The Eternal Nightmare
General counter information:
Deny FarmTry to Counter JungleDodge AbilitiesHard CCOutsustain
Counter Items & Summoner Spells:
|Health Points:||430 (+85 / per level)||Health Regen:||7|
|Mana Points:||215 (+35 / per level)||Mana Regen:||30|
|Damage:||54 (+3.1 / per level)||Attack Speed:||0.668 (+2.7 / per level)|
|Attack Range:||125||Movement Speed:||320|
|Armor:||17 (+3.5 / per level)||Magic Resistance:||30 (+1.25 / per level)|
|Influence Points (IP):||6300||Riot Points (RP):||975|
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.
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.
Cooldown: 10 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
Shroud of DarknessW
Passive: Nocturne empowers his blades, permanently gaining attack speed.
Active: Nocturne creates a magical shield for 1.5 seconds which can block the next enemy spell that hits him. If an ability is blocked by the shield, his passive attack speed is doubled for 5 seconds.
Cost: 50 mana
Attack Speed Bonus: 20/25/30/35/40 %
Cooldown: 20/18/16/14/12 seconds
Active: Nocturne plants a nightmare into his targets 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.
Leash range: 465
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.
Cost: 100 mana
Sight reduction: 300
Cooldown: 180/140/100 seconds
Physical Damage: 150/250/350 (+1.2 per bonus attack damage)
Jump Range: 2000/2750/3500
|Try to stay close to each other when Nocturne casts his ultimate, so that you're able to react accordingly.|
|Nocturne's fear-leash can be broken when it goes out of range, so it's best to save your jump abilities until he uses it.|
|His Duskbringer can be seen in the fog of war, so if you think he is doing objectives such as dragon or baron, look for his Duskbringer particle.|
Nocturne is weak against
Nocturne is strong against
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