Wild Rift Guides

Nocturne Jungle Wild Rift Guide

Who counters Nocturne in Wild Rift? The toughest Nocturne jungle counters are Rammus, Amumu, and Nunu & Willump. Full Nocturne Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.

Overview

Nocturne is a dive assassin whose ultimate darkens the whole enemy team's vision. His kit is three tools: a spell shield that eats the first ability thrown at him, a trail of dusk that speeds him up while he runs on it, and Paranoia, which nearsights the entire enemy team and launches him at a target from across the map. He duels like a bruiser and ganks from anywhere, and once his ult is up, nobody wants to walk alone. He wins with tempo into kills. His clear is fine rather than fast, but he does not need to win the farm race; he needs to win the fights. The shield wastes the enemy's best ability, the slow pins fleeing targets, and Paranoia starts fights anywhere on his terms. A good Nocturne snowballs off one early pick, then uses his ult on cooldown to keep making them. His weakness is everything before that comes online. His early clear leaves him low, he has no escape once the shield is down, his nearsight can be cleansed or soaked by tanks, and ranged junglers can kite him forever. Survive his dive windows and he is a melee champion with spent cooldowns.

Strengths

  • Paranoia gives map-wide pick and counter-gank pressure: once it is up, no lane is safe and no carry is out of reach.
  • His spell shield deletes the enemy's key engage or burst, which makes him a brutal answer to single-ability junglers.
  • Elite single-target diver who locks onto a backline carry with his slow and ult and usually gets the kill.

Weaknesses

  • His weak, low-health early clear leaves him open to invades, and he has no escape once the shield is spent.
  • He leans heavily on his ultimate for tempo, so his gank threat drops hard whenever Paranoia is down.
  • Ranged junglers out-space his slow, and his nearsight does little against tanks who just soak it.

Build Snapshot

Rune Setup

Summoner Spells

Nocturne Jungle Counters

Who counters Nocturne Jungle in Wild Rift (WR)? These champions beat Nocturne in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Rammus: Rammus is an armor wall your auto-reliant damage bounces off, his taunt locks you mid-dive, and your shield only saves you if it eats that taunt with perfect timing.
  • Amumu: Amumu carries two pieces of hard crowd control and your shield only blocks one: even if you eat the bandage, his point-blank ultimate still chains you mid-dive while his tankiness outlasts your burst.
  • Nunu & Willump: A health-stacked yeti is a dive your burst cannot resolve: his knockup interrupts your commit, his bulk and bite outlast your damage, and he peels the carry you actually came for.

Champions Nocturne Is Strong Against

Nocturne's best matchups in Wild Rift. Nocturne holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.

  • Taliyah: Taliyah fights through her spells, so your shield eats the Seismic Shove or poke she leads with, and a fragile mage with no escape left is exactly the target your dive deletes.
  • Zed: Your kit turns Zed off: the spell shield eats his opening shuriken, and Paranoia's nearsight stops him from lining up the shadow swap his whole kill pattern depends on.
  • Lee Sin: Lee Sin's whole combo hangs on landing Crescent Strike to dash in, and your spell shield eats it clean, leaving a skirmisher with no way to reach you.

Early Game

Your first clear is not a race. Lead with your slow trail on each camp, and hold the spell shield for an invader's first poke if they show up. Take the standard full clear into scuttle, which brings Paranoia online, and that is the point your ganks stop needing a lane to walk to. While the camps respawn, pick whichever carry is overextended and start the gank from your own jungle. The scuttle fight is winnable if you bait their key spell into your shield first, then slow them and stick; lose that exchange and you limp home. Keep an eye on the enemy jungler's start, because before your ultimate you are not a fight to take blind, and an early invade from a faster clearer can put you truly behind.

Mid Game

Six minutes brings dragon and Herald, and both are bait for you. Nearsight the enemy team as they collapse and turn their contest into a free objective plus a kill or two. Play Paranoia's cooldown like a clock: when it is up, look for the pick or the objective; when it is down, farm, reset, and reposition so the next one lands clean. Contest when your team is ahead, and in an even game take Herald, unless the soul is worth the fights your team can actually hold. Between objectives, treat the minimap like a target list and counter-jungle the slower farmers while your ultimate is up, since catching a jungler alone in his own quadrant is the cleanest kill in the game.

Late Game

Late game Nocturne is a single-target dive pointed at the enemy carry, and your whole job is committing it at the right moment. You fall off as a raw duelist against full-build bruisers and carries who kite, so stop hunting fair fights and start hunting positioning mistakes. Around Baron your ult is the best engage or counter-engage tool on the field: nearsight their team mid-contest and the fight is often decided before anyone reacts. Save your spell shield for whatever lockdown the enemy wants to land on you mid-dive, because eating their stun is the difference between a clean kill and dying on the pit floor. Group up, find the angle, and let Paranoia start the fight on your terms.

Teamfights

Your teamfight job is one thing: dive. You are not the frontline and you are not there to peel; you fly through the dark, land on their backline carry, and remove it before the fight develops. Time Paranoia for the moment your team can follow, because the nearsight that gets you to the carry also blinds their team to whatever your side does next. Drop your trail on the squishy you want dead so they cannot simply walk away, shield the crowd control aimed at you on the way in, and commit fully: a Nocturne who hesitates mid-dive dies in the open. If their carry is already dead or unreachable, use the ult and the blind purely as an engage on their next-best threat and let your team clean up.

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