Nocturne is a champion in League of Legends played in the Jungle, classified as an Assassin (legacy: Fighter/Assassin). He uses Mana (275 – 963.28 at max level), is Melee with 125 attack range, and deals Physical damage. Released on March 15, 2011, Nocturne is in patch V25.23. The reality about Nocturne is simple: he does ONE thing, and he does it better than anyone else in the game. When Nocturne presses R, the screen goes dark for every enemy. They can’t see their teammates. They can’t see the map. They see nothing but 300 units of darkness around themselves. For 6 seconds, every enemy plays in isolated terror while Nocturne picks one of them and dashes from across the map to delete them. No other champion creates this level of psychological pressure. The enemy ADC farming bot lane hears “Darkness…” and knows someone is about to die. Maybe it’s them. That fear – that uncertainty – is Nocturne’s real power.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 655 | 2798.49 |
| Mana (MP) | 275 | 963.28 |
| Attack Damage (AD) | 62 | 113.13 |
| Armor (AR) | 38 | 120.59 |
| Magic Resist (MR) | 32 | 62.48 |
| Movement Speed (MS) | 345 | 345 (fixed) |
| Attack Range | 125 (Melee) | 125 (fixed) |
💡 Key Identity: 62 base AD is HIGH for a jungler – combined with Q’s +55 bonus AD and W’s 50–100% bonus AS, Nocturne has among the strongest auto-attack DPS in the jungle. 655 HP base with 38 armor means he’s beefier than most assassins early. 345 MS is fast, and Q trail adds 35% bonus = effectively 466 MS while chasing on the trail. 0.721 base AS is excellent, making his passive (Umbra Blades) come up frequently. Nocturne is a stat-stick assassin: Q gives AD, W gives AS, passive gives AoE + heal. He doesn’t need complex combos – he just right-clicks you to death after R.
🌑 Passive: Umbra Blades
Static Cooldown: 13 seconds | Effect Radius: 360
INNATE: Periodically, Nocturne’s next auto-attack slashes in a circle, dealing 120% AD physical damage to the target and nearby enemies, healing 13–32 (+30% AP) per enemy hit. Against minions: secondary damage and healing reduced by 50%. Can critically strike the primary target (220% + 33% AD). Basic attacks reduce CD by 1 second (3 seconds vs champions/monsters).
| Parameter | Value |
| Damage | 120% AD (AoE, 360 radius) |
| Heal Per Hit | 13–32 (+ 30% AP) per enemy hit |
| Base CD | 13 seconds |
| CD Reduction (basic attack) | 1s per auto (3s vs champs/monsters) |
| Crit on Primary | 220% + 33% AD (if crit strikes) |
⚠️ Umbra Blades = Healthy Jungle Clear: With W’s 50% passive attack speed, Nocturne attacks fast enough to reduce Umbra Blades’ 13-second CD to ~4–5 seconds in practice. Against multi-monster camps (Raptors, Wolves), every Umbra Blade hits all targets for 120% AD AoE and heals per enemy hit. Hitting 6 Raptors = 6 instances of healing. This makes Nocturne one of the healthiest jungle clearers in the game without needing a single point of lifesteal.
🌑 Q: Duskbringer
Cost: 60 / 65 / 70 / 75 / 80 Mana | Cooldown: 8 seconds | Cast Time: 0.25 | Range: 1200 | Width: 120 | Speed: 1600
ACTIVE: Nocturne sends a shadow blade leaving a Dusk Trail, dealing physical damage. Enemy champions/large monsters leave a trail behind while moving (5 seconds). While on the Dusk Trail, Nocturne is ghosted and gains bonus AD and bonus MS.
| Parameter | Value |
| Physical Damage | 65 / 110 / 155 / 200 / 245 (+ 85% bonus AD) |
| Bonus AD (on trail) | 15 / 25 / 35 / 45 / 55 |
| Bonus MS (on trail) | 15 / 20 / 25 / 30 / 35% total MS |
| Trail Duration | 5 seconds (enemy champs/monsters leave trail behind them) |
💡 Pro Tip: +55 AD at max rank is enormous – it’s worth more than a B.F. Sword (40 AD). This bonus applies to EVERY auto-attack, every Umbra Blade proc, and every E tick while standing on the trail. The trail follows hit enemies, so Nocturne always has access to the bonus as long as he chases the target. 35% bonus MS with ghosting means Nocturne runs through minions at high speed while chasing – combined with 345 base MS, that’s effectively 466 MS on the trail. Always Q before engaging: the AD + MS bonus makes every subsequent auto massively stronger.
🌑 W: Shroud of Darkness
Cost: 50 Mana | Cooldown: 20 / 18 / 16 / 14 / 12 seconds | Cast Time: NONE
PASSIVE: Nocturne gains bonus attack speed: 30 / 35 / 40 / 45 / 50%.
