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All Guides Nocturne Guides Embrace the Darkness - Top Guide
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Updated
2 years ago
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Nocturne Statistics for XSG Storeblom

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

Value
Average
Games Played
4
Win %
43
Kills
6.7
Assists
8.3
Deaths
6.9
KA:D Ratio
2.2
Gold Earned
12.4K
Creep Score
71.4
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Summoner Spells

4.png Flash (F)

Always useful when trying to catch a fleeing enemy or escape a chasing enemy. Allows your to make some pro plays if done correct. For me it's much like an extra life when farming your lane.

14.png Ignite (D)

Very useful on Nocturne since you WANT to engage fights. Good against champs like Volibear and most of the people uses it as a finish off. Since Nocturne lacks a true finish off spell it's very useful.

12.png Teleport (D)

Applying pressure even outside the borders of your ultimate. Allows you to save your teammates, make smart moves and splitpush.

21.png Barrier (D) 

When you are diving the enemy team as a Nocturne you tend to get focused alot. If you feel that your are dying way to much just by initiating, take this to give you a bit more chance of surviving!

11.png Smite (D)

Take this if you are jungling. NOT for top lane. 

Runes Back to Top

  • 3x
    +1.7% attack speed Greater Mark of Attack Speed
  • 6x
    +1.28 armor penetration Greater Mark of Armor Penetration
  • 9x
    +0.16 magic resist per level Greater Glyph of Scaling Magic Resist
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +2.25 attack damage Greater Quintessence of Attack Damage

Runes

Quints: 

Go full AD to boost your early advantage. This will give you 21,75 bonus AD at level 1 if you combine it with your Q. This is one of the highest early AD stats you can have and remember this is only the Quints so we don't use full AD on marks since we don't need it. 

Marks:

For those you can mix whatever you prefer. Myself I want to go with 6x Armor Penetration to give you some early damage against people who started Cloth Armor + 5 pots. Adds up together with your Black Cleaver later.
Then I go for 3x Attack Speed to proc Nocturne's passive more often. Gives you more sustain and damage in lane. 

Seals and Glyphs:

Here you put your defensive picks. Flat armor to survive the early game and prevents you from melting when enemy jungler comes to gank. Magic resist per level is for mid/-late game when the AP's are starting to hurt. 

Masteries Back to Top

0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 0

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

Masteries

This is personal perference. Take what feels best for you. If you struggle with surviving the early game and the enemy does much more damage than you can handle take 21 in Defense and 9 in Offense. Otherwise, use my example. You can switch 1 point in Sorcery and put it in Summoner's Wrath if you would like to, even tho Nocturne doesn't benefit from AP.

Offense: 21 points

Taking 21 points in Offense allows you to be aggresive early as well as dealing enough damage to kill your opponent.
I choosed to pick up the CDR from Sorcery so I can spam Q more in trouble situations. Other than that pretty straight forward.

Defense: 9 points

Those 9 points helps you out early against harass champions like Elise and give a nice HP buff at the end. Go for 3 points in hardiness and 1 point in Resistence sine you will most likely be facing an AD bruiser Top lane.

Abilities Back to Top

Passive
Q
1
4
5
7
9
W
3
14
15
17
18
E
2
8
10
12
13
R
6
11
16

Abilities

Maxing Q on Nocturne is a non-debatable subject, this spell is your key to getting kills throughout the game. After that it should be blatantly obvious to max your CC spell, why? It gives you +50 damage per level on the spell along with a slightly longer CC duration. Lastly your spell shield is a one point wonder, it doesn't scale too well compared to your other spells even though it can block a possible Veigar ultimate.

Taking Paranoia whenever is obvious, CD, range and damage are all increased.

Umbra Blades (Passive)

Your sustain-tool in the lane phase. This allows you to outsustain your enemy when they run out of pots. This gives you level advantage and some more farm than your opponent. Also adds up to your dmg quite nicely.

Duskbringer (Q)

By far one of the only reasons why Nocturne is worth playing in the Top lane. It will get you close to your target through a trailing movement speed bonus that you get, also the bonus attack damage is awesome when trading. Nocturne together with his Q actually has the highest level 1 dmg, so don't be afraid to engage fights early. Depending on if you hit or miss this spell early on will decide how you may work out at the start of the game.


