See Nocturne's counters
Patch 26.18jungle

Nocturne Jungle Build & Guide — Patch 26.18

Nocturne

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Diver / Assassin
Patch
26.18

Core Abilities

Umbra Blades
Every few seconds, Nocturne's next basic attack cleaves nearby enemies and heals him. Auto-attacks reduce its cooldown — it carries his clear and his all-in burst.
Duskbringer
Duskbringer
Linear skillshot that leaves a Dusk Trail on the ground. While on the trail Nocturne moves through units and gains bonus Move Speed and Attack Damage.
Shroud of Darkness
Shroud of Darkness
Passive: bonus Attack Speed. Active: a magic barrier that blocks the next enemy ability and doubles his passive AS if a spell connects with the shield.
Unspeakable Horror
Unspeakable Horror
Point-and-click tether on a single target. Deals damage every second and fears them at the end if they cannot break the leash range.
Paranoia
Paranoia
Removes ally vision from all enemy champions, then lets Nocturne dash to one of them. The cast range scales 2500/3250/4000 by R rank.

Skill Order

1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
W
9
Q
10
W
11
R
12
W
13
W
14
E
15
E
16
R
17
E
18
E

Primary Combo

QRWEAA

Core Items

Gustwalker Hatchling
Youmuu's Ghostblade
Plated Steelcaps
Profane Hydra
Black Cleaver

Situational Items

Edge of Night
Edge of Night
vs heavy single-target CC (Lissandra R, Veigar cage, Malzahar suppression) — second spellshield on top of W
Maw of Malmortius
Maw of Malmortius
vs AP-heavy comps (LeBlanc, Syndra, double-mage) — magic resist + lifeline shield when low HP
Death's Dance
Death's Dance
vs teams with two strong physical damage dealers (e.g. Caitlyn + Yasuo) — turns burst into a slow bleed you can heal off
Serpent's Fang
Serpent's Fang
vs shield-stacking comps (Janna + Lulu, Karma backline) — halves shields so your dive actually kills the carry

Runes

Primary · Domination
Hail of Blades
KeystoneHail of Blades
Sudden Impact
Sudden Impact
Sixth Sense
Sixth Sense
Relentless Hunter
Relentless Hunter
Secondary · Precision
Triumph
Triumph
Legend: Alacrity
Legend: Alacrity
Stat shards
Attack SpeedAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Hail of Blades fires three rapid autos when Nocturne lands his R, stacking with his W passive AS to delete a squishy target before they react. Sudden Impact adds 20-80 true damage after every R leap, Sixth Sense reveals enemy wards, Relentless Hunter adds out-of-combat speed.

Why secondary

Precision secondary: Triumph restores 5% missing HP plus 2.5% max HP on takedown — the safety net that lets him survive after diving the back line. Legend: Alacrity stacks attack speed with takedowns, multiplying the auto cleave from his Umbra Blades passive.

When to switch secondary

If the enemy team has 2+ hard-CC frontline (Sejuani, Malphite, Leona), swap Precision for Resolve with Bone Plating (chip damage shield for the first 3 hits in a fight) and Unflinching (10 armor and magic resist while crowd controlled).

Win Condition

Hit level 6, R-gank a side lane, and snowball that lead into the next two objectives. Repeat until the enemy carries cannot stand alone in fog of war without dying to a Paranoia leap.

Weakness

No dash before level 6 — early invades from CC-heavy junglers eat him alive. Anything that blocks or cleanses crowd control (Olaf R, Fiora W, Quicksilver Sash) kills his E fear and the all-in window his burst needs.

Overview

Nocturne is a melee diver and burst assassin who hunts squishy back-line targets — high-damage, low-defense champions positioned at the back of the enemy team — through fog of war. His kit is built around one signature action: hit level 6, drop Paranoia (R) on a priority enemy, and leap onto them while the rest of their team cannot see allies on the minimap. Outside of that ult window he is a slightly above-average AD jungle clearer with Duskbringer (Q) for fast camps and Shroud of Darkness (W) for safety against scary spells.

His game plan in jungle is simple: clear safely on the first two camps, hit level 3 with Q + W + E for first ganks, and from level 6 onwards turn the map into a series of R-engage windows on lanes that have their summoners down. Skill expression sits in W timing — blocking the right enemy ability instead of wasting it on a minor slow — and in R target selection (always the back-line carry, never the tank).

Recommended Build

Starting items: Gustwalker Hatchling Gustwalker Hatchling (450g) + 1 Health Potion Health Potion (50g) — that is the full 500 gold you start with. Gustwalker Hatchling is the melee jungle starter; the Refillable Potion Refillable Potion, which refills at base for free instead of one-shot potions, is a first-back purchase, not a start.

