Nocturne Mini-Rework Idea

BLIGHTBRINGER··3 votes·3,346 views

https://vignette.wikia.nocookie.net/leagueoflegends/images/4/45/Nocturne_OriginalSkin.jpg

Passive: Wrath Demon

Umbra Blades: Nocturne's basic attack is periodically enhanced, dealing 100% AD physical damage to his target and surrounding enemies, and gaining 10% bonus movement speed for 2.5 seconds (10 Second Cooldown). In addition Nocturne's basic attacks reduce Umbra Blades cooldown by 1 second, increased to 2 seconds against enemy champions.

Dusktrail: Nocturne's abilities that affect enemies leave behind a Dusktrail for 5 seconds. While on the Dusktrail, Nocturne gains bonus Movement Speed and bonus Attack Damage while on the trail.

  • Bonus Movement Speed: 25%
  • Bonus Attack Damage: 20 - 80 (Based on Level)

Q: Shadow Claw Target Range: 1200 / Cost: 60 - 80 Mana / Cooldown: 10 Seconds

Active: Nocturne sends out a Shadow Claw in a line that leaves a Dusktrail on its path, dealing physical damage to enemies it passes through and causing enemy champions hit to also to leave a Dusktrail.

  • Physical Damage: 65 / 110 / 155 / 200 / 245 [+ 75% bonus AD]

W: Shroud of Darkness Cost: None / Cooldown: 20 - 12 Seconds

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

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

Active: Nocturne gains a spell shield for 1.5 seconds. If Nocturne blocks an ability, Shroud of Darkness bonus attack speed is doubled for 5 seconds. In addition when Nocturne blocks an ability with his shield, the shield explodes affecting nearby enemies within his attack range with Dusktrail.

  • Enhanced Attack Speed: 40% / 50% / 60% / 70% / 80%

E: Rising Nightmare Target Range: 125 / Tether Radius: 300 / Cost: 40 - 70 mana / Cooldown: 15 - 12 Seconds

Active: Nocturne plants nightmares into his target's mind, dealing mixed damage over 2 seconds and forming a tether between him and his target as well as Disarming the target as long as tether is not broken by moving out of range. At the end of the duration target leaves behind a Dusktrail and begins to Flee from Nocturne for a short duration while being slowed by 90%.

  • Mixed Damage: 80 / 125 / 170 / 215 / 260 [+75% AP] [+25% AD]
  • Flee/Fear Duration: 1.75 Seconds

R: Paranoia Target Range: 3000 - 4000 / Cost: 100 Mana / Cooldown: 150 - 100 Seconds

First Active: Nocturne applies Nearsight to all enemy champions for 5 seconds. While Paranoia is active, Nocturne gains the benefits of Dusktrail while it's active.

Second Active: While Paranoia is active, Nocturne can reactivate it to dash Unstoppably to a target enemy champion, dealing them physical damage. If Nocturne kills a target with Paranoia, nearby allies within 500 range are Fleed away from Nocturne for 1.75 seconds.

  • Physical Damage: 150 / 250 / 350 (+ 150% bonus AD)

5 Comments

xelaker1 votes

Looks like a brain hemorrhage of stat checks

Shrek Luigi1 votes

noc doesn't need changes, he's a sw0le mutha f*cka and is also fun as hell to play.

ShadowPledge1 votes

[{quoted}](name=Shrek Luigi,realm=NA,application-id=3ErqAdtq,discussion-id=PQlMPx8y,comment-id=0001,timestamp=2018-04-27T01:07:51.484+0000)

noc doesn't need changes, he's a sw0le mutha f*cka and is also fun as hell to play.

honestly, I think nocturne does need a rework simply because he is out dated. However this isnt it xD >.<'

changes that could/should:

  • Q ignores unit collision (unchanged) but it should allow terrain collision to be ignored too (only while he is on his dusktrail). Pretty much, this allows nocturne to have better ganks without using ult but he then loses lots of dmg for the gank and has to rely on fear. (which I seem to think is fair). And would increase his clears. Unlike kayn, nocturne can be in combat to do this, but entering the wall doesnt heal him or give him any benefits,other than maybe escaping.

  • W Same cost but instead of lasting 1.5 secs, it would last 1 sec and would block every ability during that one sec, not just one. (the spellshield lasts the full duration, but he is vulnerable to auto attacks and item actives and such) If a single ability was blocked he gains his regular bonuses. Nothing more for blocking more, this simply makes it so pleople cant just stack all their cc on you the moment you ult in, but if they delay it by 1sec they can still cc chain you.

  • E (ok disclaimer, why TF does this give mvmt spd when approaching feared targets, it has a short range already and usually the only time u get it off is IF they lived ur ult engage, or you used q to chase them already, meaning you already had all the mvmt spd necessary. if anything it should give movement speed towards tethered targets. but.) Disclaimer done. Remove the movement speed. Any feared targets takes 10% more dmg from nocturne (wasnt sure if it should be from all of nocturnes kit, or simply his basic attacks, to me it makes more sense to just say feared targets take 10% more dmg from nocturne's basic attacks) and doubles his healing from umbra blades (when the primary target is the feared one).

  • R slight range increase (one flash range pretty much). any enemy champion below 20% is revealed to nocturne. (gives nocturne vision of them. but you would only see as much as you would from quinn blind, so you cant see whos around them, unless tehy are on each other)

ShadowPledge1 votes

So um. Y give movement speed on E if everything he does gives a dusktrail?

BLIGHTBRINGER1 votes

Fair point, let me just change that.

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