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Welcome, to the League of Legends Champion Spotlight, featuring Nocturne, The Eternal Nightmare.
Stfu Phreak, most of your builds suck. People came to this guide to learn how to REALLY build Nocturne.
So, the reason you're here is probably because you've seen a Nocturne in-game, really liked his play-style or you just randomly bought him because he looked cool. Either way, I can guarantee that you will enjoy playing Nocturne, unless of course, you suck. But by reading this build, you are trying to improve, so good on ya.
Pros / Cons
Nocturne will suit you if:
You like to Jungle, and take joy in making your opponents soil their pants
You like to play assassins, and facemelt your opponents in a few seconds
You generally like to play DPS champions
You think he looks cool
Well if one or more of those options suit you, then you have come to the right build!
ProsWhat are the advantages of Nocturne over the other junglers, you ask? Well, first of all, read the title of this guide. TAKING GANKING TO A WHOLE NEW LEVEL. Like it suggests, Nocturne is one of the best gankers in the game, and what better way to gank than from the Jungle? Because of Nocturne's ultimate, space | space | ConsHowever, Nocturne isn't ALL double rainbows and unicorns. There are many ways for an experienced opponent to counter even the best of Nocturnes. First of all, buying armour items spell the demise of any AD champion, including Nocturne. Also, his ganking ability becomes very limited if your opponent is smart about not overextending, and calling MIA's if you are playing Lane Nocturne. |
Your Role on the Team
As Nocturne, your role is to keep your enemies on their toes with ganks and harassment. Make your opponent scared of you, and make them scared of overextending. Punish them whenever they do something stupid, and you will be in good shape going into the mid/late game.
YOU NEED TO GET FED AS NOCTURNE. Either farm well, or get fed with kills, otherwise you will just be a joke to the enemy team instead of the unstoppable force that you are supposed to be.
Nocturne is generally not the best initiator for teamfights. Get your Tank/Off-Tank to do that. You role in a teamfight is to swoop in with your
Paranoia after the fight has started, and to pick off whoever is either most important on the enemy team, or the easiest to kill. However, you should wait until the teamfight has fully erupted before you ult in, because if your enemies focus you down then you are pretty screwed, even if you are a Tanky Nocturne. When you ulti into the fight, try to hit as many opponents with
Duskbringer as you can, because this will make them paint the entire floor and you wont have to just stay in one spot to deal damage. In most cases, you will be the main damage dealer next to your AP carry, so stay alive and do your job: DO AS MUCH DAMAGE AS YOU CAN.
YOU NEED TO GET FED AS NOCTURNE. Either farm well, or get fed with kills, otherwise you will just be a joke to the enemy team instead of the unstoppable force that you are supposed to be.
Nocturne is generally not the best initiator for teamfights. Get your Tank/Off-Tank to do that. You role in a teamfight is to swoop in with your
The Builds
The first build in my guide is for a tanky jungler. To be honest, I am more used to a more glass-cannon-type of play-style for Nocturne, but lately I have become more and more inclined towards being a little less squishy (Thanks to playing too much Veigar and a little encouragement from EpikLoLTime).
There are many advantages of building a DPS character a little tanky. First of all, you will not instantly die the moment you are focused in a team fight. If you are a glass cannon, this will ALWAYS happen to you. In my opinion, it is worth sacrificing a little damage to die much less, as outlasting your opponent is equally, if not more, important than outdamaging him/her.[/color]
The second build is for a Glass Cannon Lane Nocturne, meaning that you have absolutely no tank items, and you are focused purely on damage output. This is much better for low levels of play, where your opponents aren't good enough to focus you the moment they realize that you're a glass cannon. This build gives you tremendous amounts of damage, and if used correctly, can net you legendary status after legendary status. This was my old favourite, but I lost much faith in it after I realized how easily I could be killed in the middle of a team fight. However, this is also good for when your team has tonnes of crowd control abilities, as your enemies will spend the duration of the teamfight stunned, and you won't be killed. Again, use this ONLY if your game is low-level, or your team is organized, with a proper tank that can save your butt if you are attacked in a teamfight (Again, thank you to EpikLoLTime for being our team tank and saving MY butt countless times :D)
The third build is for a Glass-Cannon Jungler. Again, I used to ALWAYS use this build when I jungled, up until the point that I realized what the hell I was doing wrong.
The last build is for a Tanky DPS Lane Nocturne. This is essentially another version of the Tanky Jungle build, but adapted for laning. Do not confuse this build with an Off-Tank. Off-Tanks are different from Tanky DPS's. Off-tanks usually depend much more on outlasting an opponent, rather than outdamaging them, and vice versa for a Tanky DPS.
Runes
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Runes for Tanky Jungler
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Runes for Glass-Cannon Lane
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Runes for Glass-Cannon Jungler
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Runes for Tanky DPS Lane
Masteries
Masteries for Jungling or Glass-Cannon
Masteries for Tanky DPS Lane
The Masteries that I have chosen here are mostly standard DPS masteries (21/0/9), except for my build for my Tanky DPS Lane Nocturne, where I focus more on utility, rather than pure offensive, so that it can suit the theme of not trying to build super damage output, but instead, building slightly tanky.
Why full offensive masteries for jungling, and not some points in defence?
Well, Nocturne's sustainability in the Jungle isn't the worst I've seen, so having full offensive masteries speed up his run significantly.
Why Crit masteries instead of AD? Won't AD speed up your Jungle?
Yes, but 3 AD isn't going to do much to your run, and having your crits do more damage will make you own late game.
Why not have 1 more point in Neutral Monster Buffs?
Good question, conscience. That would technically be beneficial, and you can actually get that instead of the last mastery in offense. Eh, its my personal preference though, you might like it better the other way.
Items
Core Items
Situational Items
do much less damage to you from the decreased attack speed.
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