Hey, I'm PsiGuard. I'm a Diamond-level Nocturne main with over 500 thousand mastery points on the champion. I've also written a number of top League of Legends guides on MOBAFire over the years. I have experience playing Nocturne in every season in both solo queue and team play. I play on NA and have mained jungle since season 3.
Nocturne is a hybrid between an AD bruiser and assassin. Due to his sticking power and target selection, he's well-equipped to chase down squishy carries. He also has strong stat steroids which make him a capable duelist. You can build bruiser for 1v1 power and front-line tankiness for your team, or you build lethality items to instakill vulnerable carries and supports.
Best Overall Runes
Spells
Skill Priority
Best Overall Build
Pros
Powerful post-6 ganks
Fast clear speed (though not as fast as Hecarim or Karthus)
Can burst and DPS
Can nullify many ultimates or strong abilities in 1v1 with spell shield
R makes it difficult for enemies to safely rotate or farm alone mid-game
Flexible build
Cons
Mediocre early game ganks
No dash ability (outside of ultimate)
Limited crowd control
Not great at initiating team fights (good followup though)
Runes
Bruiser
Assassin
Bruiser Runes
As a Bruiser, Lethal Tempo and Conqueror are the best keystones available to Nocturne. I recommend Lethal Tempo for most games, as it gives the best scaling DPS and works well with items like Black Cleaver and Wit's End. Conqueror is better for early game dueling, as you can stack it quickly with abilities and the healing will give you an edge in 1v1s.
I recommend Last Stand over Coup de Grace since it'll help you win important 1v1s while Coup de Grace is often not necessary to secure kills. Ultimate Hunter is preferred as a secondary rune since Nocturne's ult is very important to his success. Eyeball Collection offers more value than Sudden Impact for the other secondary rune.
Assassin Runes
The rune page is much the same for the Assassin build, but you'll take Electrocute to maximize your burst damage. I've tried Coup de Grace (with either Triumph or Legend: Alacrity) as a secondary rune but in my experience it doesn't offer enough value. The heal from Triumph and DPS from Alacrity are more consistently useful.
Summoner Spells
Summoners
You should take Flash in the vast majority of games. Flash allows Nocturne to maintain his E tether on enemies that use dashes or their own Flash to try to escape. It also gives you a way to follow enemies over walls, outplay key abilities when your spell shield is down, and lets you escape sticky situations. It's a hard spell to beat in terms of versatility and value.
Ignite is a viable replacement in a few matchups. It'll give you an edge in 1v1s against duelists, especially those with healing like Olaf, Warwick and Xin Zhao. You can opt to avoid 1v1s and take Flash, but Ignite gives you the option to fight these champions directly. Against Olaf and Warwick, use Ignite when they're below half health, since that's when they're strongest and heal the most.
Abilities
Nocturne's abilities are fairly straight-forward, but there are a few tricks you can use to make the most out of them.
Abilities
Umbra Blades
Ability
Hit all the monsters in each camp with your passive to maximize your sustain.
Use Q before passive (when possible) for more damage.
Use passive on minion waves to heal up after a gank.
Only applies on-hit effects to the primary target.
Duskbringer
Ability
Stand on the dusk trail to clear jungle camps more quickly.
Land Q more reliably by getting close to the target before casting.
You may want to sometimes save Q until the target is CCd or they use their escape ability.
The dusk trail is visible through stealth and fog-of-war. You can track unseen targets for as long as the trail lasts.
Shroud of Darkness
Ability
Block CCs, ultimates and high-damage spells when possible.
Use W to tank dangerous skill shots for your teammates (e.g. Blitz Q, Nunu W).
Save your spell shield for highly telegraphed abilities like Karthus or Zed ult.
When chasing an enemy, watch for their character model to turns towards you. This is a good indicator that they're about to cast an ability on you.
The spell shield lasts for almost the full duration of your E tether (1.5s shield, 2s tether).
W has no cast time and can be freely cast without interrupting movement, attacks, or other spells.
Some spells can only be blocked if you shield the initial hit (Vlad R, Zed R). Others can only be blocked if you shield the detonation (Karthus R, Zilean Q). Still others can't be blocked at all (Karthus W, Anivia R). Check LoL Wiki and click the Ability Details tab on any ability to see if you can spell shield it.
Unspeakable Horror
Ability
Nocturne gains 335 movement speed towards any Fleeing enemy, even if he isn't the source of the CC. If you have a Fiddlesticks, Urgot, or Hecarim, you can take advantage of their Flee effects as well.
Fearing the large monster in a jungle camp will lower the damage you take while jungling, but it's mana-intensive. It's generally only worth it if you have blue buff.
Epic monsters like Baron and Dragon are not disabled by this spell.
It's easier to maintain the tether during an allied CC spell. Try to coordinate with your teammates and have them use their CC to help you get your Flee off.
E has no cast time and can be freely cast without interrupting movement, attacks or other spells.
Spell shields will block the initial cast of the spell but not the Flee effect if the target is already tethered.
It takes about 0.25 seconds after the target leaves the tether range for the tether to break. If the target leaves the tether range in the last split-second of the spell, they can still be CCd.
Take account of your target's mobility spells, CCs and knockbacks. Use W and/or Flash to outplay your target and stay close enough for the tether to finish.
Paranoia
Ability
You have the most kill potential if you dash to an enemy champion that has already used their mobility spells.
The global vision reduction can prevent the enemy team from coordinating when team fighting near brushes. They will also lose all ward vision, including Control Wards.
The dash cannot be interrupted by CC, but you may still be CCd upon arrival if the duration of the CC is long enough.
You can cast any spell during your R dash, including all of your basic abilities, items and summoner spells. Cast Q right before you hit your target to avoid the Q cast time.
Both parts of the spell can be blocked by spell shields. This means you can break an enemy spell shield with the first cast and then engage on them with the second cast. Enemies who block the first cast will not be nearsighted.
Skill Order
Q>E (Default)
Q>W (DPS)
Nocturne
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Q->W->E is a reliable opening for the early game. Q and W will give you the stats you need to clear jungle camps, while E is mostly relevant for ganks or dealing with invades from the enemy jungler. It's possible to go Q->W->Q->E to slightly increase your clear speed, but it severely limits your options until level 4. I recommend only doing this if you are very confident that no fights will require your help until you've finished your full clear (e.g. You and the enemy Zac are just full-clearing in opposite directions and your mid laner is a low-action farm lane like Veigar vs Galio).