ACTIVE: Nocturne gains a spell shield for 1.5 seconds. If the shield blocks a hostile effect, the bonus attack speed is DOUBLED for 5 seconds: 60 / 70 / 80 / 90 / 100%.
| Parameter | Value |
| Passive AS | 30 / 35 / 40 / 45 / 50% |
| Enhanced AS (on block) | 60 / 70 / 80 / 90 / 100% for 5 seconds |
| Shield Duration | 1.5 seconds |
⚠️ 100% Bonus Attack Speed Is Insane: When W blocks a spell, Nocturne gains 100% bonus AS for 5 seconds at max rank. Combined with 0.721 base AS + items + runes, he reaches 2.0+ AS easily. Every one of those autos reduces Umbra Blades CD by 3 seconds against champions. In a 5-second window with 100% AS: ~10+ auto-attacks, 2–3 Umbra Blade procs, each healing 13–32 HP per enemy hit. The spell shield also blocks critical CC – blocking a Morgana Q, Leona E, or Nautilus R during a dive means Nocturne lives to finish the kill. Time W during R dash: R toward the target, activate W mid-flight to block the first CC thrown at you.
🌑 E: Unspeakable Horror
Cost: 60 / 65 / 70 / 75 / 80 Mana | Cooldown: 15 / 14 / 13 / 12 / 11 seconds | Cast Time: NONE | Target Range: 425 | Tether Radius: 465
PASSIVE: Nocturne gains 90% bonus movement speed while facing nearby feared targets.
ACTIVE: Tethers to target enemy for 2 seconds, dealing magic damage every 0.5 seconds. If the tether isn’t broken: target is feared and slowed by 90%.
| Parameter | Value |
| Total Magic Damage | 80 / 125 / 170 / 215 / 260 (+ 100% AP) |
| Fear Duration | 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds |
| Fear Slow | 90% |
| Chase MS (passive) | 90% bonus MS while facing feared targets |
| Tether Break Distance | 465 units (very hard to break) |
💡 Pro Tip: The tether break distance is 465 units – most champions need a dash or Flash to break it. Once Nocturne R lands on you and E is cast, you’re feared unless you have mobility. The 2.25-second fear at max rank is the longest fear in the game. During the fear, Nocturne’s passive gives him 90% bonus MS toward feared targets – so the target walks away at 90% slow while Nocturne chases at 90% bonus MS. That’s effectively a permanent lock-on. Cast E immediately after R lands – the target has no time to Flash if you’re already mid-E before they react.
🌑 R: Paranoia (Ultimate)
Cost: 100 Mana | Cooldown: 140 / 115 / 90 seconds | Cast Time: NONE | Target Range: 2500 / 3250 / 4000 | Effect Radius: GLOBAL | Dash Speed: 1800 | Sight Reduction: 300
ACTIVE: Nocturne GLOBALLY nearsights ALL enemy champions for 6 seconds – they can only see 300 units around themselves. After 0.25 seconds, Nocturne can RECAST to dash to a target enemy champion within range, dealing physical damage on arrival with displacement immunity during the dash. All abilities and items can be cast during the dash.
| Parameter | Value |
| Nearsight Duration | 6 seconds (GLOBAL, all enemies) |
| Dash Damage | 150 / 275 / 400 (+ 120% bonus AD) |
| Dash Range | 2500 / 3250 / 4000 units |
| Dash Speed | 1800 (displacement immune) |
| Sight Reduction | 300 units (enemies see only this far) |
⚠️ The Most Powerful Ultimate in Solo Queue: Paranoia does three things simultaneously: (1) removes ALL enemy vision globally for 6 seconds – they can’t see each other, can’t see the map, can’t coordinate; (2) dashes to a single target from up to 4000 range (more than half the map); (3) deals 400 + 120% bonus AD physical damage on arrival with displacement immunity (can’t be knocked away mid-dash). At level 16 with 4000 range, Nocturne can R from his jungle to the enemy bot lane. The dash speed (1800) is faster than most movement abilities. Abilities can be cast during the dash – activate W spell shield and Q mid-flight so they’re ready on arrival.
🌑 Why “Darkness” Wins Games: The Psychology of Paranoia
Nocturne’s R isn’t just a gap closer. It’s a global information denial tool that fundamentally changes how 5 enemy players behave. Let me break down what ACTUALLY happens when Nocturne presses R.
- Immediate Reaction – Everyone Stops: The moment the screen goes dark, all 5 enemy players instinctively retreat. The top laner backs off a trade. The mid laner stops pushing. The bot lane pulls back from a fight. Even if Nocturne is targeting their jungler in top-side river, ALL 5 enemies stop playing aggressively for 6 seconds. That’s 6 seconds of global map pressure from pressing a single button.
