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All Guides Nocturne Guides 4 Season NA Master / Challenger Tier Jungle Guide | Nocturne | Updated for Season 8: [Patch 8.14] | www.twitch.tv/rocklee015
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Nocturne Statistics for Rocklee015

Author's performance with Nocturne compared to the ranked average.

Value
Average
Games Played
28
5
Win %
46
46
Kills
6.1
7.1
Assists
5.6
6.7
Deaths
5.1
6.3
KA:D Ratio
2.3
2.2
Gold Earned
11K
11.7K
Creep Score
47.5
160.4
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Noc Header Summoners.png



Smite and Flash are the two best summoner spells for jungle Nocturne. Smite is standard for all Junglers due to its objective control, jungle sustain, and power when used with Chilling or Challenging Smite. And Flash, which provides you with an instant gap closer and outplay potential.

New Runes Back to Top

Noc Header Rune Pages.png



► This page gives you very high Attack Speed, ultimate CDR, combat stats, and mobility.

Precision: Lethal Tempo gives bonus Attack Speed for 3-6 seconds after attacking an enemy champion, Presence of Mind restores 20% of your maximum Mana and refunds 10% of your ultimate's cooldown on takedowns, Legend: Alacrity gives you scaling Attack Speed, and Coup de Grace gives you bonus damage to champions below 40% Health. Sorcery: Celerity gives you bonus Movement Speed as well as scaling AD based off of your bonus Movement Speed, and Waterwalking gives you higher mobility and damage in the river.

You don't need to swap out anything on this page.

vvvvvvv.png


► This page gives you very high Attack Speed, ultimate CDR, and combat stats.

Precision: Lethal Tempo gives bonus Attack Speed for 3-6 seconds after attacking an enemy champion, Presence of Mind restores 20% of your maximum Mana and refunds 10% of your ultimate's cooldown on takedowns, Legend: Alacrity gives you scaling Attack Speed, and Coup de Grace gives you bonus damage to champions below 40% Health. Domination: Sudden Impact gives you bonus Lethality and Magic Penetration whenever you dash with your Paranoia [R], and Ultimate Hunter gives you gives you flat and scaling ultimate CDR.

You don't need to swap out anything on this page.

vvvvvvv.png


► This page gives you very high burst damage, mobility, and scaling ultimate CDR.

Domination: Electrocute gives you high burst damage, Sudden Impact gives you bonus Lethality and Magic Penetration whenever you dash with your Paranoia [R], Eyeball Collection gives you a minor increase in AD, and Ultimate Hunter gives you gives you flat and scaling ultimate CDR. Sorcery: Celerity gives you bonus Movement Speed as well as scaling AD based off of your bonus Movement Speed, and Waterwalking gives you higher mobility and damage in the river.

The two things that you can swap out on this page are Electrocute Electrocute.png?width=32 for Dark Harvest Dark%20Harvest.png?width=32 if you prefer to have the adaptive damage, and Zombie Ward Zombie%20Ward.png?width=32 for Eyeball Collection Eyeball%20Collection.png?width=32 if you prefer to have a minor increase in AD.

vvvvvvv.png

Electrocute.png?width=64 Domination 2: Electrocute


► This page gives you very high burst damage, mobility, and combat stats.

Domination: Electrocute gives you high burst damage, Sudden Impact gives you bonus Lethality and Magic Penetration whenever you dash with your Paranoia [R], Eyeball Collection gives you a minor increase in AD, and Ultimate Hunter gives you gives you flat and scaling ultimate CDR. Precision: Triumph restores Health on takedowns, and Legend: Alacrity gives you scaling Attack Speed.

The two things that you can swap out on this page are Electrocute Electrocute.png?width=32 for Dark Harvest Dark%20Harvest.png?width=32 if you prefer to have the adaptive damage, and Zombie Ward Zombie%20Ward.png?width=32 for Eyeball Collection Eyeball%20Collection.png?width=32 if you prefer to have a minor increase in AD.

Abilities Back to Top

Q
W
Q
E
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W
Passive
Q
1
3
5
7
9
W
2
14
15
17
18
E
4
8
10
12
13
R
6
11
16
Noc Header Abilities.png


► Skill / Maxing Order


Always start with Duskbringer [Q] first in the jungle, it grants you high bonus AD while standing on the Dusk Trail and will give you the maximum damage output and jungle clear at level 1. Take Shroud of Darkness [W] at level 2 for the passive Attack Speed bonus. Put a second point in Duskbringer [Q] at level 3 for the extra AD bonus to help you power farm and full clear your jungle. And take Unspeakable Horror [E] at level 4 for the bonus magic damage and tether fear.

Alternatively, you can take Unspeakable Horror [E] at level 3 if you need to gank or are getting invaded, but 90% of the time I put a second point into Duskbringer [Q] at level 3 and power farm to level 4 because it's much more efficient.

Max Duskbringer [Q] first for the bonus AD and increased Movement Speed, this gives you the maximum damage output in the jungle and vs enemy champions. Max Unspeakable Horror [E] second for the increased magic damage and fear duration. And max Shroud of Darkness [W] third for the reduced cooldown and increased passive Attack Speed.


► Ability Explanations


Noc Passive Short.png
Umbra Blades [Passive] provides you with minor sustain and AoE waveclear. For the most part this passive is just used for increasing your jungle sustain and helps you push waves faster after successful ganks. Its cooldown is reduced with each auto attack that you use, so just be aware of when it's coming back up so that you can farm efficiently. This also means that the faster that your Attack Speed is, the more procs of Umbra Blades [Passive] you'll get, but this will only apply for a Blade of the Ruined King build since Bloodrazor is terrible atm. Umbra Blades [Passive] can actually help you a lot in certain situations, the sustain can be quite effective for early game duels or ganks and can be used to bait your opponents into bad fights on rare occasions, so always watch the cooldown and try to calculate it. The AP ratio on this doesn't mean anything at all, so never try to increase it through itemization.

Noc Q.png
Duskbringer [Q] is your main form of damage outside of your auto attacks and is extremely influential in the outcome of most fights. This is a long range linear skill shot that will deal physical damage to all enemies it passes through and leaves a Dusk Trail on its path, it will also apply Dusk Trail to all enemy champions hit for 5 seconds, making it easier to chase them and increasing your damage. The biggest thing about Duskbringer [Q] aside from it's decent burst damage, is that while Nocturne stands on any Dusk Trail it will increase his damage and mobility by a very noticeable amount. He gains 15/25/35/45/55 bonus AD and 15/20/25/30/35% bonus Movement Speed per rank while standing on a Dusk Trail. This will highly influence the outcome of any fight that you take, so try your best to land it consistently, and if you ever miss it, a lot of the time you should just back off until it's off cooldown again. Also, remember that Nocturne will ignore all unit collision while on a Dusk Trail, so don't be afraid to walk into a creep wave or jungle camp if you have to.

Noc W.png
Shroud of Darkness [W] is a very basic ability, it grants you a constant passive Attack Speed bonus as well as an active spell shield that will block the next enemy ability. You gain 20/25/30/35/40% bonus Attack Speed per rank, and if you ever block an ability with your spell shield, your passive Attack Speed bonus gets doubled for 5 seconds. This comes in handy for a lot of situations, so try your best to block something important and don't waste the cooldown.

Noc E.png
Unspeakable Horror [E] is your only form of crowd control, it deals magic damage and forms a tether between you and your target for 2 seconds. If the tether doesn't break from you or your target moving out of range, the target becomes terrified, causing them to flee away from Nocturne with reduced Movement Speed for a short duration. There are a few things to note about this ability, but I'll save that for the "Tips and Tricks" section down below.

Noc R.png
Paranoia [R] is the main reason why anyone plays Nocturne, it's an amazing long range engage that opens up endless opportunities and gank paths. The first activation will dramatically reduce all enemy vision for the next 4 seconds, and the second activation allows you to dash towards a targeted enemy champion from a very long range, dealing physical damage upon arrival. Paranoia [R] is primarily used to make picks on the enemy carries to try and take them out of the fight before anyone can respond to help them, but it can also be used as a way to countergank from long range and is extremely effective when used to clean up fights. It's also very important that you try and make your first few Paranoia [R] ganks count because it has a very long cooldown until you start getting your CDR items completed.

Items Back to Top

Starting Items

    Standard starting items. This will give you the most efficient early game sustain at level 1.
    You can use either upgrade, but I usually prefer taking Stalker's Blade in a majority of my games.
    Standard trinket for vision control. You can also use it for warding against or setting up invades.

Core Items

    Warrior is the best enchant for Nocturne right now. The bonus AD and CDR gives you higher burst and more Paranoia [R] ganks.
    Take any of these boot options situationally depending on the enemy team comp or your own personal playstyle.
    Duskblade of Draktharr is your core damage item after Warrior and will be built in almost every single one of your games for its burst damage.
    Build Youmuu's Ghostblade if you're insanely fed, just be careful because it also makes you insanely squishy if you have no defensive items.
    Buy a Sterak's if you play vs little AP damage, and buy a Maw if you play vs heavy AP damage. Just make sure not to buy both at the same time.
    Guardian Angel is a great 4th or 5th item buy, this gives you higher burst damage and has a great passive for specific champions or team fighting.
    Standard defensive AR items. Build any of these items if you really need to. Dead Man's Plate and Randuin's will synergize very well with you.
    Standard defensive MR items. Build either of these situationally for the passives that they provide. Just be careful you don't overcap your CDR.
    Standard 6 item carry build vs any team. Swap out your Sterak's Gage, GA, or Boots if you need to. This is your most ideal snowballing build.
    Standard 6 item build vs an all AD team. Swap out your Sterak's Gage or GA for Randuin's if you need to.
    Standard 6 item build vs an all balanced team. Swap out your items situationally if you need to.
    Standard 6 item Black Cleaver build vs an all balanced team. Swap out your defensive items if you need to.

