Rework For the Spooky boi Nocturne

rareform·2/23/2018, 4:19:32 PM·2 votes·345 views

Unique Passive: Umbra Blades PASSIVE: Every 10 seconds, Nocturne spins for his next attack damaging surrounding enemies (120% bonus AD) and healing himself. PASSIVE: Nocturne’s basic attacks reduce this cooldown by 1 second. Q: Haunter ACTIVE: Nocturne dashes in target direction spinning 3 times damaging surrounding enemies (50% bonus AD per hit), then disappears leaving a fading shadow of himself behind. Within 1.5 seconds after disappearance, this ability can be re-activated upon which Nocturne re-appears at target enemy location and spins 3 times again damaging surrounding enemies (50% bonus AD per hit + 100% of damage dealt from first 3 spins). Otherwise, it will automatically re-activate after 1.5 seconds forcing Nocturne to re-appear at location of faded shadow. Still, upon re-appearance Nocturne spins 3 times again damaging surrounding enemies (50% bonus AD per hit + 100% of damage dealt from first 3 spins). PASSIVE: Any time Nocturne damages enemies with his spins, Haunter’s cooldown is reduced by .5 seconds. W: Imminent Terror ACTIVE: Nocturne slashes enemy target with both blades leaving a mark (champions only) of imminent terror and damaging them (100% bonus AD + 4% targets max health). The imminent terror mark releases a living shadow of Nocturne the instant the enemy is considered “out of combat”. Upon release, the living shadow of Nocturne spins 3 times in place damaging surrounding enemies (4% targets missing health per hit) and fears the enemy for 2 seconds. PASSIVE: Any feared enemy is revealed on the map to Nocturne for the duration of the fear. PASSIVE: Champion kills and assists reset this ability cooldown. E: Dread Dance PASSIVE: Nocturne’s damage is haunted, and leaves behind a shadow circle. The shadow circle encompasses a medium to small circular area around the formerly damaged enemy, and moves with them. The shadow circle lasts for 4 seconds on champions, and for 2 seconds on monsters and minions. PASSIVE: The number of enemies damaged by this ability reduce its cooldown by .25 seconds each. ACTIVE: Nocturne ports into the shadow circle, spinning once upon arrival damaging surrounding enemies (100% bonus AP). R: Paranoia ACTIVE: Nocturne reduces the sight radius of all enemy champions and removes their ally vision in the process. He can launch himself at a nearby enemy champion damaging them upon arrival (150% bonus AD)