- Isolation Creates Mistakes: Nearsighted enemies can’t see allies within 300 units. The enemy support can’t see their ADC. The mid laner can’t see the jungler’s position. This means NO coordinated reactions. No team-wide CC chains. No synchronized counterattack. Each enemy plays as an individual, and individuals lose to assassins.
- R Doesn’t Need to Hit Anyone to Be Valuable: Sometimes the best R is one where you DON’T dash. Press R to nearsight all enemies, then DON’T recast. Your team dives Baron while the enemy can’t see it happening. Your laner takes a tower while the enemy mid is blind. The vision denial alone wins objectives.
- Fear Stacking With E: R lands on target → immediately E (tether fear). Target is already isolated from their team by nearsight. They can’t see anyone coming to help. The fear forces them to walk TOWARD Nocturne (90% MS chase passive). By the time fear ends, they’re already dead from Q trail AD + W attack speed autos.
- Cooldown Tracking: 140/115/90 seconds. At level 16 with Ultimate Hunter rune: ~72 seconds. That’s a Paranoia every 72 seconds. Every minute and 12 seconds, the entire enemy team goes blind. This is why the 5.2% ban rate exists – not because Nocturne is broken statistically, but because playing against Paranoia is psychologically exhausting.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1-5)
- Power Farm to 6: Nocturne without R is a decent duelist but an average ganker. Pre-6, focus on full clears. Umbra Blades + W passive AS = one of the fastest and healthiest clears in the game. Hit level 6 ASAP – that’s when Nocturne becomes a threat.
- Pre-6 Ganks Are Possible: If a lane is heavily overextended, Q trail + E tether fear = a functional gank at level 3+. But these are opportunistic, not planned. Don’t force ganks pre-6 – the clear speed is too valuable to sacrifice.
- Scuttler Control: Nocturne wins most 1v1s at Scuttler. Q gives +55 AD + MS, W blocks the enemy jungler’s key ability, E fears if they stay to fight. Contest Scuttler aggressively.
Mid Game (Levels 6-13)
- R on Cooldown: Every time R is available, LOOK FOR A TARGET. Check bot lane for overextended ADCs. Check mid for immobile mages. Check top for split-pushers with no wards. The pressure of “R might be up” forces enemies to play safe even when it’s on CD.
- Full Assassination Combo: R (nearsight + dash) → Q mid-flight (trail and AD ready on arrival) → W mid-flight (spell shield ready) → land on target → E immediately (tether fear) → auto-attack with Q trail AD + W AS. Target dies during the 2.25-second fear.
- R For Objectives: Press R when starting Baron/Dragon to blind the enemy team. They can’t see your team on the objective. Don’t recast unless needed – the 6-second vision denial is worth more than the dash.
Late Game (Level 14+)
- Pick the Carry: In late game, Nocturne’s job is simple: R onto the enemy ADC or APC, kill them in 2–3 seconds, then use Stridebreaker/Hexplate to escape or continue fighting. One carry down = 4v5 for your team.
- Stridebreaker + Hexplate Engage: R to target → land → E fear → Hexplate active (bonus MS + AS after R) → Stridebreaker slow → auto-attack chain. The target is feared + slowed + can’t see their team = dead.
- Split-Push Threat: With R, Nocturne can split-push a side lane and still participate in fights. Push side lane, team groups mid. Enemy tries to engage 4v4 mid? R from side lane into the fight = instant 5v4.
❌ Common Mistakes and How to Avoid Them
- R Without Kill Potential: R onto a tank or bruiser = wasted ultimate. Nocturne can’t burst tanky targets. ALWAYS R onto squishies (ADC, APC, enchanter support). If no squishy is in range, DON’T recast – use the vision denial instead.
- W Too Early or Too Late: W spell shield lasts 1.5 seconds. Using it 3 seconds before engagement = wasted. Using it after CC hits = too late. Activate W during R dash, 0.5–1 second before arriving, so it’s active the moment the target tries to CC you.
- Forgetting Q Trail: Q gives +55 AD while on the trail. NOT using Q before auto-attacking = losing a B.F. Sword worth of damage on every hit. Always Q first, then auto on the trail.
- Ganking Pre-6 Instead of Farming: Nocturne’s pre-6 ganks are mediocre. His power spike is R. Every second spent ganking unsuccessfully pre-6 delays R. Power farm, hit 6, THEN gank with R for guaranteed results.
- Not Using R Vision Denial: R’s nearsight is valuable even without dashing. Pressing R during a Baron contest to blind the enemy team = they can’t see Baron HP, can’t coordinate steals, can’t decide to engage or disengage.
⚙️ Recommended Build and Itemization
Core Items (50%+ WR)
- Stridebreaker: First item. The active slow helps Nocturne stick to targets after R. AD + AS + HP = stat efficiency for an assassin/bruiser hybrid. The slow guarantees E tether doesn’t break.