Situational Items

    You can still build The Black Cleaver as a core item if you really want to. Usually I'll build this whenever I face tanks or have a melee heavy team.
    Blade of the Ruined King can still be an alright item in certain situations, but I normally don't build it unless I face tanks or have a Black Cleaver.
    The Hydra items are very fun to play with but they're not very practical to build. They have an insane cost and are only good for certain situations.
    Quicksilver Sash is an excellent item against teams with large amounts of crowd control. This item can be very valuable whenever you get ahead.
    Trinity Force is a decent item but it just doesn't give you the stats that you need and is way too expensive. You're better off building Lethality.
    Edge of Night is good for additional Lethality I suppose, but honestly it's pretty bad in most builds, so I would avoid building this most of the time.
    Stormrazor can be a pretty fun item to build whenever you're ahead, but since you don't build any other Crit items it can never be 100% efficient.
    You can buy one of these to get a temporary power spike. Take Iron for the increased survivability or Wrath for the increased damage.
    At level 9 you can choose to upgrade your Warding Totem to one of these items. Usually I'll take Farsight for the scouting control.
Noc Header Item Notes.png

◄ Starting Items ►


1041.png2031.png Hunter's Machete / Refillable Potion:

Hunter's Machete / Refillable Potion are the best starting items for level 1. Since Nocturne is mostly focused around auto attacking, you'll get the maximum benefit from the Life Steal and unique passive.

3706.png3715.png Stalker's Blade / Skirmisher's Sabre:

You can use either upgrade, but I usually prefer taking Stalker's Blade in a majority of my games. The general idea is that Stalker's Blade is better for ganking due to the Chilling Smite, and Skirmisher's Sabre is better for dueling due to the mark it provides. But since Nocturne can have a hard time sticking onto people, especially when chasing them with Unspeakable Horror [E], the Stalker's Blade will perform more consistently than Skirmisher's Sabre in most cases.

3340.png Warding Totem (Trinket):

Warding Totem is the best trinket you can start with early game. You can use it to ward against or set up invades, protect your laners, or get more knowledge on the enemy Jungler when you drop it in his jungle.

◄ Core Items ►


1400.png1412.png Enchantment: Warrior:

Warrior is the best enchant for Nocturne right now. The bonus AD and CDR gives you higher burst and more Paranoia [R] ganks. Always take Warrior and never take Bloodrazor, until they buff it again Bloodrazor will always be a lower tier item and will actually lose you more games.

3009.png Boots of Swiftness:

Boots of Swiftness can be good sometimes I suppose, but only build them when you're playing against champions that have a lot movement slowing effects. Teams with heavy AD or crowd control will destroy you if you ever buy these, so I rarely get them on Nocturne.

3047.png Ninja Tabi:

Ninja Tabi are pretty standard boots and are the best option for mitigating general damage. These boots will lower the damage you take from jungle monsters, lane minions, enemy champions, and turret shots. Making them ideal for turret diving and extremely effective vs heavy AD teams.

3111.png Mercury's Treads:

Mercury's Treads are also a standard boot option, you buy these whenever you play vs champions that have heavy crowd control or AP damage. Champions like Alistar, Leona, Morgana, Sejuani, Ryze, Kennen, Maokai etc.

3158.png Ionian Boots of Lucidity:

Ionian Boots of Lucidity are extremely cost efficient for what they provide. They have the same amount of Movement Speed as the 1100g boots, 10% flat CDR, and 10% Summoner Spell CDR. These feel great as an early item, especially if you're snowballing, because they give you early CDR which allows for more Paranoia [R] ganks. Just be careful that you don't overcap your CDR if you do end up buying these.

3147.png Duskblade of Draktharr:

Duskblade of Draktharr is your core damage item after Warrior and will be built in almost every single one of your games for its burst damage. This will actually allow you to one or two shot people during the mid game and will give you crazy high momentum when you're fed, always build this as a 3rd item.

3142.png Youmuu's Ghostblade:

Build Youmuu's Ghostblade if you're insanely fed, just be careful because it also makes you insanely squishy if you have no defensive items. The active is also very good for chasing your targets while channeling Unspeakable Horror [E]. You'll usually build this as a 4th or 5th item whenever you're snowballing, unless you need Sterak's Gage, Maw of Malmortius, or Guardian Angel instead. Do not build Youmuu's Ghostblade if you aren't snowballing.

3053.png Sterak's Gage:

Sterak's Gage scales nicely with your damage builds and provides you with a solid amount of bonus AD based off of your Base AD, which scales from 67-120 from levels 1-18. The Health and shield also feel nice whenever you take a lot of damage or dive people with your ultimate, not to mention the +30% Tenacity you gain for 8 seconds helps you stick onto people much easier. Also note that if you do build into a Sterak's Gage that you cannot build into a Maw of Malmortius as well, as they share the same Lifeline passive.

3156.png Maw of Malmortius:

Maw of Malmortius is the best offensive Magic Resist item that you can buy. It gives you AD, MR, CDR, and a shield that absorbs magic damage when taken below 30% Health. And when triggered, the shield will also grant you bonus AD and Life Steal until you're out of combat, which is great if you're able to auto attack people. Also note that if you do build into a Maw of Malmortius that you cannot build into a Sterak's Gage as well, as they share the same Lifeline passive.

3026.png Guardian Angel:

Guardian Angel is a great 4th or 5th item buy, this gives you higher burst damage and has a great passive for specific champions or team fighting. From a damage perspective, this became a better item for Nocturne with the rework it had, but remember that you'll still take a lot of damage when building this, so try not to recklessly waste the passive.

3143.png Randuin's Omen:

Randuin's Omen is a great defensive item with a large amount of Health, Armor, and damage reduction that does very well with Nocturne's kit. The active is actually quite useful whenever you need to stick onto somebody, it's good to use on your target right after you ult onto them or whenever you play against heavy melee teams. You'll usually build this as a 4th, 5th, or 6th item whenever you need to get it.

3193.png Gargoyle Stoneplate:

Gargoyle Stoneplate can be an alright defensive item I guess. It's good for team fighting since it has high mitigation and an incredible active, but it doesn't feel that great on Nocturne most of the time unless you have a tanky build. Typically you'll want to use this around 3+ enemy champions after you burst someone with your ultimate combo, this allows you to soak up damage afterwards to stay in the fight longer or to help you escape.

3742.png Dead Man's Plate:

Dead Man's Plate is a standard defensive item but it works very well with Nocturne's kit. It has a large amount of Health, Armor, and bonus Movement Speed once you accumulate enough stacks from the passive. The passives bonus damage will also synergize very well with your burst combo at max stacks, amplifying your first auto attack after you ult onto somebody. This item will help you connect to your targets and greatly increase your momentum around the map.

3065.png Spirit Visage:

Spirit Visage is a good Magic Resist item for Nocturne, but I normally don't build it unless I have a Blade of the Ruined King or a support with healing on my team, like Soraka or Nami. The stats on this item are actually pretty decent for you in the proper scenario, and it will also slightly increase the healing on your Umbra Blades [Passive] as well.

3194.png Adaptive Helm:

Adaptive Helm is a Magic Resist item that you buy when there are champions with AP damage casting the same spell over and over again on the enemy team. The item itself has pretty decent stats, but you'll only build it when facing against champions like Azir, Cassiopeia, Corki, Kog'Maw, etc.

◄ Situational Items ►


3071.png The Black Cleaver:

You can still build The Black Cleaver as a core item if you really want to. Usually I'll build this whenever I face tanks or have a melee heavy team, just be careful not to overcap your CDR. I truly miss the old version of this item before it got reworked, now it just feels like a tanky CDR item unfortunately.

3153.png Blade of the Ruined King:

Blade of the Ruined King can still be an alright item in certain situations, but I normally don't build it unless I face tanks or have a Black Cleaver. Also, the 12% Life Steal on this item has great synergy with Spirit Visage.

3074.png Ravenous Hydra:

Ravenous Hydra is fun to play with, but it's never practical to build. Aside from its insane cost, it actually does have decent life steal, good burst, good AoE, and can push waves quickly. But if you ever build this you'll be insanely squishy and will die before getting a chance use the life steal most of the time. If you ever do decide to buy a Hydra item just go for a Titanic Hydra instead, it's still not very practical but at least it will be somewhat reliable.

3748.png Titanic Hydra:

Titanic Hydra is fun to play with, but it's never practical to build. Aside from its insane cost, it actually does have good Health, decent burst, good AoE, and can push waves quickly. It will also scale pretty well with any Health items that you might have, and even if you don't buy any Health items, it will still perform better than Ravenous Hydra.

3140.png Quicksilver Sash:

Quicksilver Sash is an excellent item against teams with large amounts of crowd control. This item can be very valuable whenever you get ahead. A lot of the time you'll buy this and probably sell it once you reach 5 or 6 items, but even the temporary use of this item can make or break some games.

3078.png Trinity Force:

Trinity Force is a decent item but it just doesn't give you the stats that you need and is way too expensive. You're better off just building Lethality items. But with all of that said it's still very fun to play with and can still win you games, it's just super inefficient in your builds.

3814.png Edge of Night:

Edge of Night is good for additional Lethality I suppose, but honestly it's pretty bad in most builds, so I would avoid building this most of the time. The active spell shield isn't actually that bad if you can block something important, but since you already have a spell shield with your Shroud of Darkness [W] it's a bit overkill.


Stormrazor can be a pretty fun item to build whenever you're ahead, but since you don't build any other Crit items it can never be 100% efficient. This can help you burst targets extremely well with your ultimate though, especially in combination with your Duskblade Passive.

2138.png Elixir of Iron:

Elixir of Iron is a temporary power spike that will give you +300 Health to help scale with all of your tank items, provide you with 25% increased Tenacity, and give your teammates a minor Movement Speed increase.