Maxing E second is standard, since the increased fear duration is good for chasing down ranged champions as well as 1v1ing melees. The main exceptions are mostly melee, spell-oriented champions with low mobility, since you won't need the fear duration to hit them reliably, and the CC won't reduce their DPS by much. Champions like Mordekaiser, Dr. Mundo and Cho'Gath will be easier to fight with W max. Olaf can also ignore your CC with his R, which puts him in this category. Maxing W second against these kinds of champions will give you higher DPS and increase your chances of winning 1v1s against them.
Item Builds
Bruiser
Assassin
Starting Items
Mythics
Boots
Bruiser Core
Assassin
Emberknife
Item
Gives you better dueling and does more total damage than Hailblade. Generally your best option against tanks, bruisers and skirmishers. This is the preferred start for most Bruiser games.
Hailblade
Item
Higher burst damage and helps you stick to champions with dashes or movement speed boosts. Viable on Bruiser Nocturne if there are multiple enemies who can escape you after you ult onto them and slow them with Stridebreaker. Core on Assassin Nocturne because of the increased burst damage.
Stridebreaker
Item
Slows down enemies, making it easy to proc your E fear (also good stats). Your R gives you a good gap-closer so you should be able to reliably slow your target every time you ult. Really good vs ranged champions and squishies. This should be your mythic in most games.
Goredrinker
Item
This item is better for surviving team fights or difficult 1v1s. Generally worth considering if the enemy team has mostly melee champions (especially bruisers and tanks).
Ionian Boots of Lucidity
Item
Preferred boot option, as the ability haste gives you more chances to ult. Go with these boots unless defensive boots hard counter the enemy team.
Plated Steelcaps
Item
These give high value against teams with 4 or more physical damage threats. Don't panic-build these boots against a single fed ADC because in most cases you should be killing them before they get much damage off. These boots are also very good if you need to fight Tryndamere since he always survives fights long enough to hit you a lot.
Mercury's Treads
Item
Good against teams with lots of strong CCs. Decent against teams with mostly magic damage, but keep in mind you have other good MR item options that don't cost you your boots slot. If you're against like a Leona & Lissandra or something, you probably need these. If it's just one or two big CCs, use your spell shield and maybe Edge of Night to block them and build CDR boots instead.
Death's Dance
Item
Strong stats for the bruiser build and it'll help you last longer in team fights. Obviously this is still an armor item, so don't prioritize it against big magic threats. Most teams will have enough AD to warrant this after your mythic.
Black Cleaver
Item
Cleaver is good in most situations. You'll have more health for surviving team fights, plus haste and damage for your kill potential. The armor shred will usually be enough to keep your damage relevant throughout the game.
Wit's End
Item
Wit's End is very strong for champions who can abuse it right now, and Nocturne is great with on-hit items. If the enemy has enough magic damage to threaten you at all, it's always worth building Wit's.
Duskblade of Draktharr
Item
Pair this with Electrocute and lethality / armor pen items to one-shot targets and reposition with the stealth proc. This is a gamble, as Duskblade + Electrocute kinda sucks if you don't immediately kill the target. I rarely build this over Stridebreaker currently, but it is sometimes viable.
Ionian Boots of Lucidity
Item
CDR boots are core on the Assassin build. This build is bad in sustained fights, so you shouldn't be in a position where you need defensive boots.
Axiom Arc
Item
Great for snowballing early-mid game. This should be your go-to lethality item unless you need something a specific effect like Serpent's Fang.
Damage
Defense
Vision
Serpent's Fang
Item
Good vs shields (look for shield abilities as well as runes and items). This item is really important for killing carries with Shieldbow or an enchanter support. Can be built on the bruiser build, but remember you'll be squishier since this item gives no defensive stats. Great on the Assassin build.
Edge of Night
Item
Pretty well-rounded item with valuable stats for Nocturne. Try to predict when the spell shield will be useful rather than being broken by random poke. Really good against champions that rely on a single CC like Ashe or Blitzcrank. I prefer this as a defense against CC rather than Quicksilver Sash since the stats are much better.
Chempunk Chainsword
Item
Counters healing. Buy it against teams with lots of healing across the board, or against champions that heavily rely on healing like Vladimir or Warwick. Keep in mind that you may not need healing reduction if your target can be feared and killed before they get many attacks or spells off.
Serylda's Grudge
Item
This can be built in addition to Black Cleaver against teams that are stacking armor, or in place of Black Cleaver in builds that focus more on burst damage, since its armor pen applies to your initial combo while Cleaver needs time to stack up.
Guardian Angel
Item
Stopwatch and Guardian Angel both enable you to take greater risks while diving the backline. They're good for keeping you from throwing your lead, or for winning a key fight (for something like Baron or Dragon Soul). They're not very good when behind, since you'll get value for one fight and then have a mediocre item in your inventory.
Maw of Malmortius
Item
Good vs magic and magical burst. Great defensive item on the Assassin build (against magic damage champs, of course). On the Bruiser build, it may not be necessary if you're getting Wit's End, but doubling up MR items against heavy magic teams can be effective. Keep in mind you cannot build this with Sterak's Gage.
Sterak's Gage
Item
This used to be core on Bruiser Nocturne but the nerfs hit it hard. Sterak's is still viable, but it doesn't grant much AD (especially early game) and you'll need multiple supporting health items to get decent value out of the shield.
Stealth Ward
Item
Always start with Stealth Ward. Placing a ward at level one and switching to Oracle Lens is a viable tactic (more on that later), but it's also not bad to keep yellow trinket for the entire early game. As the jungler, you have the most opportunity to place deep wards in the enemy jungle, which helps relieve pressure on your laners, especially against gank-heavy junglers or champions like Zac and Evelynn who can bypass standard wards.
Oracle Lens
Item
This has a much lower cooldown than Stealth Ward, so it's good to switch to it when your yellow trinket is on a full cooldown. Oracle Lens helps you apply more pressure in the early game by removing vision and makes ganking easier (so you don't end up sitting on an enemy ward waiting to gank). You'll often need to switch to Oracle Lens by mid-game so you can control vision around objectives.
Farsight Alteration
Item
This is a niche trinket for Nocturne but keep it in mind as an option. It's mostly needed to check dangerous areas of the map that you can't safely ward with a yellow trinket. This generally happens when your team is losing, but it can also help against champions that abuse fog of war to get picks like Lux or Fiddlesticks. If your teammates already have multiple red trinkets, you can use this trinket both for general vision and to spot vulnerable enemies so you can ult them.
Control Ward
Item
Make sure you buy control wards often and place them in bushes that watch gank routes, jungle entrances and objectives. A good habit is to spend your gold on whatever big items you can afford (like a completed legendary item or a Serrated Dirk), then buy a control ward with your leftover gold. Later in the game (when you have 4+ items), you can buy 2 control wards per recall.
