Nocturne Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Nocturne Jungle

Nocturne Jungle Guide

Updated for Patch 7.3E
S Tier

Nocturne Jungle Wild Rift overview and best build snapshot

How to play

  • Farm toward level 5 Your ultimate gives you a much stronger way to reach enemies in another lane.

  • Choose an isolated ultimate target Check where the rest of their team is before flying in.

  • Block the spell that would stop you Use your 2nd ability as a stun or root arrives to block it. Your 3rd ability fears its target if you stay close until the tether finishes.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Paranoia (Ult) 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 early clear leaves him behind on tempo and 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 (Ult) is down.
  • Ranged junglers out-space his slow, and his nearsight does little against tanks who just soak it.
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Nocturne Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Nocturne Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage, which feeds the empowered attack his passive keeps giving him.

BOOTS

Armorcrusher Boots

Early lethality, since he is built around bursting one target down after his ultimate lands.

CORE BUILD

Duskblade of Draktharr

Bonus damage and a slow on the first hit against an unseen target complement Duskbringer (1st): the ability's trail grants Nocturne movement speed and attack damage but does not slow enemies by itself.

The Collector

Build second after Duskblade of Draktharr. The execute helps Nocturne finish low-health targets after Paranoia (Ult) and his follow-up attacks, rewarding picks on isolated carries.

Lord Dominik's Regard

Build third after The Collector. Armor penetration keeps Nocturne's Paranoia (Ult) dive and follow-up attacks threatening as enemies gain armor, while Giant Slayer adds damage against targets building bonus Health.

Edge of Night

A second spell shield next to his own, covering the crowd control aimed at his ultimate dash.

Guardian Angel

Revives him once after dying. His ultimate takes him into their whole team alone.

SITUATIONAL ITEMS

Sundered Sky

Replace The Collector when you need more sustain after committing with Paranoia (Ult). The first-hit crit and heal help Nocturne keep fighting after his spell shield absorbs the enemy's first answer.

Eclipse

His dash into an empowered attack is two quick hits, which is all this needs to trigger. Gives max health damage and a shield.

Trinity Force

Spellblade triggers on the attack after his dash, for the games where he needs to keep fighting rather than reset out.

Serpent's Fang

Build this when the enemy has shields that absorb the burst his fear and ultimate set up.

Death's Dance

Spreads burst damage out over a few seconds, buying him time to finish a target after diving their backline.

Maw of Malmortius

Build this against heavy magic burst, which is what waits where his ultimate drops him.

RUNES

KEYSTONE

Electrocute

Paranoia (Ult), Duskbringer (1st) and a follow-up attack give Nocturne three separate hits to trigger Electrocute. The extra burst helps his dive finish an isolated carry before their team can respond.

PRIMARY

Axiom Arcanist

Paranoia (Ult) is central to Nocturne's pick pressure. Stronger ultimate damage helps him finish the target, and the takedown cooldown refund prepares his next dive sooner.

Transcendence

Ability Haste gives Nocturne more frequent Duskbringer (1st) and Shroud of Darkness (2nd) casts, helping him keep pressure on a target and block another response when a dive becomes an extended fight.

Nimbus Cloak

Movement speed after Flash or Smite helps Nocturne stay close enough for Unspeakable Horror (3rd) to finish, or reposition after a committed Paranoia (Ult) dive.

SECONDARY

Sudden Impact

His ultimate dash sets up the bonus true damage right as he arrives on the carry he picked.

SITUATIONAL RUNES

Legend: Haste

Take this over Sudden Impact against tankier enemy teams, where fights are likely to last longer. Stacking Ability Haste helps Nocturne cast more often in extended fights instead of prioritizing extra opening burst.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. His ultimate covers the distance, but Flash is what gets him onto a target once he lands next to them.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Nocturne Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Nocturne Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Nocturne Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Nocturne Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Lead with Duskbringer (1st) so its attack-damage and movement-speed trail follows a large monster, then position the empowered Umbra Blades (Passive) attack through as many camp units as possible for area damage and per-target healing. Basic attacks reduce Umbra Blades (Passive)' cooldown by three seconds against monsters. Hold Shroud of Darkness (2nd) for an invader's important spell rather than spending it on routine camp damage. Once Paranoia (Ult) is learned, ganks stop needing a normal lane approach as long as the target is inside the dash's actual cast range. 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 / Late Game

Levels 9+
Every early objective creates a long Paranoia (Ult) lane toward someone rotating alone. Nearsight the enemy team as they collapse, but only dash when your team can follow. Play the cooldown like a clock: when it is up, look for the pick or objective; when it is down, farm, reset, and reposition. If a direct contest is poor, trade for the opposite objective rather than forcing a dive into a grouped team. 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, use Paranoia (Ult) against a target your team can reach or to deny vision during an objective contest. Avoid isolated duels with full-build bruisers and wait for a carry to separate from peel or spend a defensive cooldown. Hold Shroud of Darkness (2nd) for the control spell most likely to stop the dive, and check that allied damage can follow before taking the second cast. If the backline remains protected, use the nearsight to disrupt the enemy engage instead of arriving alone.

Teamfights

5v5 Combat
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 (Ult) 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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