2140.png Elixir of Wrath:

Elixir of Wrath is a temporary power spike that will give you +30 AD to help scale with your Lethality items as well as provide you with self sustain that will heal you for 15% of any physical damage that you deal to enemy champions.

3363.png3364.png Farsight Alteration / Oracle Alternation:

Farsight Alternation and Orcale Alteration are both trinket upgrades that become available at level 9. Usually I'll take Farsight most of the time for the scouting control, but Oracle can be good for the extra vision control if you need it.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Amumu
    Easy
  • Camille
    Easy
  • Cho'Gath
    Medium
  • Diana
    Easy
  • Dr. Mundo
    Hard
  • Ekko
    Medium
  • Elise
    Hard
  • Evelynn
    Easy
  • Ezreal
    Hard
  • Fiddlesticks
    Easy
  • Fizz
    Easy
  • Gragas
    Medium
  • Graves
    Medium
  • Hecarim
    Medium
  • Ivern
    Medium
  • Jarvan IV
    Hard
  • Jax
    Easy
  • Karthus
    Easy
  • Kayle
    Easy
  • Kayn
    Hard
  • Kha'Zix
    Hard
  • Kindred
    Hard
  • Lee Sin
    Easy
  • Malphite
    Easy
  • Malzahar
    Hard
  • Maokai
    Medium
  • Master Yi
    Hard
  • Nautilus
    Easy
  • Nidalee
    Hard
  • Nocturne
    Easy
  • Nunu
    Easy
  • Olaf
    Hard
  • Ornn
    Hard
  • Pantheon
    Medium
  • Poppy
    Easy
  • Quinn
    Easy
  • Rammus
    Hard
  • Rek'Sai
    Hard
  • Rengar
    Hard
  • Riven
    Medium
  • Rumble
    Easy
  • Sejuani
    Hard
  • Shaco
    Easy
  • Shyvana
    Hard
  • Sion
    Easy
  • Skarner
    Medium
  • Tahm Kench
    Easy
  • Taliyah
    Medium
  • Teemo
    Medium
  • Trundle
    Hard
  • Tryndamere
    Easy
  • Twitch
    Easy
  • Udyr
    Medium
  • Vi
    Easy
  • Volibear
    Easy
  • Warwick
    Hard
  • Wukong
    Easy
  • Xin Zhao
    Medium
  • Zac
    Medium

VS

Aatrox

Medium

Aatrox can be a difficult matchup for Nocturne sometimes because of how powerful his combos and scaling can be. You can't really beat him in duels if you don't Shroud of Darkness [W] nocturneshroudofdarkness.png one of his abilities, especially if you get caught by his The Darkin Blade [Q] aatroxq.png or Infernal Chains [W] aatroxw.png, so always play defensively if he ever hits you with them. Usually he'll just try to knock you up with his three The Darkin Blade [Q] aatroxq.png swings and use his other abilities to stick onto you, so try not to get hit by his abilities if you can help it. For team fights you'll almost always need to focus him with the rest of your team because of how strong his engages are. Just never underestimate his crowd control or damage output while fighting him and try to dodge his abilities whenever you can.

VS

Amumu

Easy

Amumu is a very easy matchup for Nocturne. You out damage him at all stages of the game, can invade his jungle or duel him early game very easily, and will always outscale him until late game. His main engage is Bandage Toss [Q] bandagetoss.png into Curse of the Sad Mummy [R] curseofthesadmummy.png once he hits level 6, so try your best to dodge his Bandage Toss [Q] bandagetoss.png or the fight may go heavily into his favor. Although sometimes it might be a good idea to body block or spell shield it so that it hits you instead of your teammates, this can potentially save a lot of team fights.

VS

Camille

Easy

Camille is a very easy matchup for Nocturne for the most part. Her damage is pretty consistent with the amount of catch potential she has, she can engage you from afar or disengage easily with her Hookshot [E] camillee.png, and her ultimate The Hextech Ultimatum [R] camiller.png will hold you in place long enough for her or her teammates to kill you. But since you're playing Nocturne and build damage items early game, you'll be able to win most duels and can spell shield her engages.

VS

Cho'Gath

Medium

Cho'Gath will scale very well late game, but you'll have the advantage for a majority of the game until he gets his tank items. The dangerous thing about Cho'gath is the true damage on his Feast [R] feast.png and the amount of damage his Feast [R] feast.png + Smite 11.png combo can do, so never force any major objective if you know they're both up. Just spell shield his Rupture [Q] rupture.png whenever you can and you should be fine until late game.

VS

Diana

Easy

Diana is a very easy matchup for Nocturne. You have better ganks, better team fighting, better scaling, and can invade her jungle or duel her very easily. Her ganks pre level 6 are pretty terrible since Lunar Rush [R] dianateleport.png is her only gap closer, but they have a lot of power on long flanks, so try your best to countergank whenever possible. Her general combo is Crescent Strike [Q] dianaarc.png > Pale Crescent [W] dianaorbs.png > Lunar Rush [R] dianateleport.png > Lunar Rush [R] dianateleport.png, while using Moonfall [E] dianavortex.png strategically at any point in between. Her damage is basically all burst with instant gap closers, but if you can manage to survive her combo, or dodge it, she'll have nothing but auto attacks to defend herself. So try your best to dodge her Crescent Strike [Q] dianaarc.png as much as you can so it doesn't reset her Lunar Rush [R] dianateleport.png and engage her afterwards. You shouldn't have a lot of trouble spell shielding one of her damage abilities before she engages, and if she ever forces into fights just turn and kill her, just know she'll probably use her Zhonya's Hourglass immediately if you target her with your Paranoia [R] nocturneparanoia.png.

VS

Dr. Mundo

Hard

Dr. Mundo is a very hard matchup for Nocturne. He builds all tank items and will eventually be too tanky for you, does more damage, farms faster, doesn't use Mana, has a reliable kit, and can chase or force you out of the jungle very easily. Dr. Mundo is very underrated as a jungle champion, the constant slows from Infected Cleaver [Q] infectedcleavermissilecast.png, AoE damage from Burning Agony [W] burningagony.png, scaling damage from Masochism [E] masochism.png, and self sustain from Sadism [R] sadism.png makes him quite formidable. Unless you're way ahead of him for some reason always avoid fighting him, because you'll just get chased down and die.

VS

Ekko

Medium

Ekko can be a difficult matchup for Nocturne. The main problem is the mobility and utility in his kit, you should be able to duel him early and mid game as long as you don't walk into his Parallel Convergence [W] ekkow.png and get stunned, or if you can block something with your spell shield. You'll have to deal with how annoying it is to chase him when he uses Phase Dive [E] ekkoe.png or Chronobreak [R] ekkor.png to stall out fights or live, and a big problem is that he can just Chronobreak [R] ekkor.png your entire damage combo if he doesn't die from it immediately.

VS

Elise

Hard

Elise is a very hard matchup for Nocturne. Although she may be squishy she has very high damage, a ranged crowd control, gap closers, and will punish you heavily if she ever lands her Cocoon [E] elisehumane.png. Her combo is Cocoon [E] elisehumane.png > Volatile Spiderling [W] elisehumanw.png > Neurotoxin [Q] elisehumanq.png > Spider Form [R] eliser.png > Skittering Frenzy [W] > Venomous Bite [Q]. This is basically your entire health bar and it will happen every single time she lands a Cocoon [E] elisehumane.png on you. Her team fighting will be much greater than yours if she ever lands Cocoon [E] elisehumane.png, but if she ever misses it she probably won't engage. Also never underestimate her gap close with Rappel [E] or even when she uses Venomous Bite [Q], both of which can be used to get her closer to land Cocoon [E] elisehumane.png. You can spell shield her Cocoon [E] elisehumane.png if you see it coming, but just remember that it has a lower cooldown than your Shroud of Darkness [W] nocturneshroudofdarkness.png with equal CDR.

VS

Evelynn

Easy

Evelynn can be annoying to deal with but it shouldn't be a big deal unless she starts snowballing. Her rework makes her pretty weak early game unless she can land a good flank or proc her Allure [W] evelynnw.png Charm on you. You shouldn't have a hard time dueling her unless she lands her fully charged Charm on you, so don't be afraid to fight her. The matchup becomes very annoying once she gets Camouflage at level 6, so try to drop pink wards on jungle routes as frequently as you can to help your team with vision control. She has high burst in the right situations but her team fighting is very weak, her late game also tends to feel underwhelming most of the time. So just countergank with your Paranoia [R] nocturneparanoia.png whenever you can, establish vision control, play better during team fights, and you should be fine.

VS

Ezreal

Hard

Ezreal is one of the hardest matchups for anyone in the jungle right now, his damage and utility is just ridiculous and should hopefully be nerfed in season 8. So try your best not to overchase him and be careful of his level 2 cheese, whether he uses it to gank your laners or to invade your jungle, it's extremely difficult to deal with. But if you were ever able to catch him after his Arcane Shift [E] ezrealarcaneshift.png you'll usually be able to murder him. But a good Ezreal won't let you do that, he'll just keep pressuring all of your lanes while casually invading your jungle and there's not much you can do about it. The most ideal situation is when you're able to farm your entire jungle while having your laners not die to him for the first 5 minutes, but in soloq he always gets fed somehow, so always spam ping your laners if you know where he's at.

VS

Fiddlesticks

Easy

Fiddlesticks is an easy matchup for Nocturne. You can actually deal more damage than he does, farm faster, and scale better. If you ever run into him somewhere in the jungle, his combo is always Terrify [Q] terrify.png into Drain [W] drain.png while using Dark wind [E] fiddlesticksdarkwind.png before or after the combo. Whenever this happens you can use your Unspeakable Horror [E] nocturneunspeakablehorror.png to interrupt the drain, but the tether is annoying to wait on. You can also try to spell shield any of his abilities and try to get lucky, if you ever block his Terrify [Q] terrify.png you'll 100% win the trade every time. The main thing to try and prevent or avoid is his Crowstorm [R] crowstorm.png engage, if he ever fails this engage you can usually just win the fight afterwards, so be sure to help ward the areas where you think he'll be ulting from.