Jungle Matchups
Matchups are not as important for junglers as they are for laners, since you can often avoid your opponent and still do your job, even if you can't beat them 1v1. That said, it's still useful to know what kind of advantages and disadvantages you have going into a game against various junglers. Below, I'll organize some of the more popular jungle champions into difficulty levels and give you some tips on how to play against them.
Just because a matchup is labeled "Hard" doesn't mean you can't pick Nocturne into that champion. Likewise, Easy matchups may make your early game better, but you should still consider the other 8 champions in the game when drafting Nocturne (more on that in the following chapter).
Hard
Medium
Easy
Nunu & Willump
Champion
He has better early ganks and is very difficult to kill. In team fights he's better than you but you have a chance to snowball (heheh) in the early-mid game. Block his W engage with your W so your teammates don't get knocked up.
Trundle
Champion
You can usually run away if necessary but this matchups is basically unwinnable 1v1. Trundle's ganks aren't the greatest, so you can still win by snowballing your teammates.
Olaf
Champion
To win 1v1s, take Ignite and max W second. Pre-6, use your fear when Olaf is around 2/3 HP and use Ignite when the fear wears off. Olaf sucks late game so if he doesn't smash your laners early you'll probably be fine.
Zac
Champion
Early game is fine vs Zac but the tankier he gets, the harder it is to win. Build a lead before he can finish too many armor items. In team fights, use your R when Zac jumps in to make it difficult for his team to follow up.
Ekko
Champion
He's kind of slippery but typically can't fight you directly. His W and ult are also easy to block. You should be fine as long as he doesn't get a big lead early. Keep his R (and Zhonya's usually) in mind so you don't get baited.
Graves
Champion
Graves can become a huge problem if he gets enough levels and items, but the 1v1 is actually pretty manageable in the early game. Play around your laners who have priority (especially mages). You have better CC than Graves so you can reliably kill him if your laners move before the enemy laners.
Hecarim
Champion
This matchup can swing wildly depending on who gets fed in the early game. Hecarim's E lets him escape you easily. He has a faster initial clear, better early ganks, and scales well into team fights. That said, you can punish him hard with counterganks because he's vulnerable once he's committed his E. The winner of this matchup is usually whoever has better macro early.
Ivern
Champion
Ivern is pretty easy pickings when he's alone but is really in larger fights, since he can protect whoever you choose to focus with spammable shields. It's usually worth building Serpent's Fang if his teammates have any other shields (including stuff like Shieldbow, Barrier or Locket).
Jarvan IV
Champion
He's a good team fighter with strong early ganks and a decent clear. That said, his dueling is pretty bad compared to Nocturne, especially if you're running Conqueror. You should be able to play to your win conditions unless he dumpsters your laners early. Be careful of his EQ because you can't shield the knockup (your shield will block the Q damage instead), so you'll need to pay attention to lane priority before walking up to him. Counterganking him with R is very effective as he's a pretty bad champion once his initial cooldowns are used.
Kayn
Champion
You have a huge 1v1 advantage early against Kayn, but he scales well regardless of whether he goes Shadow Assassin or Rhaast. Try not to let him farm or gank for free. If possible, mirror his pathing so you can contest him at ganks and scuttle. You can invade him if you have lane priority, but he can escape you pretty easily. Aim to push him out and take his camps rather than tunneling on a kill. He's a lot easier to kill if he's not near walls though, so counterganking him in lane is usually an option.
Kha'Zix
Champion
You should be able to win 1v1 early game. Once Kha'Zix has points in Q and his Q evolution at 6, he's much harder to fight. 2v2s and 3v3s vs him are fine, but be wary about fighting him while you're isolated. He farms slower than you, so you can often build a lead early if he's unable to find gank opportunities.
Kindred
Champion
Kindred ult is annoying to deal with, but the rest of this matchup favors you. Their Q dash is not long enough to escape your fear, and in an all-in where you proc E you'll win. The main issue with killing Kindred is they're hard to chase down if they see you coming. Making them facecheck you or having teammates CC them will give you easy kills. Don't get baited by their ult post-6. Take it into account when deciding when to ult in, as it makes fights much closer. Time your E so the fear procs right as Kindred ult expires.
Master Yi
Champion
Your fear gives you the 1v1 advantage early, but Master Yi scales very well with items. If he gets fed, you won't be able to handle him without better CC from your teammates. He has no escapes early other than summoner spells, so you should look to punish him if you have lane priority. He generally won't scale fast enough just by clearing camps, so even if you can't punish him directly, killing his laners before he finishes his first items will usually give you enough of a lead to win the game.
Rammus
Champion
He's killable when his W is on cooldown (it's great to ambush him when he's clearing camps), but otherwise Rammus quickly amasses too much armor for you to confront directly. He can't engage and peel at the same time though, so you can usually play to your standard win conditions just fine. Rammus can spam-gank early, so tracking him (with wards as well as pings) will help your teammates avoid dying to him while you get ahead.
Rengar
Champion
Rengar and Nocturne are very similar champions, but Rengar has more limitations on when he's strong. He's threatening near bushes and with Ferocity, but otherwise you have a more reliable kit. As long as you don't get cheesed in your jungle early game, this matchup usually just comes down to who can get more fed off the laners.
Shaco
Champion
Shaco is super annoying but not that great at actually killing you. If you fight him when you're both high HP, you'll win. The main issue is playing around his Q, which is a huge blink and can break your E or reposition after you dash with R. Try to fight him after he uses Q for any reason (usually to gank your teammates), as he has no other escapes. If you hit Q and he uses Q, he'll still leave a trail which you can use to track his pathing so you don't get juked.
Udyr
Champion
Udyr farms very quickly and scales well (for smaller fights anyway), but he's a very predictable champion. You can usually stand your ground early and he'll run away from you. If he gets ahead, he can get very tanky and very fast, so you'll need help from your teammates to kill him. I recommend keeping your Stealth Ward for the early game so you can track him more easily, as he has no ganking options if he's revealed, while you can avoid wards with your ult.
Vi
Champion
Vi is better in team fights and is tankier than Nocturne, but she gets hard-countered by spell shields in 1v1s. The only way she can kill you is if she lands a charged Q from the bush. Otherwise, don't be afraid of her. This is close to being an Easy matchup, but Vi is quite strong right now so you need to play well to make sure she doesn't snowball off your teammates.
