Arrr, good patterns
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Eternal Nightmare
Nocturne be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Using Paranoia at a critical moment be well worth it even if ye cannae use th' dash.
Duskbringer isn't only an offensive trick. It can be used to belay distance out o' combat or escape from certain death.
Use Shroud o' Darkness in tandem wit' Paranoia's dash. Yer foes may panic and waste a critical disable on yer spell shield.
Stay belay to yer crewmates when Paranoia be cast - there be strength in numbers!
Nocturne's Unspeakable Horror be broken wit' range, so try to save yer movement tricks fer when he casts it.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.
Surviving th' first aboard rotation be only th' first aboard inspect. Preserve enough distance, protection or control to stop repeated attacks after th' opening spells.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Armour and attack reduction address repeated physical basic attacks. Th' passive does nay reduce every physical trick.
Pick Mercury's Treads instead when magic damage or reducible crowd control across th' full crew matters more booty.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Nocturne be normally played Jungle and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Nocturne has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
Old chart, matey. Recommendations await inspection. Nocturne be normally played Jungle and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Nocturne be normally played Jungle and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Nocturne be normally played Jungle and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishEvery few seconds, Nocturne's next attack strikes surrounding enemies for bonus physical damage and heals himself. Nocturne's basic attacks reduce this cooldown.
Arrr, practical readUmbra Blades be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Arrr, what it doesEnglishNocturne throws a shadow blade that deals damage, leaves a Dusk Trail, and causes champions to leave a Dusk Trail. While on the trail, Nocturne can move through units and has increased Move Speed and Attack Damage.
Arrr, practical readDuskbringer be a ranged cast involving damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

Arrr, what it doesEnglishNocturne empowers his blades, passively gaining Attack Speed. Activating Shroud of Darkness allows Nocturne to fade into the shadows, creating a magical barrier which blocks a single enemy ability and doubles his passive Attack Speed if successful.
Arrr, practical readShroud o' Darkness contributes basic-attack interaction. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishNocturne plants a nightmare into his target's mind, dealing damage each second and applying fear to the target if they do not get out of range by the end of the duration.
Arrr, practical readUnspeakable Horror contributes hard crowd control and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishNocturne reduces the sight radius of all enemy champions and removes their ally vision in the process. He can then launch himself at a nearby enemy champion.
Arrr, practical readParanoia contributes vision ship's intelligence. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 640 | 275 Mana, arr | Pick th' first aboard basic trick |
| 2 | 718 | 300 Mana, arr | Stow another basic trick or rank |
| 3 | 801 | 327 Mana, arr | Stow another basic trick or rank |
| 4 | 887 | 354 Mana, arr | Spend one trick point |
| 5 | 977 | 383 Mana, arr | Spend one trick point |
| 6 | 1,071 | 413 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,168 | 445 Mana, arr | Spend one trick point |
| 8 | 1,269 | 477 Mana, arr | Spend one trick point |
| 9 | 1,375 | 511 Mana, arr | Spend one trick point |
| 10 | 1,484 | 546 Mana, arr | Spend one trick point |
| 11 | 1,596 | 582 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,713 | 620 Mana, arr | Spend one trick point |
| 13 | 1,834 | 658 Mana, arr | Spend one trick point |
| 14 | 1,958 | 698 Mana, arr | Spend one trick point |
| 15 | 2,086 | 739 Mana, arr | Spend one trick point |
| 16 | 2,218 | 782 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,353 | 825 Mana, arr | Spend one trick point |
| 18 | 2,493 | 870 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.