Nautilus is extremely vulnerable in the early game until around Lv5 or so. Once he hits Lv5, his shield becomes massive and you end up taking more damage than you're actually doing. 

VS

Nidalee

Hard

I hate this champ and all of her player base. :( She's more likely to kill you that you are to kill her just because of the amount of brush located in the jungle. Dodge the spear or spell shield it, cause if she lands it, you're probably dead.

VS

Nocturne

Hard

DARRRRRRRRRRRRRRRRRRRRRRRRRRRRKNESS.

VS

Nunu

Medium

Similar to Fiddlesticks, you both probably won't kill each other. Don't let him run you into the ground by keeping your jungle warded and letting your teammates know his whereabouts. 

VS

Olaf

Hard

Olaf will typically win engagements. If you save your fear for when he's low (it's also when he's the most damagerous) you might be able to come out on top. If Olaf is 6 and has olafragnarok.png, you might find it better to just run.

VS

Pantheon

Medium

Pantheon has arguably the best ganks pre-6 with damage to boot. His shield is up almost all the time, basically negating your Umbra Blades. Try to find him in the jungle while he's fighting some of the harder hitting camps and use their assistance to aid you in killing him. Counter-ganking is also an option.


He farms much slower than you though, so do your best to either out farm him or make moves on the other side of the map as him.

VS

Rammus

Easy

This champion is a shadow of his former self. Invade early and often. There's nothing Rammus can really do on his own to stop you.

VS

Rek'Sai

Medium

Neither of you will likely kill the other. Rek'Sai's escape is what makes this a stalemate; it brings her out of range of your tether. Gank often with your ultimate and you'll pull ahead. Just be wary of the sightstone she'll probably purchase.

VS

Rengar

Medium

Skill match up. If you find Rengar and he has a lot of ferocity, you should probably back off. If he has a low amount of ferocity, fight him and spell shield his bola or Savagery. 

VS

Sejuani

Easy

Like most tanks, she has a vulnerable early game in the jungle. Invade early and often and this boar rider won't even try to gank lanes.

VS

Shaco

Medium

This a skill match up. And an annoying one at that. If your smite is up, you can win by smiting the Jack in the Boxes. Becareful of his cheesy Lv2 invade. Avoid this by starting on the top side of the map or by starting the actual buff on the bottom side of the map.


Shaco is also pretty useless past the 30 minute mark of the game. Last this long by not letting him snowball and it's almost a free win.

VS

Shyvana

Hard

She's a farming machine. Don't bother invading her, as most of her jungle will probably be gone. Instead, try to control the scuttle crabs and out ganking her. She hits critical mass once she has Sated Devourer, Blade of the Ruined King, and one tank item. Get those dragons and crabs, and you can delay her progress.

VS

Skarner

Easy

Fight him when he's not near one of his spires. 

VS

Trundle

Hard

Honestly, this match up is really uncommon. You'll probably lose trades to this guy as he steals your AD, basically negating your duskbringer bonuses. Sure, you can spell shield the bite, but he also gains benefits from fighting on Troll Town.

VS

Vi

Easy

This match up is easy if you can spell shield her Q. Most Vi's max Q first so spell shielding this is a huge part of her damage. Once she goes in, she won't come be able to escape unless she flashes.

VS

Volibear

Medium

This guy's passive is what keeps him from dying. It also has that nasty side effect of baiting you in to try to kill him. Just walk away after he burns his passive and kill him later.

VS

Warwick

Easy

He's pretty similar to Master Yi. Invade early and often. He'll always be healthy, but you can just take camps from him pretty easily. 

VS

Wukong

Easy

Wukong is really vulnerable in the jungle. He'll most likely be using his clone to tank jungle mobs, so invade often. If you get your fear on him and his clone is down, you win, hands down.

VS

Xin Zhao

Hard

Xin Zhao is an interesting match up. He wins trades with the force of a great typhoon and the strength of a raging fire, but he shouldn't be able to actually kill you due to your fear. His ganks are also extremely easy to pull off. Try to out farm him and gank opposite lanes to beat him and you'll make him think you're as mysterious as the dark side of the moon.

VS

Zac

Medium

He's always between 50% and 75% hp when you find him. The difference between him and you is that he is the stronger ganker both pre and post 6. Out farm him or gank opposite lanes and the piece of flubber might buckle under the rest of your team.

About the Author Back to Top

Greetings everyone. I am The Apparition, a 56.png Jungle main on the North American server. The highest rank I've achieved is Diamond III in Season 4. Right now, I'm hovering around Diamond IV/V. Nocturne is my most comfortable champion and I love his versatile builds and play style. He's very similar to 28.png in that you can build almost anything you want on him and he'll still be pretty decent. Only difference is that he doesn't scale with AP so he's slightly more limited than 28.png. I've played hundreds of 56.png games across several accounts. When I'm not jungling, I enjoy playing Support, mostly 412.png and 40.png.


If you have any questions, feel free to ask me here or in-game. I'd be happy to help any Nocturne players. Don't be afraid to let me know of any errors that I need to correct as well! See you on the rift!

Early Game Back to Top

56.png's early game is balanced. Instead of high mobility early game such as 59.png79.png, or 64.png56.png has high damage and a fair amount of CC under the right conditions. He's not amazing at early ganks, but the gank potential is there. Nocturne is actually pretty good at punishing enemies that push too far out. His nocturneunspeakablehorror.png typically ensures a 4.png being used by the enemy, a kill, or sometimes even both. 
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