Warwick
Champion
Warwick is a monster of a duelist but a poor farmer and mediocre ganker early. If you farm efficiently and he doesn't land successful ganks, you can easily get 2+ levels ahead of him. Warwick also has trouble escaping, so baiting him into a duel when you have lane priority can be rewarding, as he'll take a while to kill you. He's a decent frontline in team fights but nothing special, so don't feed him early and you should be in a fine position.
Xin Zhao
Champion
Spellshield his third Q early game (the knockup) and you should have an edge 1v1. He has no escapes, so fighting while you have lane priority is also very good. Xin Zhao usually maxes W, so it can be worth blocking that ability once he has some levels. His R has a long enough cast time that you can block it on reaction (unless you have really high ping) if you're chasing him. For an early ganker, his clear actually isn't bad, but you'll still be able to outfarm him if neither of you can gank much pre-6. Place wards to help your team survive until you get your ult, since your level 6 spike is much better than his.
Amumu
Champion
His only real advantage is larger skirmishes and team fights. You can bully him early and usually win 2v2s and 3v3s pre-6. Once you're at the team-fight phase (and he probably has armor items), just focus on diving past him to kill his team. If Amumu is the only strong one on his team, you can build Black Cleaver and peel him off your backline, but this is a rare case.
Elise
Champion
The only way Elise can win this matchup is by dumpstering your laners early before you get to 6. You win any fight against her where you block Cocoon, and even if she hits it she'll often just have to chunk you and run away. Your E persists through her Rappel, but she can break it by landing on a target that's far away. If there's nothing she can land on, just stay in the center. If there's something she might land on, stand between the center and the place where she might land. This will give you a good chance of fearing her whether she lands in the center of her Rappel or chooses a target to land on.
Fiddlesticks
Champion
Fiddlesticks wins by catching your team off guard with his ult. He loses in straight-up fights, so you'll usually have a large advantage in the early and early-mid game before both teams start grouping. His Q is difficult to block, but if you time your W when Fiddle turns his model towards you, you can sometimes predict the cast. If you block his Q he's usually dead since he can't safely Drain with your E on him. Be wary of Fiddle's location in the mid and late game before ulting in, because his ult will shred you even if he's behind.
Gragas
Champion
Gragas has an annoying kit but his DPS is pretty poor. In most cases, you will win any sort of all-in scenario. The most he can do is poke you and run away. His ult is fairly easy to block, but he also has CC on his Q and E which can make things difficult. There are times to use W on each of those 3 abilities, but if you're not sure, prioritize blocking R>E>Q. His dash is slow enough that to escape your tether, he'll need to slow you with Q or use Flash if you start your E while you're close to him.
Karthus
Champion
Karthus is a little spooky because of how much DPS he does compared to most mages, but he's still a squishy sitting duck. If you ever spy him in a position where you can kill him and get out alive, he basically can't do anything to stop you. It's worth saving your W for his R if he has his ultimate available, since blocking a single Karthus Q is only a small fraction of his damage.
Lee Sin
Champion
If you lose to Lee Sin on Nocturne the Lee is probably smurfing. ;)
You can outfarm Lee and you'll win any early fight where you block one of his Qs and land your E fear (you might even win without blocking Q). Lee's main way to outplay you is to use his W to break your tether and then re-engage with Q if you're low. The other danger is post-6 if you facecheck Lee when he has items, he can Q->R->Q before you can react with W. Other than that, you have a consistent advantage for 1v1s (you can even block R sometimes). Like Elise, Lee really needs to snowball off your teammates early to have a chance of winning.
Nidalee
Champion
She's a bit slippery but generally can't fight you unless she lands a spear on you somehow without you blocking it. It's much easier to kill her if she facechecks you, but you might be able to chase her down with Chilling Smite as well. You have a big spike at 6 and she doesn't, so punish her with your ult if you find her alone. Just be sure not to waste your R if she's near a wall and can Pounce over to escape. Pounce + Flash can also break your E tether unless you can get on top of her or follow her with your Flash.
Rek'Sai
Champion
Most Rek'Sai players will get smashed in 1v1s against Nocturne since you can block her Unburrow and easily stat-check her. Smarter Rek'Sais will try to bait your W and wait it out, but it's still hard for her to win fights. She needs level 3 to gank, but she can gank often and also has a decent clear, which gives her more flexibility than someone like Warwick or Elise. Rek'Sai's way into the game is by snowballing her laners, while yours is by fighting duels, ganks and skirmishes, especially post-6.
Viego
Champion
Viego is a bit like Master Yi in his reliance on items, resets and scaling to be relevant. He generally can't fight you head-on and his R and W have long wind-ups which make them easy to block with W. His E makes him a bit safer than Master Yi, but in my experience he's less of a problem in team fights if he hits his item spikes.
Drafting Nocturne
You can absolutely pick Nocturne every game if you want, but he definitely works better with a good team composition or against champions that are vulnerable to assassins and divers. In this section, I'll quickly go over some criteria you can use to decide whether Nocturne is a good pick in your game.
Good Teammates
Nocturne works well with champions that either shore up his weaknesses (crowd control, team fighting, magic damage) or can enable his strengths (splitting the enemy team and picking them off). Champions that can help Nocturne in multiple ways synergize with him even more strongly.
Synergies
Engage / CC
Other
Shen
Champion
Frontline, magic damage, split-pushing, and a global. Shen is pretty mcuh the perfect teammate for Nocturne. He can also ult you while you dash in, giving you a shield while you provide him with a free gap-closer.
Twisted Fate
Champion
TF is great for keeping the enemy team split and following up on your plays with his ult. He also has a really strong stun for ganking mid in laning phase. If you ult after him, you'll have vision of all enemies which makes it easy to dash to the optimal target.
Galio
Champion
Nocturne isn't the perfect engager for Galio (since Nocturne lacks CC to keep enemies in Galio's ult), but Galio's CC, tankiness and global backup makes Nocturne's plays a lot safer.
Lissandra
Champion
Lissandra has amazing gank reception and disrupts enemies in team fights, making it easier to get picks or dive the backline while everyone is slowed and distracted by Lissandra's engage.
Malzahar
Champion
Malzahar's ult is pretty much a guaranteed kill for Nocturne, and Malz is a pretty safe laner who doesn't require much babysitting early when Nocturne would rather be farming. The only downside of this combo is you won't have much AoE for team fights.
Kennen
Champion
Kennen can split-push, engage team fights with flanks, and his AoE stuns make Nocturne's dives in team fights much safer. He's also a safe laner that doesn't require lots of early jungle help.
Diana
Champion
Diana has huge burst damage and great team fight engage. Enemy carries will have difficulty counter-building both Diana and Nocturne at the same time. The only downside is that she doesn't have great gank setup pre-6 (though she can still dash in and help you, just with no CC).
