Nocturne Jungle Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Items
Summoner Spells

Spell 1
Flash

Spell 2
Smite
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.
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

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

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

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.

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.

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.

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

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

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.

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

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

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

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

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

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

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.

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.

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

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

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

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
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
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.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Taliyah
Taliyah fights through her spells, so your shield eats the Seismic Shove (2nd) 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 (Ult) 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 (1st) to dash in, and your spell shield eats it clean, leaving a skirmisher with no way to reach you.
Nocturne Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

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.
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.