NOTES: Nocturne from the client view is one of the coolest looking champions. Unfortunately his gameplay doesn’t live up to that expectation, at least not for me. He was my second champion purchase when I first started the game back in 2011. In my experience playing him, he lacks the ability to really instill fear in his opponents EXCEPT for when he uses ultimate. That’s not enough. Nocturne should make his opponents scared every time they see him on the rift, and that’s exactly what this kit can and will do. First I would like to talk about my thoughts behind his W change to Imminent Terror. His W now is absolutely nothing like this, but you can see that it stemmed from his fear in his current E ability. I wanted this to be his W, because it is an auto attack reset ability, which in my opinion feels the best on the W key. I also wasn’t concerned with getting rid of his spell shield because although useful at times on his current kit, it doesn’t spook anyone, and is incredibly underwhelming (again in my opinion).
Imminent Terror creates new opportunities for Nocturne’s staple ability Paranoia. And in my opinion, much needed new opportunities. Currently, Paranoia is used to engage, and really only to engage, and it shouldn’t be this way. It’s very useful to finish off low health targets, but when used in that case, you don’t use the enemy vision reduction to its fullest potential, in my opinion. This ability is all about the “Oh shit, where’s he going” factor. Imminent Terror creates a new option. Imagine a team fight breaks loose, abilities flying everywhere, no one dies, but the enemy ADC gets away with half health and you see him retreat into fog of war. Now Imagine that enemy ADC retreats into fog of war with the mark of Imminent Terror. In a few seconds when that enemy champion is “out of combat”, a living shadow of Nocturne will be released from that mark fearing and damaging that ADC. From the included passive of Imminent Terror, any feared enemy is revealed to Nocturne. So even though the enemy ADC is in fog of war and retreated behind enemy lines, Nocturne can now see them from the fear, and they just received a heavy amount of execution damage, with a simple activation of Paranoia, Nocturne can secure the kill and leave the already spooked enemy ADC, absolutely terrified. Imminent Terror lives up to his current E fear, in my opinion. When I play him now, I use his E with intent to aid the chase. Hit them with the Q speed along the dusk trail and just as that enemy Garen’s Q comes off cooldown… FEARED. I love the delayed fear/CC aspect of that ability, and it was my goal of Imminent Terror to uphold it. With my design of Imminent Terror, the delayed fear/CC is still achievable. You’re chasing down that Garen as the new and improved Nocturne, you close the gap with Haunter, use W and mark him with Imminent Terror and just as he thinks he gained enough separation from you, his champion leaves combat, he’s gets feared and smacked for a tasty amount of execution damage. The living shadow Nocturne spins give you just the amount cooldown reduction you need to use Haunter once more, the Garen is feared and helpless for just long enough for you to close that gap once more, you re-activate Haunter just in time, you’re on top of the Garen and this time, you finish the job and the Garen is spooked.
You’re still thinking about the spell shield aren’t you? Have no fear (ayy lmao), the get out of jail free from mitigating a heavy CC ability from his spell shield is achievable through the new E, Dread Dance. Dread Dance was made with the intent to be a rather shot cooldown/spammable ability. Dread Dance underneath all the fancy language is a flash ability, however limited to only be used as a flash into a shadow circle. And shadow circles come from Nocturne’s haunted damage, which means he can only flash onto/around an enemy that he very recently damaged. Without a poking ability, that’s not going to be easy. Playing this new improved version of Nocturne, you’ll have to carefully plan out your course of attack. Because of this necessity of careful planning, high risk, I decided to give it bonus damage and an avenue of cooldown reduction, high reward. The more enemies you Dread Dance into the better. Late game team fights, you’ll literally look like you’re dancing around the enemies. And back to the spell shield comment, you have the ability to dodge enemy skill shots with Dread Dance.
Now to address his Q, Haunter, the crux of the new and improved kit. You will need to play around this ability. Getting rid of his ranged damage potential with his current Q was a big decision, but in my opinion, necessary. It’s like my thoughts on Aatrox, Nocturne looks and with Umbra Blades is designed to be an auto attacking champion. As a player you want the abilities to enhance your auto attacking potential. Yes, his current Q gives him more damage so he can do more damage with his auto attacks, and allows him to catch up to enemies… BUT, in my experience, this ability is useless late game. If I’m not already on top of the ADC with [INSERT ENHANCER SUPPORT NAME HERE] supporting them, and half decent rest of the team, there’s absolutely no way I hit the with a current Q and run up to them without dying immediately. I most definitely like that when I ULT in I hit them with the Q, and I have the trail to be able to stick to them, but as I mentioned before, Paranoia shouldn’t be used as just an engage tool. It totally can be, but the problem with this is when it’s late game you enage, and if the enemy [INSERT ENHANCER SUPPORT NAME HERE] has a brain aneurism, you might kill the ADC but then what? The only way you killed that ADC was because you built full lethality, which means THEN you die. That’s it, you killed one enemy and then you die. Which is why if Paranoia is used as an engage tool, you should have some type of survivability/reward for having a large set of stones between your legs. Haunter gives you all of that and some. You use Paranoia, you dive the enemy ADC, even if you didn’t manage to get the kill because of [INSERT ENHANCER SUPPORT NAME HERE], you can use Haunter, go un-targetable for 1.5 seconds, which in my experience, is more than enough time for your team to follow up and give you an opportunity to counter the shit storm that’s about to be upon you once you re-appear. On top of that, you have Dread Dance at your disposal and at least one enemy champion left with a shadow circle around them to Dred Dance into, and the dance begins. The goals of this design were; To have his abilities utilize his incredibly cool, scary-looking, spooky arm blades To enjoy imagining myself using this kit To have everyone on the enemy team terrified not just once I hit level 6 on Nocturne, but from when I lock him in during champion select. Goals Achieved. (in my opinion)

4 Comments

angreyrooster2/23/2018, 5:14:51 PM2 votes

I like the new W. I too feel that the current iteration of Nocturne is entirely underwhelming on delivering the theme of "fear." In addition to this, his lore severely needs to be updated to reflect the current league narrative. The only problem i see is that all of his abilities are AOE, except for ult. This causes a problem for his clear, because it will be really fast (Suggestion, reduce damage of spin on minions and monsters). Other than that, he would have a really interesting assassination pattern for an assassin.