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Nocturne

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Redirected from Nocturne the Eternal Nightmare

Champion Background Strategy Skins & Trivia
NocturneSquare Nocturne
the Eternal Nightmare
Cost: IP 4800 or RP 880
Primary: Assassin Secondary: Fighter Release date 2011-03-15
90
50
20
60
Statistics
Health 440 (+85) Attack damage 54 (+3.1)
Health regen. 7 (+0.75) Attack speed 0.668 (+2.7%)
Mana 215 (+35) Armor 21 (+3.5)
Mana regen. 6 (+0.45) Magic res. 30 (+1.25)
Range 125 (Melee) Mov. speed 345
Nocturne, the Eternal Nightmare is a champion in League of Legends.[1]

Abilities

Umbra Blades
  • Cooldown: 10
Umbra Blades

Nocturne's attacks are periodically enhanced, damaging surrounding enemies for 120% of his total attack damage and healing himself for 10 / 18 / 26 per enemy hit. Cooldown reduction does not affect Umbra Blades, but every basic attack reduces the cooldown by 1 second.

Ability Details
Umbra Blades is an on-hit effect that periodically causes Nocturne's basic attacks to splash around his main target.
  • Does not apply spell effects.
  • The triggering autoattack will apply other on-hit effects and can critically strike as normal.
    • On-hit effects are applied only to Nocturne's main target.
    • Critical strikes do not factor in the bonus damage of the ability.
  • Spell shields will not block the ability.

Additional Information:

  • Basic attacks against structures will reduce the cooldown of the ability but will not trigger the splash.
Nocturne IVideo


Duskbringer
  • Range: 1200
  • Cooldown: 10
  • Cost: 60 / 65 / 70 / 75 / 80 mana
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 movements for 5 seconds. While on the Dusk Trail, Nocturne ignores unit collision and gains bonus movement speed and attack damage.

  • Physical damage: 60 / 105 / 150 / 195 / 240 (+ 75% bonus AD)
  • Movement speed: 15 / 20 / 25 / 30 / 35%
  • Attack damage: 15 / 25 / 35 / 45 / 55
Ability Details
Duskbringer is a pass-through linear skill shot.

Additional Information:

  • Although Duskbringer does not directly grant true sight on stealthed units, the Dusk trail left behind by units hit by the ability will compromise the position of said unit until the trail wears off.
Nocturne QVideo


Shroud of Darkness
  • Cooldown: 20 / 18 / 16 / 14 / 12
  • Cost: 50 mana
Shroud of Darkness

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

  • Attack speed: 20 / 25 / 30 / 35 / 40%

Active: Nocturne creates a barrier that blocks the next enemy spell that hits him within the next 1.5 seconds. If Nocturne blocks a spell, the passive attack speed bonus is doubled for 5 seconds.

  • Doubled speed: 40 / 50 / 60 / 70 / 80%
Ability Details
Shroud of Darkness is a self-targeted ability that passively grants a buff.

Additional Information:

  • Shroud of Darkness has no cast time and does not interrupt Nocturne's previous orders.
  • Shroud of Darkness' passive buff is not lost when the ability is on cooldown.
  • If Shroud of Darkness is active at the same time as Banshee's Veil and Nocturne is hit by an ability, both spell shields will pop. There is no order of priority where one pops before the other.
Nocturne WVideo


Unspeakable Horror
  • Range: 425
  • Cooldown: 15 / 14 / 13 / 12 / 11
  • Cost: 60 / 65 / 70 / 75 / 80 mana
Unspeakable Horror

Active: Nocturne plants nightmares into his target's mind, dealing magic damage over 2 seconds. If Nocturne remains within 465 range of the target for the full duration, it turns and flees for a short duration.

  • Magic damage: 50 / 100 / 150 / 200 / 250 (+ 100% AP)
  • Fear: 1 / 1.25 / 1.5 / 1.75 / 2
Ability Details
Unspeakable Horror is single targeted tether ability.

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 uses abilities like  Playful or  Sanguine Pool.
Nocturne EVideo


Paranoia
  • Range: Global
  • Cooldown: 180 / 140 / 100
  • Cost: 100 mana
Paranoia

Active: Nocturne reduces the sight radius of all enemy champions and removes their shared vision for 4 seconds; this includes champions, minions, wards, towers, and Clairvoyance.

While Paranoia is active, Nocturne can activate it again to launch himself at a target enemy champion within range, dealing physical damage.

  • Launch Range: 2000 / 2750 / 3500
  • Physical damage: 150 / 250 / 350 (+ 120% bonus AD)
Ability Details
Paranoia is a global debuff ability. When activated again, it becomes a single targeted, long range dash ability.

Additional Information:

  • The first cast of Paranoia has no cast time and does not interrupt Nocturne's previous orders.
  • Nocturne is immune to all crowd control while performing the dash.
  • Paranoia blocks all forms of sight, up to and including sight granted by minions, pets, wards, Clairvoyance and  Twisted Fate's  Destiny.
    • Vision granted before Paranoia was cast will be removed, and vision granted after Paranoia is cast will be negated.
    • However, Clairvoyance and  Destiny will continue to grant vision for their remaining duration after Paranoia ends.
    • Although vision is lost across the map, champions will still retain their own (but slightly reduced) field of vision and can spot any enemy or unit that they could see normally.
  • Paranoia's sight reduction does not grant assists.
  • Nocturne will track a target that changes location such as by moving, using a dash ability or using Flash. He will not follow targets that move a great distance using Recall or Teleport, however. In such cases he will simply dash to the target's previous location.
  • Paranoia will prevent an enemy  Shen from using  Stand United on an ally while it is active, regardless of whether or not he actually has sight of his ally. This includes disabling the ability to cast it by clicking on one of the champion portraits on the left of the screen.
Nocturne RVideo


References

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