Karthus
Champion
Karthus isn't a super common laner at the moment, but he deals a huge amount of magic damage, which is good for forcing MR items from your opponents. His ult also makes it very easy for you to get kills, since not many enemies can survive both a Karthus and Nocturne ult.
Malphite
Champion
Malphite excels in team fights while you can easily punish split-pushers (Malphite's weakness). Enemy ADCs basically can't play the game vs Malphite and Nocturne on the same team.
Jhin
Champion
Jhin has much more CC than most ADCs, which makes ganking his lane easier. He can also ult to help you without endangering himself.
Rakan
Champion
Rakan provides a lot of CC, while Nocturne deals enough damage to make up for Rakan's low ability damages. Rakan's ult is also disruptive in team fights.
Leona
Champion
Leona has amazing setup for ganks and can solo-engage team fights. She often demands jungle attention to succeed in lane, so make sure you support her early when your presence is needed.
Alistar
Champion
Alistar has great engage and is very tanky for dives and team fights.
Fizz
Champion
Fizz and Nocturne overlap a little (both countered by Zhonya's and double-ulting one enemy can be overkill), but it's much harder to peel a Fizz and a Nocturne off your backline at the same time. If Fizz lands his ult, it can help the rest of your team get into range to fight so you don't have to go in alone.
Ashe
Champion
Ashe's ult and volley make it hard for enemies to escape your fear. Any target that gets stunned by her arrow will likely die to you, if they're not a tank.
Lulu
Champion
Lulu helps make up for your relatively poor peeling abilities, and she can save you if you overextend for a kill. Her gank reception is fairly poor, so this combo isn't the best in laning phase. The best part of having Lulu on your team is that she won't be on the enemy team.
Zilean
Champion
Zilean is a lot like Lulu, but with better crowd control. Both mid and support Zilean are pretty good with Nocturne. Like with Lulu, having a Zilean on your team means the enemy won't have one, which is good news for Nocturne.
Enemies to Avoid
Red flags in draft often come in the form of annoying enemy supports, slippery carries, or champions that are otherwise strong against assassins and divers. Keep an eye out for the following enemy champions, as they often pose a bigger issue than your jungle matchup.
Peelers
Tanks
Slippery Ppl
Lulu
Champion
Lulu's shield and ult will protect whoever you decide to target. Very annoying.
Tahm Kench
Champion
Tahm Kench's R is super good against assassins and divers, and he takes a long time to kill if you focus him.
Zilean
Champion
Zilean has multiple CCs and his ult is very strong against champions who dive the backline like Nocturne.
Nunu & Willump
Champion
Nunu gets very tanky and his spammable E can CC you regardless of when you use your spell shield. His R also lowers your attack speed as well as movement speed. You can block his W engage with your W though.
Rammus
Champion
Rammus isn't a huge threat to you, but he's also pretty much unkillable once he's finished an armor item or two. Don't be afraid of Rammus by himself, but keep in mind that every champion who isn't killable by you is one fewer target you can pick off with your ult.
Malphite
Champion
Malphite loves to build armor and you'll soon be completely useless against him and his attack speed slow. Make sure your team has enough magic damage to prevent him from stacking full armor or you'll likely lose.
Jax
Champion
While not an actual tank, Jax's E gives him a substantial advantage in fights against autoattackers like Nocturne. You'll usually need a sizable lead to be able to 1v1 him, even if you block his stun.
Zac
Champion
Zac is killable early but very tanky later on, and very strong in team fights. He's beatable if he's the only problem on the enemy team, but if you're also playing against something like a a Lulu and Jax, you're in for a bad time.
LeBlanc
Champion
Four blinks is too many blinks. You need her to waste a lot of cooldowns to be able to punish. If you have people with strong CC on your team, this champion isn't as bad to deal with.
Ahri
Champion
Ahri is basically unkillable after 6 since she can build Zhonya's and has multiple dashes on a low cooldown ult. She won't win the game alone, but one fewer carry for you to pick off makes it that much harder to snowball and win. Against, bursting her with hard CC allies like Annie makes this matchup less horrible.
Lissandra
Champion
I don't often see Lissandra thankfully, but she's a stellar champion against assassins and divers. Not only does she have a great escape for laning phase, she also has multiple CCs and an invulnerability ult. She has long cooldowns thankfully, but her ult and Zhonya's can stall for so long that you can easily die to her teammates before she becomes vulnerable.
Akali
Champion
3 dashes and invisibility make this champion extremely hard to punish. She can wait out your Q in her shroud and she has several ways to break your fear tether. It's usually more effective to kill her teammates and hope your allies fare better against her than your enemies do against you.
Xayah
Champion
Bad Xayahs are actually very easy to kill, since your E tether persists through her ultimate, but good Xayahs will use their ult early before you can land any abilities on her, then you have no options but to walk into her root. This 1v1 is winnable, but as an ADC, she'll usually have help for her support. Your best bet in team fights is to either distract her while your ADC wins the fight, or to let one of your allies blow her escapes and you clean her up.
Katarina
Champion
Katarina isn't quite as safe as champions like LeBlanc and Ahri, but she does a huge amount of damage with items and you have no way to quickly interrupt her ultimate. This champion is manageable early but you will not be able to stop her from multikilling your teammates if she gets ahead.
Pathing
Pathing (and its sister skill, Jungle Tracking) is what separates competent junglers from great ones. It's a skill that's extremely difficult to master, but having a good foundational knowledge of pathing will make a huge difference to your early game (and therefore later stages of the game as well). If your goal is to become a better jungler, do not autopilot the same pathing every game.
You'll need to take into account a number of factors when deciding where to start, what route to take, and when to deviate from that initial route. You'll also have to make a lot of decisions throughout the early game that will affect your pathing options. Trying to make sense of all your options can be pretty daunting, but I'll be providing you with some basic rules and principles for you to build off of in your own games.
Starting Location
Your starting location is not set in stone based on your champion, and should instead vary from game to game. It'll take some thinking to figure out which camp to start at in your current game, so I encourage you to plan your starting route in champion select. If you wait until the 1:00 mark of the game to start thinking about your route, you're not going to make informed decisions.
There are 3 main reasons to start at a specific location.
You want to gank a specific lane (either top or bot).
You want to path towards a laner that will have priority.
You want to path towards/away from the enemy jungler.
There can be other reasons (such as protecting your camps from an early invade, counterganking, or vertical jungling), but in the vast majority of your games, these are the three main factors that will determine your starting location. Let's break them down.
