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The Eternal Nightmare
Nocturne is one hell of a jungler, and that's what I usually play him as. Of course, the normal way to start off as a Jungler is to get Cloth Armor and as many Health Potions as you can. This will give you much more damage resistance and sustain, as H Pots can keep you in the jungle longer, and that is imperative during early game, as both junglers scramble to get as much CS in the jungle as possible. This means very little in the late game, but early game, it means the difference of controlling the power, as junglers have to be extremely effective at ganking. So they have to get as high of a level as they can. After I get about 1000 gold, I go back to the fountain and buy a Wriggles Lantern. The next thing I get after a bit of jungling is Boots of Speed and I turn those into Boots of Mobility for ganks. The next thing I try to get is Hexdrinker, and turn that into Maw of Malmortius. The Maw is very good for low health situations and especially ones against a mage. The shield you get mid game can mean life or death (trust me, I know). Then you want to go into a Fratmas, or an Atmogs, whichever you prefer. Then finish it up with a Last Whisper. Last Whisper is very important on an AD Champ, as most people have some source of Armor, making your attacks do much less damage. With a little bit of Armor Pen, you can counteract that and do much more damage than they think you can do.
Duskbringer
Duskbringer is a good spell to have, and usually I get it right off the bat, as it is useful in three ways. First, it does damage. Whooooaaaaa, it does damage!?!?! Who knew? Two, it gives you more attack. This small boost can help you get just enough damage to take down a tough jungle monster without getting owned. Third, it gives you mobility. This not only boosts your speed, but it also makes it so you don't collide with other units. This can be helpful in ganking when you need to pass through a mob of enemies.
Shroud of Darkness
This spell is... useful-ish. But I don't recommend getting it early game except for one point after you get a bit in the other two, as it isn't as effective as the other spells that do much more for you in terms of damage and gankiness. Basically, what this spell does is give you a spell shield. If that shield is broken by a spell you gain a boost of attack speed. While this is good, it isn't as strong as the other two spells as they give you damage, stun, and other boosts all while being on a much smaller cooldown. The passive for this is nice as it gives you a slight boost, but it is easily outweighed by other skills. Remember, this is good, but not early game.
Unspeakable Horror
OH THE HORROR. This is the second best ganking spell Nocturne has, as it does damage and fears the enemy. This has a limited range though, so stay close to your enemy unless there is an overwhelming force directly behind them, in that case break the ties if you need to and pull back, remember, you're a melee assassin, not a tank. This does a bit of damage, but I wouldn't say that it does enough to make your enemies piss themselves. What I would say is use it for the stun, and then go in for the kill.
Paranoia
If there was one skill Nocturne was known for, it would be this. You basically make everyone lose allied vision, this basically limits their vision to around their character, and you can jump to one that is in range of you. This is one of the best skills ever for an assassin, it just makes people, for a lack of a better word... S*** themselves.

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