Wild Rift Guides
Nocturne Jungle Wild Rift Guide
Nocturne jungle counters include Rammus, Amumu, and Nunu & Willump. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
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 (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.
Early Game
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 Game
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
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
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.