1. You want to gank a specific lane.
Take note of the champions for both teams in the top and bot lanes. Pathing towards laners with strong gank setup (CC, mobility) is more likely to result in a kill or at least burning an enemy Flash. Pathing towards a lane that is volatile or aggressive is also more likely to be successful. Conversely, pathing towards lanes that lack gank setup and are likely to be more passive is unlikely to yield kills for you early game.
For example, you have a Darius top vs a Kennen, and a Jhin and Nautilus bottom vs an Ezreal and Nami. While both of these lanes would be good to snowball, ganking bottom is much more likely to be successful with Jhin and Nautilus' CC, while Kennen is more likely to waste your time.
Gank setup isn't the only thing to consider. You'll also need to assess which lane is more important to victory. Your Maokai top might be able to set up kills for you against Vladimir, but your ganks are unlikely to change the outcome of that matchup. Likewise, ganking for Draven Pyke against Caitlyn Janna might be difficult, but your Draven could run away with the game if you get him a lead early.
Mid laners can also be a win condition for you to play around, but since you'll have access to mid no matter which direction you path, they don't usually factor in to your starting location. When playing for early ganks, start at your bottom buff to gank top, or at your top buff to path towards bot.
2. You want to path towards a laner that will have priority.
Priority means that your laner will be pushed when you go to their side of the map. A pushing wave means your laner will have better access to the river so they can rotate to help you fight for scuttle, protect your jungle from invades, or even follow you if you invade the enemy. Priority is most relevant when the enemy jungler is pathing towards you. In other words, if you and the enemy jungler are both pathing towards the same lane, you'll need to pay attention to priority.
Pathing towards lanes that will have priority is usually best in situations where you have few early gank options, or in matchups where the enemy jungler is stronger than you early. Even strong duelists like Trundle and Olaf will have to back off and respect your map control when your Caitlyn and Janna bot lane start rotating to scuttle while the enemy bot lane is under tower.
Keep in mind that while your laners are pushing, they are more vulnerable to ganks. A lot of jungle champions are comfortable ganking at level 3 and may race ahead of you to gank the side lane before you get there. While Nocturne usually prefers to full-clear and get to level 4 efficiently, it can be rewarding to choose a faster path to match the enemy jungler (more on that in the Jungle Tracking section).
3. You want to path towards/away from the enemy jungler.
I can't go into specifics on this topic yet, since we'll need to go over Jungle Tracking fundamentals first. For now, just keep in mind that some junglers (like Rengar or Warwick) will want to stop you from farming or making plays, while others (like Diana or Evelynn) will want to avoid you early. Pathing away from dangerous jungle duelists and towards weak ones is generally a good practice.
If you're not sure if you should match or avoid the enemy jungler, a good rule of thumb is that champions with strong scalings or power spikes later on (Evelynn at 6, Kayn after transformation, Master Yi after first item) tend to be much more vulnerable to early pressure. In regards to dangerous duelists, you'll need some understanding of the actual matchup, since Nocturne can actually beat a number of champions that seem to be strongest early game (like Rek'Sai, Elise and Lee Sin).
While the direction of your pathing is usually the most important choice you'll make, you also have a few options for how quickly you want to clear (which camps to take and which to skip).
Full Clear
Red -> Krugs -> Raptors -> Wolves -> Blue -> Gromp
Blue -> Gromp -> Wolves -> Raptors -> Red -> Krugs
In most games, you'll want to do a full clear. Nocturne's biggest power spike is at level 6, so the faster you can get experience, the more impact you'll have with your ultimate. The biggest downside to the full clear is that you'll be a bit late to scuttle and your opponent will get a chance to gank while you're still farming. Sometimes this is unavoidable, and the best thing you can do is to track the enemy jungler with pings and stick with your game plan, but in other cases, you can alter your route.
Red-side Clear
Red -> Krugs -> Raptors
Clearing your red-side gives you a window to transition-gank mid. This means you gank mid while crossing the map to the blue-side of your jungle. In most cases this route is more like an opportunistic interruption of a full clear (starting at Red), but you can also opt into this route intentionally if you have a strong plan for ganking mid at level 3.
Fast Top/Bot Gank
Red -> Raptors -> Gromp
This route sacrifices a lot of efficiency in order to make it to a side lane quickly. You'll usually use this if you're confident about the enemy's starting location and you know they'll be ganking a vulnerable lane at level 3. You'll also need to be sure you can win the 2v2 (for top) or 3v3 (for bot). If those factors check out, this is a great way to leverage Nocturne's strong level 3 dueling and deny the enemy jungler a win condition without setting you too far behind.
Keep in mind this is probably the riskiest route you have available, since if you don't get a gank or counter gank off, you'll just be delaying your level 6 spike for nothing.
Reverse Clear
Red -> Blue -> Gromp -> Wolves -> Raptors -> Krugs
Blue -> Red -> Krugs -> Raptors -> Wolves -> Gromp
This is basically a full clear, but you clear both of your buffs first. This is a very inefficient use of your time, but it's a way to flip the direction of your pathing. You'll usually want to do this to avoid invades or to ensure that you're pathing away from the enemy jungler (if you don't want to fight them). You can also flip your clear in order to intentionally path towards the enemy jungler if your goal is to contest them early.
Reverse clears usually become optimal when you lack information about the enemy's starting location and can't reasonably predict their pathing until you finish your first camp. This is around when enemy laners enter lane and show whether they leashed or not. If you're just finishing your buff and you realize you're pathing in a bad direction, you can go straight to your other buff and clear back in the opposite direction.
Jungle Tracking
Jungle tracking is a skill much like pathing, but it's much more underrated. Most League of Legends players focus only on the current actions of their champion and neglect the bigger picture. By making an effort to track the enemy jungler and predict where they might gank or which camps they've cleared, you'll be better equipped to make wise pathing decisions and you'll even be able to warn your teammates when they're likely to get ganked. Some teammates may not listen to your pings, but even if only half of your warnings are heeded, you'll find yourself winning a lot more early games.
Determining Enemy Starting Location
Step one to jungle tracking is to determine the enemy jungler's starting location. In a perfect world, you'd do this with wards in the enemy jungle, but deep wards aren't always safe to place at level one. More commonly, you'll have to figure out where the enemy jungler started by watching which side laners enter lane first. If the enemy top lane shows up in top right when the minions start fighting, but the enemy bot lane is still missing on the map, it's very likely that they're leashing for the enemy jungler (who is therefore on the bottom side of the map).
In some cases, both side lanes will arrive to lane late (one lane fakes a leash). It's a good idea to check to see if the laners are missing any health or mana, or if they have any other resources (like Fury or Rage) that might indicate that they leashed.