VS

Fizz

Easy

Fizz is an easy matchup for Nocturne most of the time. His pre level 6 ganks aren't that strong, you can duel him early in the jungle, you have better engage, and you'll usually be fine as long as he doesn't randomly get fed. But once he starts getting some of his items and has his Chum the Waters [R] fizzr.png, he becomes a big threat. Never underestimate the range or utility he has with Playful / Trickster [E] fizze.png and Urchin Strike [Q] fizzq.png, they're pretty busted when it comes to chasing people or engaging and have low cooldowns once he gets some CDR. But if he ever messes up his Playful / Trickster [E] fizze.png you can punish it pretty easily, so don't be afraid to go in if he does. You also farm faster than he does and can potentially counterjungle him a lot if he forces too many ganks or is on the opposite side of the map. And if you can ever spell shield his Chum the Waters [R] fizzr.png it will cripple his pick potential.

VS

Gragas

Medium

Gragas is can be a difficult matchup for Nocturne, you both have ways to outplay each other but he has much more crowd control than you do. The main focus in fights is trying to dodge or spell shield his Barrel Roll [Q] gragasq.png, Body Slam [E] gragase.png, or Explosive Cask [R] gragasr.png, but mostly try to prioritize the Body Slam [E] gragase.png. If you can dodge or spell shield Body Slam [E] gragase.png the fight immediately goes in your favor and you have a much better chance to kill him or force his Flash 4.png. Also be careful of his Body Slam [E] gragase.png + Flash 4.png combo, he can Flash during the animation of Body Slam [E] gragase.png to get extra distance or to redirect his charge slightly. Sometimes it will be obvious when he wants to do his combo if he starts his Body Slam [E] gragase.png really far away, but if you see it coming you have a quarter of a second to react with your Flash to get away. His Explosive Cask [R] gragasr.png is also super disruptive for you, since you're a melee style champion he can keep using it defensively to knock you into a bad spot for his team if you ever mess up your engages. You can also body block or spell shield his Body Slam [E] gragase.png animation by standing in front of it if you have to to save a teammate.

VS

Graves

Medium

Graves is difficult to deal with for a lot of champions. The amount of damage, mitigation, and utility he has in his kit is pretty broken, but not as broken as it used to be. All of his damage is ranged so he can attack you from afar with auto attacks, End of the Line [Q] gravesqlinespell.png, or Collateral Damage [R] graveschargeshot.png. He can blind you for up to 4 seconds if you stand in his Smoke Screen [W] gravessmokegrenade.png making it so you can't see him or anyone else on his team until you step out of it. And he can also kite you with his Quickdraw [E] gravesmove.png as he continues to do damage to you as well as provide himself with mitigation for free. He also takes no damage in the jungle and can counterjungle you very well if you give him the opportunity, you can also do that to him as well, but he has a much easier time doing it to you. He will just kite you back during all team fights and try to get a good Smoke Screen [W] gravessmokegrenade.png off to blind you. You can still do very good damage to him as Nocturne if his abilities are on cooldown, but avoid dueling him if you ever get behind and just try to play better during team fights and find ways to make picks.

VS

Hecarim

Medium

Hecarim should be a terrible matchup for Nocturne, unless he gets fed. If Hecarim has Ghost 6.png or Onslaught of Shadows [R] hecarimult.png up he can force a gank in most situations because it allows him an easier time to get behind the target with his Devastating Charge [E] hecarimramp.png, so try to get deep vision on him whenever possible to predict his movements. You can also counterjungle Hecarim early game fairly easily, so don't be afraid to walk into his jungle when he's pre level 6 and try to abuse him. If he ever starts to snowball though it becomes very difficult to stop his momentum because Onslaught of Shadows [R] hecarimult.png is so good for ganks or team fighting. But the good thing about Nocturne into Hecarim is that if you ever spell shield his Devastating Charge [E] hecarimramp.png or Onslaught of Shadows [R] hecarimult.png he has a much lower chance to win the trade, so don't be afraid to fight him if he rushes into you. Just try your best to put him behind early game, scout him out in the jungle, and make better plays your ultimate.

VS

Ivern

Medium

Ivern is a very annoying to deal with, this matchup is hard because he has high amounts of crowd control, will always start in your jungle at level 1 and take one of your buffs almost instantly, usually your second buff, and has the potential to make you irrelevant most of the game. Invading him early game is a good strategy if you have an idea of what his jungle path is, usually he'll take your second buff and immediately run to cover that same buff in his own jungle, just in case you try to take it away from him. So if you ever see him running around in your side of the jungle, you can potentially do exactly what he's doing on the opposite side of the map in his jungle. This will make it so you aren't as far behind early game and allows you to still maintain some pressure. Ivern can instantly take jungle camps with Smite if he marks them, so also be aware of that. The good thing about Ivern vs Nocturne is that he can never 1v1 you in the jungle, so if he ever walks into you, you'll almost always be able to force him out of the jungle or kill him. If Ivern ever misses his Rootcaller [Q] ivernq.png as well, that's another sign for you to push in and pressure him. The annoying thing is that if he ever lands his Rootcaller [Q] ivernq.png he can instantly dash to you and either slow you with Triggerseed [E] iverne.png or follow up with Daisy! [R] ivernr.png for additional crowd control. Just try to play smart with early game pathing and try to avoid getting caught by Rootcaller [Q] ivernq.png.

VS

Jarvan IV

Hard

Jarvan IV is a hard matchup for Nocturne, dueling him is hard if he lands his combo, and if he ever catches you out in a bad spot you could just die. Dodging the Demacian Standard [E] jarvanivdemacianstandard.png + Dragon Strike [Q] jarvanivdragonstrike.png combo will be your biggest priority, it will also put Jarvan IV into a bad spot if you do dodge it, since his primary engage is also his disengage. The thing you need to watch out for is his Cataclysm [R] jarvanivcataclysm.png, you can get trapped in this and die if your Flash 4.png is on cooldown. His team fighting will outclass yours if he lands a good Cataclysm [R] jarvanivcataclysm.png engage, so if he ever forces an engage just focus him down with your team or engage his backline for free.

VS

Jax

Easy

Jax is an easy matchup for Nocturne. You have much better jungle clear, higher impact when ahead, a safer kit, better team fighting, and a better engage. The only time trading goes bad with him is if you attack into or get stunned by his Counter Strike [E] jaxcounterstrike.png and give him bonus damage, usually save your spell shield for this. Aside from that his movements are very predictable and can be played around easily with your kit. Just avoid long trades with him when his Grandmaster's Might [R] jaxrelentlessassault.png is up and be aware that his Leap Strike [Q] jaxleapstrike.png can also leap to minions and wards if he needs gap close or disengage.

VS

Karthus

Easy

Karthus is pretty much a joke right now in the jungle, but he can do good damage sometimes if he somehow gets ahead. You should be fine to dodge most of his Lay Waste [Q] karthuslaywastea1.png damage unless you get caught his Wall of Pain [W] karthuswallofpain.png and get slowed. He's also very squishy early game and has to play extremely safe around you, because if he ever gets caught out by your ultimate he's basically dead every single time. The only things you need to worry about are his Requiem [R] karthusfallenone.png, late game scaling, and speed at taking Dragon and Baron. His Requiem [R] karthusfallenone.png does massive damage and can be used as a way to countergank you, so always take the damage from his ult into account when forcing a gank after he's level 6. And if you can, always try to save your Shroud of Darkness [W] nocturneshroudofdarkness.png for his Requiem [R] karthusfallenone.png to block all of its damage.

VS

Kayle

Easy

Kayle is pretty easy to deal with as Nocturne. You can duel her very easily pre level 6 and will have more momentum than her throughout the game. Her power comes from using her ultimate Intervention [R] judicatorintervention.png on the right targets and doing massive AoE damage with Righteous Fury [E] judicatorrighteousfury.png during ganks or team fights. Her Intervention [R] judicatorintervention.png has a very short cooldown once she starts getting some CDR, so just try not to dedicate too hard once it's used unless you know that you can kill the target once it's over. She's pretty immobile for the most part, even with her Reckoning [Q] judicatorreckoning.png and Divine Blessing [W] judicatordivineblessing.png, so you shouldn't have too many problems landing your combo on her. And if you can ever spell shield her Reckoning [Q] judicatorreckoning.png while chasing her, she pretty much can't get away.

VS

Kayn

Hard

Kayn is pretty difficult to deal with for Nocturne. He has higher damage, better team fighting, easier gank paths, and can choose between his Shadow Assassin or Darkin form situationally depending on the game. Kayn is easier to deal with early game than he is mid or late game because he won't be transformed, so try to take advantage of this if you can. Once he transforms into Shadow Assassin or Darkin the game will get much harder. Shadow Assassin provides him with more damage and carry potential that allows him to 1 or 2 shot you or your carries with a longer ranged Blade's Reach [W] kaynw.png. And Darkin is a more defensive form that provides him with more sustain and team fighting potential, giving his Blade's Reach [W] kaynw.png a knock up. He can also stall fights for a long time using Shadow Step [E] kayne.png and Umbral Trespass [R] kaynr.png to wait for his cooldowns to come up again, so try to establish an early lead against him otherwise he will just outscale and potentially carry the game.

VS

Kha'Zix

Hard

Kha'Zix is extremely strong and has always been relevant in the meta. He has much higher burst damage and good mobility in his kit, so dueling him can be hard to do as Nocturne. He has a fast level 3 jungle clear and will have equal or greater pace than you in the jungle, it's also very hard to land your Unspeakable Horror [E] nocturneunspeakablehorror.png on him once he gets level 6. He's also able to use his Void Assault [R] khazixr.png Invisibility to dodge your attacks in between his Taste Their Fear [Q] khazixq.png cooldowns for extremely effective dueling. His mobility in the jungle with evolved Void Assault [R] khazixr.png is also very hard to deal with, as he gains Invisibility and Movement Speed upon entering each new bush, making it even harder to attack him. His evolved Leap [E] khazixe.png will also reset for any champion kill or assist, so try to be careful of this happening in the middle of a fight. Overall he's just a very hard champion to deal with in soloq, snowballs well, and has heavy damage at all stages of the game. The best thing you can do if he starts getting ahead is to farm up and play around your team as you prioritize killing him whenever he engages.

