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Nocturne

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Champion Background Strategy Skins & Trivia
Statistics Edit
Health 582.8 (+85) Attack damage 59.208 (+3.1)
Health regen. 8.26 (+0.75) Attack speed [*] 0.668 (+2.7%)
Mana 273.8 (+35) Armor 26.88 (+3.5)
Mana regen. 6.755 (+0.45) Magic res. 32.1 (+1.25)
Range 125 (Melee) Mov. speed 345

Abilities

Umbra Blades
STATIC COOLDOWN: 10
Umbra Blades

Nocturne's next attacks are periodically enhanced, damaging surrounding enemies for 120% of his total attack damage and healing himself for 10 / 18 / 26 per enemy hit.

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.
  • Banshee's Veil item.png 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.
Duskbringer
RANGE: 1200
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 movements for 5 seconds.

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

While on the Dusk Trail, Nocturne ignores unit collision and gains bonus movement speed and attack damage.

  • 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.
Shroud of Darkness
COST: 50 mana
COOLDOWN: 20 / 18 / 16 / 14 / 12
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's passive is an statistic buff.
Shroud of Darkness's active is a self-targeted spell shield.

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

Active: Nocturne plants nightmares into his target's mind, dealing magic damage over 2 seconds.

  • Magic damage: 50 / 100 / 150 / 200 / 250 (+ 100% AP)

If the target remains within 465-range of Nocturne for the full duration, it turns and flees from him for a short duration.

  • 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.png Playful or Sanguine Pool.png Sanguine Pool.
Paranoia
RANGE: Global
COST: 100 mana
COOLDOWN: 180 / 140 / 100
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 long ranged single targeted 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.png Clairvoyance and TwistedFateSquare.png Twisted Fate's Destiny.png Destiny.
    • Vision granted before Paranoia was cast will be removed, and vision granted after Paranoia is cast will be negated.
    • However, Clairvoyance.png Clairvoyance and Destiny.png 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.png Flash. He will not follow targets that move a great distance using Recall.png Recall or Teleport.png Teleport, however. In such cases he will simply dash to the target's previous location.
  • Paranoia will prevent an enemy ShenSquare.png Shen from using Stand United.png 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.

References

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