Other times, both side lanes will show on the minions right away, which means the enemy jungler is soloing their first camp. This is common for some champions such as Ivern, who can't receive leashes, or Diana, who can solo her first clear without help. Champions with strong AoE abilities like Diana, Kayn and Evelynn are likely to start Raptors if they're soloing their first camp. Others like Fiddlesticks can do more specialized routes solo (Fiddle clears pairs of camps at the same time). In these cases, early vision is crucial to determining where the enemy starts. A ward on the enemy Raptor camp or on enemy buffs is often beneficial if your team can invade safely at level 1 to place the vision.
Predicting Pathing
The enemy jungler's starting location is the most important piece of information for tracking them early game, but you'll still need to think about what kind of path they're likely to take. Champion knowledge pays off here, as knowing that Elise wants to get level 3 and gank, while Evelynn usually wants to clear all her camps to maximize her XP gain will give you a clue as to what their likely paths will be, even given identical starting locations.
Once you have a theory about what the enemy route might be, you'll need to keep your eyes open and be ready to update your predictions when you acquire new information. The first time you see the enemy jungler, press tab and check their CS (creep score). Each jungle camp is worth 4 CS, so divide their CS by 4 to figure out how many camps they've cleared. You'll also want to pan your camera and check their buffs. Left-clicking on the enemy jungler will show you the remaining duration of their buffs, which will also indicate which buff was cleared first. Combine that with the time the enemy jungler appears on the map and what their champion is best at clearing, and you'll get a fairly reliable picture of what camps they've cleared so far.
Tracking Example
Let's go through an example. You're on blue team playing against Elise and she shows on a ward at her Raptors. You see she's level 3 with an active Blue buff, 12 CS and she walks past Raptors without clearing them. You now know not only that she's at her red buff, but also that she's likely to look for a gank on your top or mid lane in about 30 seconds. If she doesn't see a good gank, she's likely to clear more of her red-side jungle while waiting for scuttle to spawn. It's also possible for her to invade you if she has lane priority, so you watch her top and mid laners to see if they leave vision towards your jungle. You ping her location to your teammates and let your mid and top laners know she's in the area. Elise tries to gank mid and gets your mid laner's Flash and forces them to recall, then crosses mid to go to the spawning bot scuttle. You check her CS and see that she has 20 CS and her red buff. You now know that her Raptors are likely gone, while her Krugs are probably still up. Your bot side is already cleared, so the only things Elise can do are clear bot scuttle and gank mid (who's not in lane) or bot. Your bot lane is pushing up, so you ping that they're in danger and they place a ward in river before carefully crashing the wave. Elise shows up on the ward, but your bot lane backs off safely. At this time, you've finished your full clear and are just cleaning up the top scuttle. Seeing no gank opportunities top or mid, you head to Elise's Krugs and clear them before recalling and heading back to your Krugs for your second clear. As you start your second clear, you ping that Elise's bottom camps are respawning. Your mid laner wards the bottom river as a precaution.
In the above example, "you" (the Nocturne) didn't gank or countergank any lanes and basically just power-farmed while Elise tried for two ganks and got one Flash out of it. To a less experienced player, it might seem like Elise is the only jungler doing their job, but in the following minutes, you'll be able to leverage your level and item lead, plus your matchup advantage to crush Elise in 1v1s or skirmishes, then apply even more pressure to the map once you hit 6. If you didn't track the enemy jungler, Elise might have gotten 2 or 3 kills in the early game, and you would have no idea where her next ganks would come from. By the time you're in a position to gank, Elise could have taken over the early game.
Jungle tracking should be a universal skill for all members of the team, but in reality a lot of your teammates in solo queue will completely ignore the map and fall prey to very predictable ganks. It's in your power to stop some (not all) of these ganks from succeeding, even if your champion isn't capable of confronting the enemy jungler directly. The better you get at tracking, you'll not only be able to warn your teammates of danger, but also empower yourself to get extra camps when you know they're uncontested, gank when you know you can't be counter-ganked, or even invade the enemy jungler for an early kill in the right circumstances.
Wave Management
While junglers don't have the constantly manage the minion wave like laners do, it's important to understand some of the basics of wave management. You'll not only need to decide whether to push the wave or not after a gank, but understanding wave management will help you predict what the lane states will be in the near future and whether you can set up a gank or dive.
The Even-minion Rule
The even-minion rule states that when there are an even number of minions for both teams, but the wave is closer to one team's side of the map, the wave will start to slow-push away from that side of the map. This happens because one team's reinforcing minions from the coming minion wave will join the fight sooner than the other, giving them an advantage in the push that will build up over time.
Slow-pushing
Slow-pushing is when one wave has a slight advantage over the other and starts to gain ground towards the enemy side of the map (usually while one laner carefully last-hits the minions as late as possible). When slow-pushing, you'll notice that the advancing minion wave will start to build up a large amount of minions before reaching the enemy tower. This gives the laner with the slow-pushing wave an advantage in trades and a temporary lead in experience.
You will basically never slow-push as a jungler, but you'll want to be able to recognize slow-pushes when they're happening. Slow-pushes often serve as good setups for tower dives. If you successfully kill the enemy or force them to retreat, they'll lose a huge amount of experience and gold as their tower kills the minions. This is the most rewarding type of gank.
Freezing
Freezing is when the minion wave is close to one tower, but doesn't reach tower range. Freezes can be maintained by laners in order to make their opponents more susceptible to ganks, or to allow them to farm safely. As a jungler, you may want to freeze the wave if the allied and enemy laners are dead or recalled. This denies experience to the enemy laner as your minions die to the enemy minions. Your laner will also get to collect the large wave that builds up as they're returning to lane.
The easiest way to execute a freeze is to tank the enemy minions and pull them towards the center of the lane (this is relevant when your minions are dead and the enemy wave would hit your tower without intervention). As long as there are 3-4 extra enemy ranged minions (spending on proximity to tower), you should be able to freeze.
Fast-pushing / Crashing
Fast-pushing or Crashing is when a champion clears the enemy minions as quickly as possible with the goal of pushing their wave under the enemy tower. This is usually the best option when your allied laner needs to recall after a gank (which is most of the time). Crashing a small wave that dies to tower before the enemy wave arrives results in a reset (which is a neutral wave state). Crashing a large wave, or crashing a wave while an enemy minion wave is under tower will result in a bounce (which starts a slow-push towards your side of the map).
You'll usually want to fast-push after a gankif your laner was slow-pushing before the gank, as long as they're planning on recalling. This will give them plenty of time to get back to lane without missing much CS. If the enemy has a large wave after the gank, you might need to freeze (especially if your allied laner is dead or recalled). If your ally is still in lane, they can usually set up the freeze themselves if they want to freeze.