Core items (in order):

  1. Gustwalker Hatchling Gustwalker Hatchling — pet companion (auto-evolves around minute 3-4 once you have cleared enough camps). The evolved Gustwalker's Gait gives 30% Move Speed while you sit in a brush, decaying over 1.5 seconds once you leave it, and 45% right after you kill a large monster. That is the movement Nocturne wants on the approach: leave the camp, hop bush to bush down the river, then Q.
  2. Youmuu's Ghostblade Youmuu's Ghostblade — first full item, the standard lethality (a stat that ignores part of the target's armor) plus Move Speed active. The 60-second active gives him another sprint window on top of Q to chain ganks across the map.
  3. Plated Steelcaps Plated Steelcaps — default boots versus the AD-heavy junglers and ADCs you will meet at the back line.
  4. Profane Hydra Profane Hydra — area-of-effect cleave (damage on a zone, not a single target) that turns his Umbra Blades passive into a wave-clearing tool. The active deals 80% of your Attack Damage in a 450-unit radius around you on a 10-second cooldown, which is what actually finishes a fleeing carry once the E fear runs out.
  5. Black Cleaver Black Cleaver — armor shred (each hit removes some of the target's armor for a few seconds, stacking up to 5 times) plus HP, and 45 Attack Damage since the 26.16 buff (up from 40): the extra AD is the part that matters now that your own base stats are thinner. By the time you have full stacks on a target you have functionally turned a tank into a squishy.

Situational items:

  • Edge of Night Edge of Night — into heavy single-target CC (Lissandra R, Veigar cage, Malzahar suppression). It is a second spellshield on top of W, so the enemy needs three abilities just to get one lockdown to land.
  • Maw of Malmortius Maw of Malmortius — into AP-heavy compositions (LeBlanc, Syndra, double-mage). Magic resist plus a lifeline shield that pops the moment you drop low.
  • Death's Dance Death's Dance — against squads with two strong physical damage dealers (e.g. Caitlyn + Yasuo). It converts incoming physical damage into a slow bleed (damage spread across the next few seconds instead of instant), giving you time to heal off the auto cleave instead of dying on contact.
  • Serpent's Fang Serpent's Fang — into shield-stacking compositions (Janna plus Lulu, Karma in the back line). It cuts shields in half, so your dive actually kills the carry instead of bouncing off a Lulu E.

Boots: Plated Steelcaps Plated Steelcaps by default. Swap to Mercury's Treads Mercury's Treads when the enemy team has 3+ hard-CC sources or any AP burst that would chain into your death.

Skill order: Max Q first (clear speed, MS chase, AD bonus on trail), W second (clear sustain plus a free spellshield on shorter cooldown), E last. Take a point in R at levels 6, 11, 16.

Runes: Primary Domination with Hail of Blades, Sudden Impact, Sixth Sense, Relentless Hunter. Hail of Blades is still the keystone, but it buys less than it did: patch 26.16 cut its melee attack speed from 120% to 90%, and that lands squarely on the level 3 gank window. Secondary Precision with Triumph and Legend: Alacrity. Stat shards: Attack Speed, Adaptive Force, Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Nocturne beats

  • Immobile zone-control AP mage

    Karthus has zero dash and zero stealth — Paranoia's vision cut plus the leap lands Nocturne on top of him before he can flash Wall of Pain into a defensive position. Unspeakable Horror fears him out of Defile range, breaking the AoE sustain that keeps him alive.

    Karthus
  • Immobile AP burst caster

    Veigar relies on Event Horizon to stun melee threats, but Shroud of Darkness blocks the cage outright when timed at the leap landing, denying him the lockdown his Primordial Burst needs.

    Veigar
  • Immobile control AP mage with Rebirth

    Anivia has no dash and Crystallize cannot block a vision-cut leap that lands behind her wall. Unspeakable Horror's fear yanks her out of the Glacial Storm channel that anchors her zone control.

    Anivia
  • Anti-mobility AP mage with Doom 'n Gloom

    The fear comes from Doom 'n Gloom (P), not from Personal Space (W), and the empowered state runs on a timer, so the moment to press Paranoia (R) is right after she has used it up. Unspeakable Horror (E) then holds her with no dash to break the tether.

    Vex
  • Long-range ADC without enchanter peel

    Paranoia cuts Caitlyn's ally vision and the leap drops Nocturne inside her 90 Caliber Net range before she can knockback to safety. Yordle Snap Trap zones are useless against a fog-of-war R.

    Caitlyn

Champions that beat Nocturne

  • CC-immunity berserker jungler

    Olaf's Ragnarok grants full crowd-control immunity for 3 seconds on a 100/90/80 second cooldown, which means Unspeakable Horror's fear cannot proc and Nocturne's all-in burst window dies on contact.

    Olaf
  • Parry duelist top laner

    Fiora's Riposte parries the next incoming ability and stuns the caster — Unspeakable Horror's fear gets reflected as a stun on Nocturne, cancelling his own all-in. Duelist's Dance vital procs punish the predictable leap landing position.

