(Innate): Every 10 seconds, Nocturne's next attack strikes surrounding enemies for 120% of his physical damage and heals himself for 10 / 18 / 26 per target hit. Nocturne's autoattacks reduce this cooldown by 1 second.
Tips :
Nocturne strikes the golem and hits nearby units.Heal and zone damage.
This spell lets Nocturne do the jungle easily
A passive that will let you do some quite important zone damage while you heal yourself. The more enemies you hit the more life you will regain.It is better to do Nocturne's Q before an attack to benefit from the physical damage bonus.
(Active): Nocturne sends a shadow blade in a line that deals physical damage to all enemies it passes through, leaves a Dusk Trail on its path, and causes champions who are hit to also leave a Dusk Trail when they move for 5 seconds. While on the trail, Nocturne ignores unit collision and has increased movement speed and attack damage.
Tips :
Nocturne sends a wave in the target direction.Heal and zone damage.
Movement bonus and damage.
Nocturne's main ability. It will be used to kill the jungle quickly given that it offers you additional AD.For ganking it will let you move more quickly and gain move speed so you can catch your opponents and use fear. The ability is based on your AD ratio so don't forget that it can do some damage.
The spell cross walls of course, the shadow blade lasts 4 seconds. Each opponent touched will be under the effect of the shadow.
Doesn't proc the on-hit effects and doesn't work on the towers.
The spell has an incantation time of about 0.1 seconds.
Cost: 60 / 65 / 70 / 75 / 80 mana
Physical Damage: 60 / 105 / 150 / 195 / 240 (+0.75 per bonus attack damage)
Movement Speed Bonus: 15 / 20 / 25 / 30 / 35 %
Attack Damage Bonus: 15 / 25 / 35 / 45 / 55
(Passive): Nocturne benefits from an attack speed bonus.
(Active): Nocturne creates a magic barrier that lasts 1.5 seconds and blocks the enemy's next ability.
If an ability is blocked, the passive bonus doubles for 5 seconds.
Tips :
Nocturne benefits from a shield during his spell.An anti-spell shield and attack speed.
You'll never touch me.
A second banshee. You can block any enemy spell making this your ability of choice.Try to watch out for your enemies so that you can block any harmful effects. This way you could easily avoid an ultimate from Karthus or Nautilus, but it will be more complicated to avoid an immediate ultimate like Warwick's as he can put pressure on you and wait for the end of the shield.
Be careful not to be too vain either, when faced with more experienced players for example. They will know that you are waiting for that to attack them so play subtley! Similarly they could pretend to be quite weak only to place a powerful spell afterwards.
Attack Speed Bonus: 20 / 25 / 30 / 35 / 40 %
Cooldown: 20 / 18 / 16 / 14 / 12 seconds
(Active): Nocturne plants a nightmare into his target's mind, dealing magic damage over 2 seconds and placing a leash on the target for the duration. If Nocturne stays within leash range of the target for the full duration, the target becomes feared.
Tips :
Nocturne creates a link with the target.A fear spell
Nocturne must stay in melee.
This is an excellent spell to gank with Nocturne. Given that it is his only control, you should really apply yourself to put it on your target.Your opponent will generally try to flash to dodge the effect of fear so pay attention as to whether you should follow or not, depending on the situation. It is possible to flash immediately so that you don't break the link but this requres excellent reflexes.
However tell yourself that it has a surrounding effect since you will have no idea in advance which way your target will head once feared.
A flash will let you break the link.
Cost: 60 / 65 / 70 / 75 / 80 mana
Cooldown: 15 / 14 / 13 / 12 / 11 seconds
Magic Damage: 50 / 100 / 150 / 200 / 250 (+1.0 per ability power)
Fear Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
(Active): Nocturne reduces the sight radius of all enemy champions and removes their ally vision for 4 seconds; this includes champions, minions, wards, towers, and clairvoyance.
While Paranoia is active, Nocturne can launch himself at a visible enemy champion, dealing physical damage.
Tips :
Nocturne charges at his target and plunges the enemy team into the dark.An ultimate with a big range that plunges the enemy team into the dark
A long range dash.
This is what makes Nocturne so interesting to play and makes ganks so efficient.It must be admitted that up to level 6, you don't have a huge chance of doing a gank if it's not with a summoner or skillfully placing a fear. With this ultimate you can literally surprise your opponents.
Paranoia has quite an interesting range that lets you charge very quickly at your target and come to the aid of your team. It will be easy to finish a target low on HP or attempts to escape or, on the other hand, jump on someone bothering you to slow them down.
Bear in mind that if you don't have vision on your target then you can't reactivate the ultimate and rush the target! So think about warding and don't go too fast.
During Nocturne's ultimate, Shen can't cast his ultimate.
Nocturne can avoid wards thanks to the range of his spell.
Cooldown: 180 / 140 / 100 seconds
Physical Damage: 150 / 250 / 350 (+1.2 per bonus attack damage)
Jump Range: 2000 / 2750 / 3500
Pros
Nocturne is a champion with a lot of mobility and can quickly move from one point to another
His ultimate lets him do crazy engages by spreading chaos among his opponents
His fear is not easy to place but it will prove itself very successful, a kill is practically guaranteed
The jungle will be done just as quickly thanks to your Q and passive
You have a free Banshee's Veil, which can always save you from a bad decision
Cons
Nocturne is not an easy champion to pick up because of his game mechanics
You don't have much control so he is not so at ease in a gank before level 6