Shroud of Darkness (W)

Very strong spell when trading as well. This spell is one of the core reasons why Nocturne is extremely strong early game, you can theoretically make it 10x harder for the enemy to stop you from reigning terror on them thanks to you being able to block one of their spells and turning it into a bunch of attack speed. 
Note - This spell does not disrupt movement when casting it.


Unspeakable Horror (E)

Useful spell to cast before an engagement since it will allow you to shreed your enemies when they can't do shit. Even if Nocturne got the range on this spell nerfed to oblivion, flash range also got nerfed. So if you can stick next to your target by attacking and moving the chances are you will almost always guarantee a kill even if the enemy flashes.
Note - This spell does not disrupt movement when casting it, however it does have a small cast time that can interrupt your auto attack animation.


Paranoia (R)

By far the most satisfying ultimate to use correctly, the damage value on this spell seems very low. However it is a extremely long range gap closer that also eliminates vision globally, using this spell to gank lanes from various angles can be very rewarding. It is best if you can gank a lane without your ultimate sometimes though, the secondary gap closer part to this spell is extremely strong.
Note - Always check the range on your ultimate before casting it, this will allow you to know when to cast it and jump in.

Items Back to Top

Starting Items

    vs heavy AD
    Kill Lane
    Sustain/Poke
    Extrem Sustain

Core Items

    After 2-3 Recalls
    Mid-Game COre
    Full Item Build

Situational Items

    Situational Boots
    Dont forget Wards!
    Defense
    Offense

Items

START WITH:

1029_32.png2003_32.png VS HEAVY AD

Against champions like 122_64.png or 126_64.png it can be very useful to have some additional armor. You don't really have to start out offensive since you will win trades although if you are standing on your Q.

2037_32.png2044_32.png2003_32.png KILL LANE

When you are facing easy champions that nocturne counter hard. This allows you to play aggresive by warding your lane and use 2037_32.png to win the trade that will secure a kill.

2041_32.png2044_32.png2003_32.png SUSTAIN/POKE

If you are facing have harass champions like 60_64.png that is a son of a **** to lane against. Allows you to farm with your Q to get some farm and also poking the enemy. Remember to ask your jungler for a gank early!

2041_32.png2003_32.png2004_32.png EXTREME SUSTAIN

Pretty much self-explaining. I like to pick these up when I'm up against some super sustain lane when the nemy can heal and often starts out quite simular to this build.


CORE:

1001_32.png1011_32.png3134_32.png AFTER 2-3 RECALLS

Basic core of Nocturne Top lane. Gives you health to sustain and take alot of punishment, grants you alot of Armor Penetration to punish the enemy for engaging on you. Boots helps you dodge skillshots and get back to lane quicker.

3006_32.png1011_32.png3071_32.png1053_32.png MID-GAME CORE

You are about to engage MID-GAME and teamfights are starting to happend. Dragon is being contested and some objectives are getting pushed. Attack Speed helps you shreed your enemies to pieces together with your Armor Penetration. Also throw in some lifesteal to sustain and get your hp back up after some poke/harass.


END GAME: 

3006_32.png3022_32.png3071_32.png3143_32.png3153_32.png3156_32.png FULL ITEM BUILD

With this end game build you can pretty much engage whoever you want and shreed them to pieces. It gives you enough HP together with a mix of MR and Armor. 
Remember to use your Active effects on your items, such as the slow from 3153_32.png and 3143_32.png

Matchups Back to Top

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

  • Jayce
    Medium
  • Vladimir
    Hard

VS

Jayce

Medium

Note: Good Jayce player's will abuse their range and poke. At low lvls try and stay behind minions and avoid getting hit by his Shock Blast. Ask your jungler to gank as he is fairly squishy throughout the early game. If you get a kill on him you can go aggresive. 


Build: 1029_32.png + 5 2003_32.png

VS

Vladimir

Hard

Note: Very hard matchup as he will poke you ALOT. Let him push and farm from under the turrent. Get some early MR and ask your jungler to gank. 

Build: 2041_32.png + 3 2003_32.png
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