VS

Kindred

Hard

Kindred can be a difficult matchup for Nocturne. Her scaling is decent and she'll beat you in a lot of skirmishes or team fights. She will kite you constantly with Dance of Arrows [Q] kindredq.png and Mounting Dread [E] kindredewrapper.png so try not to overchase her and fight outside the radius of her Wolf's Frenzy [W] kindredw.png whenever possible to reduce her damage. Her ultimate Lamb's Respite [R] kindredr.png is very good at stalling fights long enough for her cooldowns to come back up or her teammates to join the fight, but remember that you can also use it to save yourself from dying as well if you need to. Lamb's Respite [R] kindredr.png will save all units within the circle, this also includes Dragons and Baron, so she can actually use this right before you cast Smite 11.png if you aren't careful and save the objective, then try take it afterwards with her Smite 11.png.

VS

Lee Sin

Easy

Lee Sin is an easy matchup for Nocturne. You can lose in duels to him early game if he ever lands his combo on you, but you should still be able to hold your own most of the time, especially if you can spell shield his Sonic Wave [Q] blindmonkqone.png or Dragon's Rage [R] blindmonkrkick.png. Lee Sin punishes you through mechanical outplays mostly, so just try not to be a in a bad position or he'll kick you into his team from a ward jump or Sonic Wave [Q] blindmonkqone.png > Dragon's Rage [R] blindmonkrkick.png combo and you'll probably die. Also be careful of his Sonic Wave [Q] blindmonkqone.png + Smite 11.png combo when forcing objectives because it will do more damage than your Smite 11.png combo if he lands it.

VS

Malphite

Easy

Malphite jungle is pretty terrible until he gets level 6 and shouldn't be too much of a problem for you until then. The annoying things about Malphite is that he usually builds pure tank and his Unstoppable Force [R] ufslash.png is a perfect ultimate for engaging. But the good thing is that you also have a good ultimate for engaging, faster jungle clear, and can actually spell shield his ultimate if you're fast enough. Eventually he'll get so tanky that it's not worth killing him anymore so it's important to have a good impact early game before the team fighting phase begins.

VS

Malzahar

Hard

Malzahar is a hard matchup for Nocturne most of the time because his kit just doesn't allow you to comfortably engage. You have to go through his Call of the Void [Q] malzaharq.png silence and Nether Grasp [R] malzaharr.png just to get to him, and then you have to go through his Void Shift [Passive] which immunes all crowd control and gives him 90% damage reduction. And while all of this is happening you're also taking DoT damage from his Void Swarm [W] malzaharw.png and Malefic Visions [E] malzahare.png. You can get lucky and spell shield his ultimate sometimes, but a good Malzahar will just wait until your spell shield expires and ult you afterwards. But if you can somehow manage to get past all of this, or if his Void Shift [Passive] and Nether Grasp [R] malzaharr.png are on cooldown, you can actually kill him pretty quickly. He's very immobile without his abilities so just don't force bad fights or recklessly engage into him when they're up and you should be fine.

VS

Maokai

Medium

Maokai is difficult for any melee style champion to deal with because of how good his kit is for crowd control and team fighting. You can usually duel him early game as long as you don't walk into his Sapling Toss [E] maokaie.png traps. His combo is usually Twisted Advance [W] maokaiw.png > Bramble Smash [Q] maokaiq.png > Sapling Toss [E] maokaie.png, with or without using his ultimate Nature's Grasp [R] maokair.png. This combo basically allows for him to lock you in place for so long that him and his teammates will have an easy time killing you. Also his Sap Magic [Passive] will be healing him frequently throughout the fight as long he's able to auto attack you. Nature's Grasp [R] maokair.png is very good for team fighting or catching people and will allow him to follow up on anyone that it hits. But if he ever gets behind he'll have a fairly bad game and you'll be able to constantly invade his jungle and outfarm him, his jungle clear is also much slower than yours after his initial level 3 Sapling Toss [E] maokaie.png clear, so if you can ever get an early lead try your best to run with it and snowball in the mid game. Also, use your Shroud of Darkness [W] nocturneshroudofdarkness.png in team fights to block his Nature's Grasp [R] maokair.png for your teammates whenever you can.

VS

Master Yi

Hard

Master Yi is a very hard matchup for Nocturne, it just depends on how fed he gets. All Master Yi will do is auto attack you to death if he starts snowballing, but if you snowball against him, you'll auto attack him to death as well. The only thing to worry about is that he can Alpha Strike [Q] alphastrike.png your abilities if he's good or gets lucky, so if he ever dodges your Duskbringer [Q] nocturneduskbringer.png just try to stay on the Dusk Trail while fighting him to make the duel seem less hopeless. And remember that you can also interrupt his Mediatate [W] meditate.png with your Unspeakable Horror [E] nocturneunspeakablehorror.png.

VS

Nautilus

Easy

Nautilus is very similar to Maokai due to all of the single target crowd control that he has, but for me I find him much easier to deal with. You can beat him in most duels and can spell shield any of his crowd control abilities. His combo is usually Dredge Line [Q] nautilusanchordrag.png > Staggering Blow [Passive] > Riptide [E] nautilussplashzone.png > Titan's Wrath [W] nautiluspiercinggaze.png, with or without his ultimate Depth Charge [R] nautilusgrandline.png. His Staggering Blow [Passive] is actually quite disrupting during any sort of fight, his auto attacks will root you in place once every few seconds for 0.5-1.5 seconds duration depending on what level he is. He can use it on multiple people back to back as he AoE slows your entire team. Overall, he has a lot of lockdown potential with his combo and it's really annoying if he uses everything on you in a team fight, but you shouldn't have too much trouble when facing him, especially if you spell shield something important.

VS

Nidalee

Hard

Nidalee is one of the hardest jungle matchups in the game for everyone, especially if you have a poor early game champion. She farms much faster than you, has infinite sustain with a blue buff, takes little damage from jungle camps, has low cooldowns, can invade you with little to no chance of getting punished for it, is extremely mobile across the map, and can attack you from long range then burst you with cougar form. This champion has literally been so oppressive for the last 3+ years in the jungle and it's sort of sad. If she ever lands a Javelin Toss [Q] javelintoss.png on you she can then go into her Aspect of the Cougar [R] aspectofthecougar.png form and Pounce [W] on you from a distance while at the same time using Takedown [Q], bursting you so hard that you almost die in less than 2 seconds every time. She's very squishy for the way she usually builds, but her constant heals from Primal Surge [E] primalsurge.png will keep her healthy enough to keep fighting even if you get the jump on her. There is still a chance that you can snowball against her, but it's very low. So just try to farm up, play better during team fights, and survive the early game. I would suggest banning Nidalee in higher elos.

VS

Nocturne

Easy

Stop playing normal games.

VS

Nunu

Easy

Nunu is an easy matchup for Nocturne. He can sometimes duel you in the jungle when he has red buff but will always get outmatched by you in the end, especially if he doesn't take objectives early. Nunu is a supportive Jungler that has crazy objective control with Consume [Q] consume.png + Smite 11.png combo, there is almost 0% chance that you will steal anything from him, and a very high chance he will steal anything from you. So typically you don't ever want to start an objective like Dragon or Baron unless he's dead or on the opposite side of the map. His Ice Blast [E] iceblast.png is also annoying because it slows you and your Attack Speed, but it will never allow him to win any trades against you unless you're already low or he has a red buff. But overall, unless he has really good laners, or ones that scale really well with his Blood Boil [W] bloodboil.png, you shouldn't have too much trouble dealing with him. Also his pre level 6 ganks are so terrible that he might try cheesing Dragon early game, whenever I play Nunu I take Dragon at 3 min 23 seconds every game to give you an idea, so try to keep good vision control at the jungle entrances and around Dragon. He may also try to invade you a lot if he's good, so try to counterjungle him as much as possible whenever you get the chance, especially if you see him on the opposite side of the map. And remember to use your Shroud of Darkness [W] nocturneshroudofdarkness.png if it's up after he begins to channel his Absolute Zero [R] absolutezero.png. If he decides to do a long channel, which could be the entire 3 seconds, it's better to wait 1.5 seconds before you spell shield, this way you'll take no damage and will still be able to attack him constantly.

VS

Olaf

Hard

Olaf is a hard matchup for Nocturne. He has insane dueling power with extremely high sustain, has high chase potential, can build tanky or AD and still do well, and can immune himself to all crowd control. You can still beat him in duels early game before he gets items, but it can still be difficult because of his sustain. He has constant slows on a low cooldown with his Undertow [Q] olafaxethrowcast.png, he gets massive healing from Vicious Strikes [W] olaffrenziedstrikes.png when he's low on Health, has true damage on his Reckless Swing [E] olafrecklessstrike.png, and can immune the fear from your Unspeakable Horror [E] nocturneunspeakablehorror.png with his Ragnarok [R] olafragnarok.png, as well as any other crowd control or movement slowing effects. He has a pretty one dimensional playstyle and his champion kit is very old, so he may have a hard time making plays sometimes, but if his ganks ever connect they're pretty unstoppable. The one good thing about this matchup for you is that once you get Paranoia [R] nocturneparanoia.png at level 6 you'll have much better ganks than him.

