
A spell indicator telegraphed to Nocturne and his allies will be placed on all enemy champions within range of Paranoia's recast while the ability is active. Players' screens will turn a different color when Paranoia is cast, based on their perspective: blue for allies and red for enemies. Paranoia's nearsight does not apply to clones. Paranoia cannot be recast while grounded or rooted. Using a dash or blink ability will interrupt the flight. Nocturne can cast any of his abilities, summoner spells (excluding Hexflash), or item actives during flight. Paranoia's nearsight will apply to enemy champions that are untargetable or are dead, and will persist through death. He will dash to the target's previous location without dealing damage if the target is too far away or moves beyond 3500 / 4250 / 5000 (based on Paranoia's rank) units. Nocturne will track the target if they change locations. The bonus movement speed stacks multiplicatively with other sources of movement speed boosts. This ability will cast from wherever the caster is at the start of the cast time. The formed Dusk Trail does not disappear if Duskbringer is intercepted by Wind Wall or Unbreakable. Spell shield will block the damage and also prevents the Dusk Trail from following the target. It is a form of obscured vision the trail indirectly reveals the location of enemy units even in the fog of war, including those shrouded by stealth. Duskbringer's Dusk Trail will expose the path of affected units until its duration ends. This feature is somewhat deprecated as it also limits chain-casting Duskbringer. It is observed from seasons ago that this is intentionally hard-coded into the ability to avoid the projectile increasing its own damage. Duskbringer's damage is not increased by the bonus AD gained from its trail, meaning that casting it again while on the trail from the last cast will not result in higher damage. Basic attacks against them will still grant the cooldown reduction. The empowered attack will not trigger against structures nor wards.
5% AD, which is 10% of the reduction in base critical damage from Pre-Season 11. Now, the formula reduces the expected critical damage slightly by -2.
This also causes bonus critial damage such as Infinity Edge's passive to be 10% stronger on the attack. (bug) It stems from a time where critical strikes by default did 200% AD damage, which meant that 110% of it equaled 220% AD, equal to a more standard Umbral Blades' bonus damage of 20% AD added to the critical damage. The critical strike damage of the attack is notably unusual.The enhanced attack will apply other on-hit effects (only to main target) and can critically strike as normal.The primary target of the enhanced attack takes basic damage while the secondary targets of the slash are dealt default damage.