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Nocturne/Abilities

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Umbra Blades
STATIC COOLDOWN: 10
Umbra Blades

Nocturne's basic attack is periodically enhanced, dealing 120% AD physical damage to his target and surrounding enemies, and healing himself for 10 / 18 / 26 (+ 15% AP) per enemy hit.

Basic attacks reduce Umbra Blades' cooldown by 1 second.

Ability Details
Umbra Blades is an on-hit effect.

Additional Information:

  • Basic attacks against structures will reduce Umbra Blades' cooldown but will not trigger the splash damage.


Duskbringer
RANGE: 1200
SPEED: 1400
COST: 60 / 65 / 70 / 75 / 80 Mana
COOLDOWN: 10
Duskbringer

Active: Nocturne sends out a shadow blade in a line that leaves a Dusk Trail on its path, dealing physical damage to enemies it passes through and causing enemy champions hit to also leave a Dusk Trail behind their movement for 5 seconds.

  • Physical damage: 60 / 105 / 150 / 195 / 240 (+ 75% bonus AD)

While on the Dusk Trail, Nocturne is Ghost ghosted and gains bonus movement speed and bonus attack damage.

  • Movement Speed: 15 / 20 / 25 / 30 / 35%
  • Bonus AD: 15 / 25 / 35 / 45 / 55
Ability Details
Duskbringer is a linear, pass-through skillshot.

Additional Information:

  • Duskbringer's Dusk Trail will 'reveal' (does not grant True Sight icon true sight) stealthed units until its duration ends.


Shroud of Darkness
COST: 50 Mana
COOLDOWN: 20 / 18 / 16 / 14 / 12
Shroud of Darkness

Passive: Nocturne empowers his blades, permanently gaining bonus attack speed.

「 Attack Speed: 20 / 25 / 30 / 35 / 40% 」「 Enhanced Attack Speed: 40 / 50 / 60 / 70 / 80% 」

Active: Nocturne creates a barrier that blocks the next enemy ability that hits him within the next 1.5 seconds. If Nocturne blocks an ability, Shroud of Darkness' bonus attack speed is doubled for 5 seconds.

Ability Details

Additional Information:

  • Shroud of Darkness has no cast time and does not interrupt Nocturne's previous orders.
  • Shroud of Darkness' passive bonus attack speed is not lost when on cooldown.
  • Both Shroud of Darkness and Banshee&#039;s Veil item.png Banshee's Veil will be consumed at the exact same time if active when Nocturne is hit by an ability (there is no priority order whatsoever)


Unspeakable Horror
RANGE: 425 / 465
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
Unspeakable Horror

Passive: Nocturne gains 335 bonus movement speed when moving toward Fear icon fleeing targets.

Active: Nocturne plants nightmares into his target's mind, dealing magic damage over 2 seconds and forming a tether between him and his target. If the target does not break the tether by moving out of range, they Fear icon flee from Nocturne for a short duration.

  • Magic Damage: 80 / 125 / 170 / 215 / 260 (+ 100% AP)
  • Fear Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25
Ability Details
Unspeakable Horror is a single-targeted tether with a damage over time component.

Additional Information:

  • Unspeakable Horror has no cast time and does not interrupt Nocturne's previous orders.
  • Unspeakable Horror's tether will not break if the target enters stealth or becomes untargetable (Playful.png Playful, Sanguine Pool.png Sanguine Pool)


Paranoia
RANGE: Global / 2500 / 3250 / 4000
COST: 100 Mana
COOLDOWN: 150 / 125 / 100
Paranoia

Active: Nocturne applies Nearsight icon nearsight to all enemy champions for 4 seconds.

While Paranoia is active, Nocturne can activate it again to dash to the target enemy champion, dealing them magic damage.

  • Physical Damage: 150 / 250 / 350 (+ 120% bonus AD)
Ability Details
Paranoia is a global debuff with a ranged, single-targeted dash component.

Additional Information:

  • Paranoia's nearsight has no cast time and does not interrupt Nocturne's previous orders.
  • Nocturne's dash and damage cannot be interrupted by crowd control but any effects he suffers during the dash will apply for their remaining duration (if any) after he hits his target.
  • Nocturne will track targets that change locations (moving, dashing, Flash.png flashing) but not those that cover great distances (Recall.png recalling, Teleport.png teleporting) in which case he will dash to their previous location.
  • Paranoia's nearsight will prevent an enemy Shen Shen from using Stand United.png Stand United on allies (regardless of having sight of them or not) while active.


References

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