VS

Ornn

Hard

Ornn can be a very annoying matchup Nocturne. He builds all tank items, has percentage based damage, has a lot of crowd control, and can immune himself from all incoming crowd control for a short duration. You can win duels early game if you can dodge or spell shield his abilities, but if you can't or he immunes the fear on your Unspeakable Horror [E] nocturneunspeakablehorror.png, the fight may not go in your favor. His Volcanic Rupture [Q] ornnq.png shoots out a fissure that will slow you and spawn a small magma pillar, Bellows Breaths [W] ornnw.png deals percentage based damage and immunes him from all crowd control for its duration, Searing Charge [E] ornne.png will displace or knock you up depending on if he hits a wall or not, and Call of the Forge God [R] ornnr.png will slow you on first activation then knock you up on the second activation. Overall, his kit is insanely good and will outscale yours, especially in team fights if he lands most of his abilities. So try to establish a lead early game and remember to try and dodge or spell shield whenever he forces an engage with Call of the Forge God [R] ornnr.png.

VS

Pantheon

Medium

Pantheon is annoying to deal with for most melee style champions. He has high damage, a very basic but reliable kit, and can block your attacks constantly. You can still win duels against him early game and burst him with your combo, but just be careful to not get baited by his Aegis Protection [Passive] shield blocks. His kit is so old and basic but it's actually quite good because of the damage his abilities have. His combo is usually just Spear Shot [Q] pantheonq.png spam until you get low > Aegis of Zeonia [W] pantheonw.png > Heartseeker Strike [E] pantheone.png followed up with auto attacks and more Spear Shot [Q] pantheonq.png spam. His primary engage is Grand Skyfall [R] pantheonrjump.png, he can use it from a very long range and drop down into fights unexpectedly so try to avoid the giant circle you see on the ground whenever it happens. He can also have a really bad game if he gets behind and takes a lot of damage in team fights if he ever tries to force an engage too hard with his Grand Skyfall [R] pantheonrjump.png, so if you ever see it coming always play defensively and just kill him immediately. You will usually outscale him most of the time, so unless he snowballs really hard early game, you shouldn't have a big problem dealing with him. You can also try to match his ultimate with your ultimate since they both have long range and yours has a shorter cooldown.

VS

Poppy

Easy

Poppy isn't a very hard matchup for Nocturne, but she can be very disruptive. You should do fairly well in duels vs her until she gets 2-3 defensive items, but the main problem is how annoying the crowd control in her kit is to deal with. She can slow you with Hammer Shock [Q] poppyq.png, stun you with Heroic Charge [E] poppye.png, and knock you far away with Keeper's Verdict [R] poppyr.png. These abilities are pretty much a nightmare for any melee style champion, but if she ever misses them you'll be able to punish her for it. Her late game is very solid with a full tank build, so try to establish an early or mid game lead before it gets to this point. Her ganks aren't anything special and her jungle clear isn't as fast as yours, so you should be able to punish her throughout the game constantly by having better ganks and outfarming her. And something to remember is that her Steadfast Presence [W] poppyw.png will never be able to stop your Paranoia [R] nocturneparanoia.png, even though it's technically described as a "dash" she won't be able to stop it, so never be afraid to engage while it's up.

VS

Quinn

Easy

Quinn isn't a bad matchup for Nocturne most of the time unless she gets the jump on you early game. You outscale her, have way better team fighting, and are more reliable as a champion to have on a team. Duels will go in either favor, whoever catches the other one first will usually win the fight, but if you can manage to spell shield her Vault [E] quinne.png you're able to chase her very easily. Her pre level 6 ganks aren't that amazing but she can skirmish very well with her Blinding Assault [Q] quinnq.png and Vault [E] quinne.png. When she gets Behind Enemy Lines [R] quinnr.png at level 6 she gets a huge momentum boost and can gank anywhere she wants with extremely high Movement Speed, but if she takes any damage while in this form it will drop instantly. Just don't chase her too hard if she gets a good Vault [E] quinne.png combo off on you or if she's already in her Behind Enemy Lines [R] quinnr.png form and your ultimate is down. You'll always outscale her, so just try to play well early game, play smart during team fights, and try to make picks on her whenever you can and you should be fine.

VS

Rammus

Hard

Rammus is a very hard matchup for Nocturne, as well as any other melee style champion. He heavily outscales you with just defensive items, has a decent team fight, can catch you out extremely easily, has higher mobility, and will gank more frequently. You can still duel him if you get ahead early game, but eventually you won't be able to do any damage to him. He'll start to gank very frequently once he gets level 3, his combo will always be Powerball [Q] powerball.png > Frenzying Taunt [E] puncturingtaunt.png > Defensive Ball Curl [W] defensiveballcurl.png, with or without his ultimate Tremors [R] tremors2.png. His Powerball [Q] powerball.png allows him to gank or gap close freely with high Movement Speed and Frenzying Taunt [E] puncturingtaunt.png will hold you in place as he and his teammates kill you. Rammus has a very basic concept but he's still one of the best tank champions in the game, just be careful about how he moves on the map and try not to get caught in a bad spot with his Frenzying Taunt [E] puncturingtaunt.png. As a melee style champion it's very easy for him to catch you, and if he ever catches you during a 5v5 team fight you're going to take a lot of free damage or potentially die, so just be aware of when you can move in on him. The only good thing about this matchup is that you can spell shield his Frenzying Taunt [E] puncturingtaunt.png.

VS

Rek'Sai

Hard

Rek'Sai can be a difficult matchup for Nocturne. She scales well, can build tank or damage depending on the game, has good jungle clear, better snowballing, better gap closers, high mobility, and doesn't use Mana. You can actually beat her in duels early game, but her damage is very high most of the time so it will be a close fight. Her main damage comes from Queen's Wrath [Q] reksaiq.png and Furious Bite [E] reksaie.png after she knocks you up with Un-burrow [W], she can also use her Tunnel [E] to help gap close or disengage over a wall if she's losing. She can also use Tunnel [E] to create very unique gank paths, similar to any other champion that can go over walls, like Nidalee or Shaco. Her ultimate Void Rush [R] reksairwrapper.png is now one of her best abilities, it can be used to deal massive burst damage to low targets or as a long ranged gap closer. Also, an annoying thing about Rek'Sai is her Tremor Sense, she will be able to reveal your location from far away to her and her allies, so try your best not to get spotted. Overall, the game will have equal opportunities for both of you to snowball, so just try to not give her a big lead early game and play better during the mid game team fights if you can.

VS

Rengar

Hard

Rengar is a hard matchup for Nocturne. He builds heavy damage, has high burst, high mobility, good sustain, and has a very good ultimate. You'll have a hard time dueling him in the jungle most of the time, especially if he starts to snowball. His damage mostly comes Savagery [Q] rengarq.png and auto attacks, his sustain comes from Battle Roar [W] rengarw.png, his crowd control comes from Bola Strike [E] rengare.png, and his engages comes from Thrill of the Hunt [R] rengarr.png or his Unseen Predator [Passive] while in the jungle. At max ferocity the effects on his 3 main abilities get amplified, but the main one to be concerned about is the empowered Bola Strike [E] rengare.png because it will root you in place. Rengar will have high mobility while dueling you in the jungle because of his Unseen Predator [Passive] bush leaps, usually if he gets the jump on you and your Flash 4.png is down you're pretty much dead, even if you spell shield the Bola Strike [E] rengare.png, so try to avoid dueling him unless it's very favorable. His pre level 6 ganks aren't that good so try not to feed him early game, because if he ever gets a kill on you and is able to take your jungle camps as well, he'll just hit level 6 sooner and begin snowballing with AD CDR items like you do. So ward up the jungle entrances, farm your jungle efficiently, and only gank or invade when it's extremely favorable.

VS

Riven

Medium

Riven is a decent matchup for Nocturne usually, but she has very high mobility, high damage, high burst, good crowd control, good team fighting, and builds almost all AD items. You can duel her fairly well if she gives you the chance, but a good Riven will just play around her mobility until the time is right to kill you. The problem with Riven is that she can always get away from you if she's good at wall hopping with Broken Wings [Q] riventricleave.png, she can also use it as a knock up on the 3rd cast if she needs to. Her Ki Burst [W] rivenmartyr.png can stun you as you're running towards her. Her Valor [E] rivenfeint.png is used as a shield but also as a short dash, which helps her position better to compliment her other abilities. And Blade of the Exile [R] rivenfengshuiengine.png is used to increase her damage and the range of her other abilities. So you may actually be able to beat her 1v1 in most cases, but if she's good at playing Riven you'll have a low chance of actually finishing her, unless you're able to spell shield her Ki Burst [W] rivenmartyr.png and can find a way to stick onto her. Her team fighting is actually quite insane if she can land her crowd control and burst combos onto your carries, so just be prepared to play defensively and kill her if she's forcing an engage. The good thing is that if she ever gets behind in the jungle she has a terrible game because her clear speed is much slower than yours and she's required to build mostly AD items which will make her extremely squishy.

VS

Rumble

Easy

Rumble an easy matchup for Nocturne most of the time. He has decent clear speed, good scaling, good team fighting, but he can lose to you in duels if you're able to dodge his abilities. You'll be able to kill him in a lot of situations, but the main focus is just finding a way to stick onto him. The main ability that you need to dodge or spell shield is his Electro Harpoon [E] rumblegrenade.png, this will slow you as you try to chase into him or his teammates, making it almost impossible to comfortably engage if it hits you. The other ability that you must avoid is his ultimate The Equalizer [R] rumblecarpetbomb.png, this is an amazing ultimate for damaging, slowing, and zoning an entire team. He tends to be fairly squishy until he gets his Zhonya's Hourglass and other AP Health items completed, so just realize that you can potentially do a lot of damage to him. Also, be aware that when he reaches high Heat his abilities will be doing way more damage, so try not to get baited into a bad fight. Just don't stand in his Flamespitter [Q] rumbleflamethrower.png or The Equalizer [R] rumblecarpetbomb.png for too long and never underestimate his damage and you should be fine.

