Nocturne Ability Kit Concept

Stacona·5/13/2018, 8:27:11 PM·1 votes·1,227 views

There are two majour points to address with Nocturne, because otherwise his kit is very unique to himself.

  1. Try to introduce healthier gameplay and better counter play when against Nocturne,

  2. Update Nocturne to be/feel better in the current state of the new champions added and the older champions getting updated, makes Nocturne slightly outdated.

  3. Overall, Nocturne should probably have a fear and darkness kept on his kit as he is supposed to be a nightmare champion and these crowd controls are the most fitting. I do think it may be best to separate Nucturne's dash and darkness to two different abilities, allowing an easier time to balance both spells and grants him a dash to be up significantly more often and can grant him access to it pre-6 and tune his global darkness appropriately knowing you are tuning the global and dash completely separately.

I probably will tone back his burst to be less like a hard assassin and more bruiser-assassin, or better known as a diver, which is what Riot classifies Nocturne as anyways. Great to dive the backline and get in, but does not have anyway to get out, so he needs to scrap it out to either survive or at least kill his target before dying. Obviously since Nocturne has utility on his kit he can be balanced with lower damage since he will always have usefulness to his team.


Umbra Blades (Passive): Static Cooldown: 10 seconds

Nocturne ravages the area around him for his next basic attack, dealing (+120%AD) physical damage and healing himself for 15 - 40 (+15%AP) health for every enemy struck. His attacks on hit reduces Umbra Blades' cooldown by 0.5 second, increases to 1 second against enemy champions and epic monsters, critical strikes double the reduction, but critical strikes do not deal bonus damage.

Enemies inflicted by terrify or darkness are dealt true damage instead of physical damage from Umbra Blades.

Duskbringer (Q): Cooldown: 10/9/8/7/6 seconds; Cost: 60/65/70/75/80 mana; Range: 1200 units

Nocturne unleashes a shadow claw in the target direction leaving behind a Dusk Trail for 4 seconds, dealing 80/120/160/200/240(+75%AP) magic damage to struck enemies and grasping onto the last enemy champion in its path for 4 seconds, all enemies struck leave behind a Dusk Trail as they move for the next 4 seconds. Nocturne gains 25% bonus movement speed while on a Dusk Trail.

If Nocturne right-clicks the grasp target, then he will dash behind the target one time when within 800 range to it, dealing 20/30/40/50/60(+75%bAD) physical damage.

Shroud of Darkness (W): Cooldown: 20/18/16/14/12 seconds; Cost: 50 mana; Range: 425 units

Passive: Nocturne gains 20/25/30/35/40% bonus attack speed.

Active: Nocturne surrounds himself with a shroud for 1.5 seconds and grants camouflage for 5 seconds, sources outside of the shroud cannot deal damage to Nocturne. If Nocturne ends his camouflage early, then he doubles this passive's bonus attack speed for 5 seconds.

Unspeakable Horror (E): Cooldown: 12 seconds; Cost: 60/65/70/75/80 mana; Range: 425 / 475 units

Passive: Nocturne gains 335 bonus movement speed when moving towards nearby terrified enemies.

Active: Nocturne plants nightmares into the target enemy's mind, dealing 80/125/170/215/260(+100%AP) magic damage over 2 seconds and forming a tether between him and his target. If the target does not break the tether by moving out of range, they become terrified for 1.25/1.5/1.75/2/2.25 seconds.

Paranoia (R): Cooldown: 180/150/120 seconds; Cost: 100 mana; Range: Global

Nocturnes inflicts darkness to every enemy champion for the next 6/7/8 seconds.


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