- Plated Steelcaps: Armor + auto damage reduction. Nocturne dives into the enemy team – survivability matters more than magic pen boots.
- Experimental Hexplate: THE Nocturne item. Grants bonus MS and AS after using R. The MS burst after R landing means Nocturne can chase targets who Flash away. AS synergizes with Umbra Blades CD reduction and W passive.
- Black Cleaver: Armor shred on each auto stacks fast with high AS. After 6 autos (which takes ~3 seconds with W): 30% armor shred on target. AD + HP + ability haste for R cooldown.
Situational Items
- Death’s Dance: Bleed passive delays burst, making Nocturne survivable during assassination dives. Cleanup passive (12% max HP heal on takedown) keeps him alive in extended fights.
- Axiom Arc: Reduces R cooldown on champion kills. If Nocturne gets a kill with R, Axiom Arc refunds a portion of R’s CD = chain Paranoia in teamfights.
- Guardian Angel: Revive passive for when the dive goes wrong. R into 5 enemies, kill the carry, die, revive, escape.
- Edge of Night: Additional spell shield stacking with W. Two spell shields = nearly impossible to CC Nocturne during a dive.
Runes
Primary Tree (Precision): Conqueror (keystone), Triumph, Legend: Alacrity, Last Stand
Secondary Tree (Domination): Grisly Mementos, Ultimate Hunter
Summoner Spells: Smite + Flash
Skill Max Order: Q → W → E
💡 Pro Tip: Conqueror stacks rapidly with Nocturne’s high AS (W passive + enhanced). At max stacks: 12–30 bonus AD + 8% healing. Combined with Umbra Blades heal, Nocturne sustains through extended fights surprisingly well. Ultimate Hunter is ESSENTIAL – at max stacks, it reduces R cooldown by ~25%, bringing level 16 R from 90 seconds to ~72 seconds. Q max first for AD bonus and waveclear. W second for AS scaling (50% passive → 100% enhanced). E last because fear duration matters less than raw DPS.
⚔️ Counter Picks & Matchups
✅ Nocturne Counters (Favorable)
1. Hecarim
Why: Hecarim is a teamfight jungler who needs to see his team for coordinated dives. Nocturne R removes Hecarim’s map awareness. In 1v1, Nocturne’s W spell shield blocks Hecarim’s E charge or R fear, and Q trail AD + AS wins the duel.
2. Graves
Why: Graves relies on kiting with auto-attacks. Nocturne R closes the gap from 4000 range – Graves can’t kite what dashes on top of him. W blocks Graves’s W smokescreen or R knockback. E tether fear prevents Graves from dashing away.
3. Diana
Why: Diana needs to engage on grouped enemies with R. Nocturne R isolates Diana’s team so they can’t group for her R. In 1v1, Nocturne’s sustained DPS with Q trail AD + W AS beats Diana’s burst, especially with spell shield blocking her E or R.
❌ Nocturne is Countered By
1. Gwen
Why: Gwen’s W (Hallowed Mist) makes her untargetable by abilities from outside the zone. Nocturne R dash arrives – Gwen presses W – Nocturne’s E can’t tether her from outside. Gwen’s sustained AP damage and healing in the mist beats Nocturne’s burst.
2. Udyr
Why: Udyr has no abilities for Nocturne W to block (all his abilities are auto-attack empowerments, not projectiles). Udyr’s raw stats and sustained damage beat Nocturne in extended 1v1. Udyr’s stun doesn’t trigger spell shield because it’s on-hit, not a projectile.
3. Rammus
Why: Rammus’s W (Defensive Ball Curl) + Thornmail reflects Nocturne’s auto-attack damage back at him. Nocturne’s entire damage is auto-attack based – attacking Rammus literally kills Nocturne. R onto Rammus = suicide.
FAQ
Q: Does Nocturne R reveal stealthed enemies?
A: No. R nearsights enemies but does not grant True Sight. Invisible champions remain invisible. However, nearsighted enemies can’t see their stealthed allies either.
Q: Can you interrupt Nocturne’s R dash?
A: No. The dash has displacement immunity – knockbacks, knockups, and pulls do NOT stop it. Only death stops Nocturne mid-R. He can, however, be CC’d upon arrival.
Q: Does the nearsight affect wards?
A: Yes. Enemies cannot see through wards outside their 300-unit nearsight radius. All map vision is reduced to 300 units around each champion for 6 seconds.
Q: How do I play against Nocturne R?
A: Group with your team so you’re within 300 units of each other (visible through nearsight). Build Stopwatch/Zhonya’s to survive the burst. Champions with self-peel (Ezreal E, Xayah R, Tristana W) can survive the dive.
Q: Is Nocturne viable mid lane?A: In some metas, yes. Mid Nocturne farms safely with Q + passive, then roams with R from level 6. However, jungle is his optimal role because jungle XP + full clears match his power farming style better.