VS

Sejuani

Hard

Sejuani is a very hard matchup for Nocturne. She has very high crowd control, amazing team fighting, great jungle clear, good dueling, good ganks, builds all tank items, and will always outscale you. You can still catch her out and duel her, but it gets harder the longer the game goes on. The amount of crowd control in her kit is ridiculous, her Arctic Assault [Q] sejuaniq.png will knock you up, her Winter's Wrath [W] sejuaniw.png will slow you and apply Frost stacks, her Permafrost [E] sejuanie.png will stun you at 4 stacks of Frost, and Glacial Prison [R] sejuanir.png will also stun you from a distance. Getting caught by any of this means you're going to have a hard time attacking anyone but the frontline, so try your best to spell shield her engages whenever possible.

VS

Shaco

Easy

Shaco is an easy matchup for Nocturne. He has less damage than you, a slower clear speed, terrible team fighting, and will never outscale you. You should be able to duel him fairly well, even if he gets the jump on you. His combo is usually Deceive [Q] deceive.png > Jack in the Box [W] jackinthebox.png > Backstab [Passive] + Two-Shiv Poison [E] twoshivpoison.png, with or without using his ultimate Hallucinate [R] hallucinatefull.png. The most he can do early game is invade your jungle or spam gank your laners if they're overextending. If he takes your second buff at level 1 it's not a big deal as long as you start blue buff, this way you can still full clear the rest of your jungle without having any Mana issues. If he ever tries to kill you at your second buff, or you think he's going to, just ward the bush on your buff prior to starting it to see if he's already in there waiting for you. Usually you'll be healthy enough on your first clear by the time you get to your second buff, especially if you're only doing three camps, so just don't aggro it before checking the bush and you should be fine to duel him. Also remember when fighting Shaco that you can Smite 11.png his Jack in the Box [W] jackinthebox.png if you need to avoid taking damage or getting feared, this will come in handy in certain situations.

VS

Shyvana

Hard

Shyvana can be a difficult matchup for Nocturne. She has high scaling, high dueling potential, high jungle clear, good damage, and gets very tanky. You'll always have issues when dueling her, especially if she gets Skirmisher's Sabre or is running Exhaust 3.png. She has high amounts of damage from her kit, mainly focused around auto attacks and magic damage, and will brute force a lot of her fights. Twin Bite [Q] shyvanadoubleattack.png and Flame Breath [E] shyvanafireball.png will increase her auto attack damage, while Burnout [W] shyvanaimmolationaura.png provides her with bonus Movement Speed and magic damage to help her stick onto targets. And Dragon's Descent [R] shyvanatransformcast.png is her main engage, causing her to leap forward and knock enemies towards her, while also modifying her basic abilities. Basically, you can win duels whenever she doesn't have Challenging Smite up or whenever she misses Flame Breath [E] shyvanafireball.png, but it will still be very close. The weaknesses of Shyvana is that her pre level 6 ganks are pretty bad, she gets kited extremely easily, and the only way she can reliably gap close is by using her Dragon's Descent [R] shyvanatransformcast.png. Just try not to get behind early game and clear your jungle efficiently because her counterjungling is very punishing and she will always outscale you.

VS

Sion

Easy

Sion is an easy matchup for Nocturne. He has low damage, low jungle clear, slow abilities outside of his ultimate, and almost never builds damage. But his crowd control and team fighting can actually be quite good in certain situations. You'll do fine when dueling him, especially if you can spell shield one of his abilities, but his abilities are very annoying whenever they land. His Decimating Smash [Q] sionq.png is a charged slow or knock up, Soul Furnace [W] sionw.png provides him with a shield and AoE magic damage, Roar of the Slayer [E] sione.png is a ranged slow, and Unstoppable Onslaught [R] sionr.png is his main engage that has a very long range and will knock enemies that it hits. He becomes completely useless in duels or team fights if he ever misses his crowd control, so try to maneuver around or spell shield his abilities whenever possible. The main thing to avoid is the Decimating Smash [Q] sionq.png, if you can avoid or spell shield this then you should automatically win the trade and force him to play defensively. Your ganks, jungle clear, and team fighting should be better in most situations, so just play well and you'll be fine.

VS

Skarner

Medium

Skarner can be a difficult matchup for Nocturne. He has an amazing ultimate, amazing catch potential, very high jungle clear, high mobility and utility, good crowd control, can build damage or tank depending on the game, and can beat you in duels on top of his Crystal Spires. You'll have a hard time dueling him most of the time, and if you do end up dueling him try not to fight on top of his Crystal Spires so he doesn't get the bonus Movement Speed, Attack Speed, and Mana Regeneration. His combo is Crystalline Exoskeleton [W] skarnerexoskeleton.png > Fracture [E] skarnerfracture.png > Crystal Slash [Q] skarnervirulentslash.png spam, with or without using his ultimate Impale [R] skarnerimpale.png. Usually the entire point of playing Skarner is to be able to land his Impale [R] skarnerimpale.png during ganks or team fights, and it's one of the best ultimates in the game for catching people. He will have an easier time catching you with his Fracture [E] skarnerfracture.png combo or Impale [R] skarnerimpale.png since you're a melee style champion, so never underestimate him and overextend or you're probably dead. Also remember that whenever a Crystal Spire gets taken by either team, it will show on the minimap for both teams, so try to use this to pinpoint enemy locations, especially Skarner's. Sometimes if you get lucky you can spell shield his Impale [R] skarnerimpale.png, but it's safer to try and block his Fracture [E] skarnerfracture.png most of the time.

VS

Tahm Kench

Easy

Tahm Kench is a fairly easy matchup for Nocturne. He has slow jungle clear, poor ganks, loses in duels frequently, and has mediocre scaling. You should do fine against him in duels, just be careful of his early game damage from Devour [W] tahmkenchw.png if he's able to get a combo off on you, and try to block something with your spell shield if you can. His combo is usually Tongue Lash [Q] tahmkenchq.png > auto attack > auto attack > Devour [W] tahmkenchw.png > Tongue Lash [Q] tahmkenchq.png, with or without using his Thick Skin [E] tahmkenche.png to help mitigate damage. You always need to try and avoid his Tongue Lash [Q] tahmkenchq.png, because if you can dodge or spell shield it the trade should go into your favor. Just be careful of Devour [W] tahmkenchw.png when chasing him, he can swallow you when he reaches three stacks to burst you, or stall for his teammates to arrive. He actually has a strong team fight when he uses Devour [W] tahmkenchw.png to save his teammates and there isn't anything you can really do about his ultimate Abyssal Voyage [R] tahmkenchnewr.png, just try not to get counterganked by it.

VS

Taliyah

Medium

Taliyah can be a difficult matchup for Nocturne sometimes. Her range and burst damage make her very hard to duel most of the time, but if you can ever dodge / spell shield her abilities or force her onto worked ground, it's not so bad. You should be able to almost one shot once you get enough items during the mid and late game with your ultimate combo. Her damage comes from poking you with Threaded Volley [Q] taliyahq.png, catching you with Seismic Shove [W] taliyahwvc.png, and kiting you with Unraveled Earth [E] taliyahe.png. Her combo is basically using all of these abilities at once if she ever catches you with Seismic Shove [W] taliyahwvc.png, so try your best to dodge it throughout the game. During the late game her Weaver's Wall [R] taliyahr.png can be used to control objectives or catch people out, so always take this into account if you know that its up before forcing objectives, diving turrets, or split pushing.

VS

Teemo

Medium

Teemo can be an annoying matchup for Nocturne, as well as any other melee style champions. He can attack you a distance, blind you from attacking, kite you through bushes, and do heavy amounts of DoT damage from his auto attacks and abilities. You'll do fine against him in duels if you can catch him with your Unspeakable Horror [E] nocturneunspeakablehorror.png, otherwise he will probably beat you. Whenever you get close to him he'll just auto attack spam you while using Blinding Dart [Q] blindingdart.png to blind you and Move Quick [W] movequick.png to kite you. Once he hits level 6 you'll also have to run through any Noxious Trap [R] teemorcast.png shrooms he's placed on the ground, which will slow you and do massive damage if he's building AP. But if you can ever catch him, you should be able to put out decent damage most of the time, just try not to overchase him without your ultimate or you're probably dead, also try to spell shield any shrooms you know are on the ground. His team fight is strong if your team plays into his Noxious Trap [R] teemorcast.png shrooms, so try your best not to walk in obvious locations and sweep the area before pushing forward in the jungle or during sieges.

VS

Trundle

Hard

Trundle can be a difficult matchup for Nocturne. He has good damage, good dueling, high mobility, gets very tanky, can build damage or tank depending on the game, and will always outscale you. You have a chance to beat him in duels early game but you won't be able to fight him as much during the mid or late game without your team. All of his damage comes from auto attacks and his Chomp [Q] trundletrollsmash.png, which has a very low cooldown and can also be used on turrets. His Frozen Domain [W] trundledesecrate.png and Pillar of Ice [E] trundlecircle.png are used for catching people out or escaping bad fights. And his Subjugate [R] trundlepain.png is used to steal enemy stats and dramatically increase his fighting potential. You need to try and have better ganks than him once you get Paranoia [R] nocturneparanoia.png and try to get your team ahead before the mid and late game team fights begin. Also, remember not to overchase him while his Frozen Domain [W] trundledesecrate.png and Pillar of Ice [E] trundlecircle.png are active unless he's very low or your Paranoia [R] nocturneparanoia.png is up, because you will never catch him.