    Fiora
  • Cleanse-on-demand bruiser

    Gangplank's Remove Scurvy cleanses Unspeakable Horror's fear instantly, breaking the Paranoia combo at the exact moment Nocturne needs the lock. Powder Keg chain detonations slow and burst him during the all-in.

    Gangplank
  • Armor-stacking tank jungler

    Rammus's Defensive Ball Curl reflects auto-attack damage and his Spiked Shell scales reflect damage with armor, punishing Hail of Blades' rapid auto chain directly back into Nocturne.

    Rammus
  • Chain-CC frostbite tank jungler

    Sejuani chains Arctic Assault knock-up into Permafrost stun and Glacial Prison stun — Shroud of Darkness blocks only one ability, so the next CC lands and Nocturne's low base armor melts before he can leap out.

    Sejuani

Key matchups

  • Lee Sin / Xin Zhao: Both invade harder than you do early, and with Nocturne now at 640 base HP and 36 base armor you have even less room to trade than before. Do not contest the first Scuttle (the river crab that gives a small vision ward when killed) until you have all three abilities. Hold Shroud of Darkness (W) for the ability that actually starts the dive — Lee Sin's Sonic Wave (Q) or Xin Zhao's Audacious Charge (E) — then disengage along the Duskbringer (Q) trail into the nearest brush, where Gustwalker Hatchling Gustwalker Hatchling hands you the extra Move Speed.
  • Karthus: Free matchup once you reach level 6. Track his clear, pre-ward his blue or red buff (drop a vision ward on his camps before he gets there), and R-leap him the moment he is alone. He has no dash, and his Q chips at you for far less than your Umbra Blades cleave heals back.
  • Olaf: Hard counter. His R makes him immune to the E fear during the all-in. Avoid 1v1s; gank his lanes only when he has used R recently and stay on objective trades instead of skirmishes.
  • Sejuani: Tank with multi-CC. Her E stuns chain into her R; W only blocks one of them, so the second locks you down. Save W for her R cast, never for her E.
  • Caitlyn (counter-gank target): Top-tier R-gank target if she has no Lulu or Janna behind her. Wait until she pushes past river and use full-rank R range from the tri-bush; she has no dash to get back to tower in time.

Power spikes & win conditions

  • Level 3 (Q + W + E): First gank window, and the thinnest part of the game since patch 26.17 cut him to 640 base HP and 36 base armor. With Gustwalker Hatchling Gustwalker Hatchling still pre-evolution, you depend on Q's Move Speed bonus to close the gap; pick a lane that is pushed past river and skip the gank that can turn on you — a failed dive now leaves you with less HP than a camp takes to clear.
  • Level 6 (first R): The fight changes. Cross-map gank pressure unlocks. If your lanes have Flash up, two coordinated R-ganks in a row usually put two side lanes ahead of the curve.
  • Youmuu's Ghostblade Youmuu's Ghostblade completion (~ minute 9-11): First item spike. With lethality + Q trail + Ghostblade active you outpace any non-mobility champion across the map. This is when you start farming the side lanes for kills, not for camps.
  • R rank 2 (level 11) + Profane Hydra Profane Hydra: Range goes to 3250 and your auto cleave clears full waves on its own. You are now a one-man back-line eraser; force objective fights when your R is up.

Common mistakes

  • R on the tank. Paranoia leaps you onto whoever you target, so picking the front-line champion drops you in the worst possible position. Always target the squishiest enemy you can see, even if they look protected — your team's follow-up will clean up the front line for you.
  • W on a minor slow or damage-over-time effect. Spellshield burns the same cooldown whether it blocks a Lulu Q or a Veigar cage. Hold W for the one ability that would actually lock you down for a full second; eat the chip damage in the meantime.
  • Ganking lanes that are already winning. Nocturne gains nothing from ganking a lane that is already ahead. Path to losing lanes — fed enemies with sloppy positioning are a free buffet for your R, and saving the underdog snowballs the whole map.
  • Auto-attacking minions during your Umbra Blades window. When the passive is up, your next basic attack cleaves nearby enemies and heals you. Wasting it on a creep instead of waiting two seconds for the gank means you start the all-in (the full commitment fight, no escape mid-way) without your most important source of damage.

Advanced tip

When you R into a target, hover your cursor where you want to be standing after the leap. Nocturne can Flash mid-leap, and a Flash into R catches even mobile carries who think they are safe at maximum range. Save it for the priority target once R is rank 2 (level 11) and Profane Hydra Profane Hydra's active is off cooldown: leap, Flash forward, press the Hydra active, auto-attack into the cleave — the squishiest enemy is dead before the rest of their team has finished turning around.

Past patches

No previous versions available.

Related jungle guides