In some cases, you may need to help your laner crash the wave, even if the enemy laner is still in lane. This generally happens when they're too weak or too low on health or mana to safely push the wave in. In these cases, showing up to simply push the wave to tower and give your laner a much-needed recall is the best thing you can do. Be careful about doing this, as it's only valuable if your laner actually needs the help and wants to recall, otherwise, you're just taking XP from them for no reason. It's best to communicate with your team if you're not sure if they need the help or not.
Minion Tax
Every time you gank or push a wave, you're taking away some of the experience they could be earning if they were alone in lane. If you personally kill some of the minions, you're also denying your ally gold. This is why it's important to know when your presence in lane is necessary, so you don't hurt your laners unintentionally. That said, in many cases (as explained above), you'll need to help push the wave.
As a carry champion, it is often optimal to take some of the last-hits while pushing. Laners hate losing minions, but the simple fact is that junglers can carry at least as well as laners can, if not better, and gold-reliant champions like Nocturne need to get resources for the time they invest into ganks.
Here's a few guidelines for deciding how many last-hits to take while pushing:
Take more CS if your laner is a tank or support champion like Maokai or Karma.
Take fewer if your laner is a gold-reliant carry like Yasuo or Kayle.
Crashing the wave quickly is more important than donating last-hits.
If you got the kill, let your laner have more of the CS.
If your laner got the kill, take more of the CS.
If you're already super strong, give CS to your laner.
If your laner is super strong, take more of the CS.
If the lane matchup is volatile (like Riven vs Fiora), let your laner have more CS.
If the lane matchup is stable (like Viktor vs Vel'Koz), take more of the CS.
Lastly, if your laner is likely to tilt or ragequit if you take CS, just give them the CS.
Team Fighting
Team fighting is arguably the most difficult topic to teach, as it has the most variables. With so many possible champions, game states and circumstances, every team fight is going to play out differently. The best way to develop your team fighting skills is to simply play more games, but it can still help to get a rough idea of what Nocturne is and is not capable of.
Dive or Peel?
Nocturne's ultimate gives him the option to switch which side of a fight he's on and which target he's focusing at any moment. While it's usually used to give him a gap-closer onto an enemy carry, you can also save your ultimate for the first few seconds and simply hit the enemy front-line with your team. Once the enemy carries are vulnerable or at least committed to fighting your team, you can dive onto them.
In some cases where your backline is super strong (like a Kog'Maw or a fed Ryze), your job might just be to keep them safe while they kill everyone. In other cases, the main enemy threat might be a melee champion who dives into your team like Irelia. Peeling is an option to keep in mind, at least temporarily, until your backline is safe and you can use your ult aggressively. Peeling for your backline is more effective with the Bruiser build.
If the enemy is the one with the strong backline, chances are it'll be your job to shut them down. The best option is usually to dive onto them at the same time as one of your teammates, or sometimes to kite away from the enemy team to force enemy carries to spend time running towards you instead of dealing damage. Diving enemy carries is more effective with the Assassin build.
Regardless of which build you're going for, think about what 5v5 strategy works best for your team.
Darkness is Your Ally
By far the most underrated part of Nocturne's team fighting is the first cast of his ult, Paranoia. The enemy team will be nearsighted for 6 seconds, preventing them from benefitting from wards or allied vision. This is a massive factor in team fights that take place in the jungle, river, or around walls. The enemy will not be able to see inside bushes unless they're standing in the bush, and they won't be able to attack over walls or around corners. In some cases, this can effectively CC the enemy ADC for 6 seconds. While some champions can still contribute by throwing skillshots, they won't be able to see where they're aiming. This is especially annoying for champions like Jhin, Xerath and Ornn, who telegraph their ultimates and need time to land them skillshots.
Pay attention to both team's positions and cast your ult when the enemy is committed to the fight, but the enemy backline doesn't have a sightline onto your teammates. Tell your allies to fight inside bushes. This can be beneficial even in skirmishes or 1v1s, if the enemy loses vision of you at a key moment.
Even if you can't get an ideal ult off, the darkness will still deny a lot of information to the enemy. From the enemy Vayne's perspective, she may have no idea whether her teammates are winning or losing, or if her frontline is chasing or standing their ground. In strung-out fights, the enemy will often make strategic errors due to the lack of information. This can be mitigated with premade groups in voice comms, but in solo queue you can be sure that with every Nocturne ultimate comes a little bit of chaos.
Getting Picks During Team Fights
Assassins often need to lie in wait at the start of fights, biding their time until a window of opportunity presents itself. While Nocturne isn't a pure assassin, he can play team fights like one when appropriate. Sometimes this just means jumping in to finish off a key target that your teammates weaken, but other times you can create your own solo-picks on enemy carries, even when they're within spitting distance of their teammates.
When a fight is breaking out, take note of where the enemy squishies are. Is their Nami showing up to the fight late? Is their Ziggs trying to throw skillshots from over a wall? Is their Quinn coming from a flank and isolated from her team? In these cases, punish the enemy for mispositioning by forcing a 1v1 during your ult. This will probably be obvious to you during the game, but the trick is to consistently track the enemy champions and save your ultimate until it's most useful.
Capitalizing off Team Fights
As the team fight is ending, quickly take stock of the situation. How many members are left on both teams? Who's low on health or mana? Which objectives are up? Many players will simply follow along with whatever the first call is on their team. You need to be the person making the call to do baron, or to recall, or to push a tower. Even if you're dead, you can still ping and get your teammates to head to the right area to make use of the enemy respawn timers.
Generally if enemy respawn timers are long, the best thing you can do (given enough living allies to attempt it) is to take Baron. Dragon Soul and Elder Drake are also priorities, obviously. If none of these are possible, you can still look for towers, enemy jungle camps, or even just the opportunity to clear or place key vision. Recalling can be optimal if an objective is spawning soon and you need to be prepared to contest it.
There's no trick to always making the right call, and late-game shotcalling takes a lot of experience to master. Even if you're not confident in your macro yet, get into the habit of considering which objectives to take or when to push or recall after a play. The more proactive you are about coordinating your team, the more control you'll have over your games. Even if your teammates don't listen to your calls sometimes, it's better to make the call and sometimes have to abandon it than to stay silent and let your team decide what to do every game.
Conclusion
Thank you for taking the time to read my guide. I adore this champion since he came out way back in season one. I hope you have as much fun and find as much success (or more) than I have in your own Nocturne games. Remember to stay cool, /mute all if needed, and carry hard! <3