VS

Tryndamere

Easy

Tryndamere is an easy matchup for Nocturne. He has less damage, less scaling, slower jungle clear, terrible team fighting, and always has to build into damage items regardless if he's behind or not. You should be fine to duel him in most situations, especially early game, just try your best to spell shield his Mocking Shout [W] tryndamerew.png and the fight will go heavily into your favor. Literally all of his damage comes from auto attacks and whenever he uses Spinning Slash [E] tryndameree.png, making him extremely item and crit reliant. His combo is usually just Mocking Shout [W] tryndamerew.png > Spinning Slash [E] tryndameree.png > auto attack spam, while using Bloodlust [Q] tryndamereq.png or Undying Rage [R] undyingrage.png situationally if he needs to. He pretty much offers nothing in a team fight except for a minor engage and auto attack damage, so if he ever tries to team fight just use your abilities on him and force him to play defensively. A good Tryndamere will just try to cheese you early game and then split push the rest of the game while dueling anyone that comes to stop him. But you shouldn't have that many issues dealing with a jungle Tryndamere because you can beat him in duels, have way better ganks, and way better team fighting.

VS

Twitch

Easy

Twitch is a fairly easy match up for Nocturne. He's insanely squishy, never builds tank, and his only reliable playstyle is trying to cheese people early game. But his damage and team fighting can be quite overwhelming if he starts to snowball. You'll do fine against him in duels if you can catch him out with your abilities, otherwise he will probably beat you. Whenever you get close to him he'll try to use Ambush [Q] twitchhideinshadows.png or Venom Cask [W] twitchvenomcask.png to get away from you, but if you ever catch him when either of these are on cooldown, he's pretty much dead. Usually what he'll do is start red buff at level 1 then try to gank your laners immediately afterwards, typically mid lane, so make sure to warn or ping your team so that they don't get cheesed. His major strength aside from cheesing people is team fighting with his Spray and Pray [R] twitchfullautomatic.png. This will do massive AoE damage if he catches your team in a good choke, so you have to either kill him quickly or kite back whenever he uses it. He also has a very bad game if he ever gets behind, but it only takes one good team fight to get him back into the game as a carry. So just try to not let him get ahead early game and punish him whenever he steps out of position and you should be fine.

VS

Udyr

Medium

Udyr can be annoying to deal with for any champion, but he shouldn't be a big deal unless he starts snowballing. He has good dueling, very good jungle clear, decent team fighting, and will scale well if he builds all tank items. You should be able to beat him in duels as Phoenix Stance [R] udyrphoenixstance.png but not as Tiger Stance [Q] udyrtigerstance.png. He mainly just tries to abuse his Bear Stance [E] udyrbearstance.png and Turtle Stance [W] udyrturtlestance.png as he cycles in his damage stance. This provides him with high mobility and mitigation while still doing damage during any fight, and should not be underestimated. The good thing is that it can be easy to land your Unspeakable Horror [E] nocturneunspeakablehorror.png on him sometimes during team fights since he's melee, but at the same time it can be hard with the bonus Movement Speed he gets from Bear Stance [E] udyrbearstance.png. Just try to have better ganks than him once you get your ultimate and don't get baited into long chases if he can spam his stances to get away.

VS

Vi

Easy

Vi is an easy matchup for Nocturne, but Vi has very high damage, good ganks, good team fighting, a good ultimate, and good jungle clear. You'll be able to beat her in duels if she ever misses her Vault Breaker [Q] viq.png, but if she lands it you're pretty much dead until you get more defensive items. The reason why this is an easy matchup for you is because if you ever spell shield any of her abilities you can usually just outtrade to death, and your Paranoia [R] nocturneparanoia.png will punish her Assault and Battery [R] vir.png if she ever uses it incorrectly. Her combo is very simplistic and relies a lot on landing her Vault Breaker [Q] viq.png, she can use any combination of her abilities depending on the situation. A general combo would be Vault Breaker [Q] viq.png > Excessive Force [E] vie.png + Denting Blows [W] viw.png > Assault and Battery [R] vir.png as a finisher or to stall out for Vault Breaker [Q] viq.png to come back up again. She can punish players very hard if she's good, but if she ever misses her Vault Breaker [Q] viq.png or chooses to use Assault and Battery [R] vir.png at an incorrect time, she's basically dead because she has no way to get out of the fight. So try your best to dodge or spell shield her Vault Breaker [Q] viq.png, try to have better ganks or counterganks with your ultimate, and play better during team fights because that's where you'll punish her the most.

VS

Volibear

Easy

Volibear is an easy matchup for Nocturne. He has less damage, slower jungle clear, worse ganks, worse scaling, worse team fight, and has an even worse champion design. You should do fine against him and be able to win most trades, especially if you can spell shield one of his abilities, just be careful not to get baited by the Health regen on his Chosen of the Storm [Passive]. His combo is usually Rolling Thunder [Q] volibearq.png > Majestic Roar [E] volibeare.png > auto attack spam > Frenzy [W] volibearw.png, with or without using his ultimate Thunder Claws [R] volibearr.png. Volibear has a really bad champion design and his ganks are probably the most one dimensional ganks in the entire game. His only engage comes from Rolling Thunder [Q] volibearq.png and it's so easy to stop with all of the crowd control in the game right now that the only reliable way he can engage a fight is with Flash 4.png. Just make sure to use your abilities on him whenever he tries to engage team fights and try not to get flipped into a bad position from his Rolling Thunder [Q] volibearq.png and you should be fine. Also, remember that his Frenzy [W] volibearw.png + Smite 11.png combo puts out a lot of damage when securing objectives.

VS

Warwick

Hard

Warwick is a hard matchup for Nocturne. He has massive sustain, high damage, high mobility, good crowd control, good ultimate, good jungle clear, can build damage or tank depending on the game, and will always outscale you. You can duel him early game fairly well if you land a good spell shield, but eventually you won't be able to touch him whenever his ultimate is up. His damage mainly comes from auto attacks and Jaws of the Beast [Q] warwickq.png, his mobility comes from Blood Hunt [W] warwickw.png, and his crowd control comes from Primal Howl [E] warwicke.png and Infinite Duress [R] warwickr.png. His combo when ganking will usually be Blood Hunt [W] warwickw.png > Jaws of the Beast [Q] warwickq.png + Primal Howl [E] warwicke.png > auto attack spam. He uses Infinite Duress [R] warwickr.png whenever he needs to engage or escape bad situations, it has huge range, lockdown, and will heal Warwick for 100% of the dmg it deals. He has very high dueling and skirmishing power whenever his cooldowns are up, so try to avoid fighting him unless you're noticeably far ahead and focus on your own level 6 ganks.

VS

Wukong

Easy

Wukong is an easy matchup for Nocturne. You have about equal scaling, you beat him in duels, have a faster jungle clear, and can countergank him easily. For duels you shouldn't have a hard time fighting him unless he gets ahead or catches you low in the jungle. His main combo is Decoy [W] monkeykingdecoy.png > Nimbus Strike [E] monkeykingnimbus.png > Crushing Blow [Q] monkeykingdoubleattack.png for quick engages, but if he uses his Crushing Blow [Q] monkeykingdoubleattack.png before his other abilities he'll do bonus damage to his target because of the Armor reduction it applies. His ultimate Cyclone [R] monkeykingspintowin.png is one of the main reasons people play Wukong, it's pretty much one of the best ultimates in the game and can shred an entire team or win team fights on its own with just the knock up. The only thing that you really have to worry about aside from the surprise factor of his Decoy [W] monkeykingdecoy.png, is if he ever gets fed and lands good Cyclone [R] monkeykingspintowin.png engages, because if he's good at landing them you're pretty much done for. Wukong also has a terrible game if he ever gets behind, since he needs to build AD items early it makes him really squishy and allows you to kill him much easier whenever he engages.

VS

Xin Zhao

Medium

Xin Zhao can be a difficult matchup for Nocturne. He has decent scaling, high single target damage, decent jungle clear, good dueling potential, and very good team fighting whenever his ultimate is up. You'll usually have problems dueling him for the most part, so unless he's low on Health or you're very fed, I would just avoid him. Similar to Master Yi, if he gets fed he just auto attacks you to death and if you get fed you'll do the same back to him, but he's very good at dueling because of his single target abilities. His combo will usually be Audacious Charge [E] xinzhaoe.png > Three Talon Strike [Q] xinzhaoq.png > Wind Becomes Lightning [W] xinzhaow.png, with or without using his ultimate Crescent Guard [R] xinzhaor.png. His Determination [Passive] will also be doing damage and healing him during this time, every third auto attack. The knock up from Three Talon Strike [Q] xinzhaoq.png is very disruptive in duels and the rest of his kit just allows him to stick onto his target easier while increasing his stats, but the good thing is that you should always be able to spell shield something and get your bonus Attack Speed for each duel. The weakness of Xin Zhao is in his playstyle, whenever he goes in he can't really get out without his teams assistance. So if he ever engages and his Crescent Guard [R] xinzhaor.png expires, or if it isn't up, he becomes a very easy kill target.

VS

Zac

Medium

Zac can be a difficult matchup for Nocturne because of how tanky he gets and how good his kit is for ganks and team fighting. You can duel him early game, especially if you spell shield or he misses any of his abilities, but he'll be much harder to kill once he gets 2-3 tank items. Zac has great control, builds all tank items, and is extremely disruptive at all stages of the game. He has amazing engages with his Elastic Slingshot [E] zace.png and can follow up afterwards with his Stretching Strikes [Q] zacq.png and Let's Bounce! [R] zacr.png to put your team is terrible positions. Always try to track the position of where Zac is going to land with his Elastic Slingshot [E] zace.png by checking for his shadow on the ground, this way you can avoid the impact and have an easier time dodging or spell shielding the rest of his abilities. And also be careful when his Cell Division [Passive] is up, he can use it to bait you into bad fights, but otherwise the bloblets are very easy to kill, you can also Smite 11.png them.

Early, Mid, and Late Game Back to Top

Noc Header Game Stages.png


► Early Game


Nocturne's early game is primarily focused around farming and counterganking. He has decent jungle clear and can power farm pretty easily, but his pre level 6 ganks are very poor unless he's able to get a good flank off or has Flash up. The main problem with his early game is that he has no real gap closer until he gets Paranoia [R] at level 6. He also tends to be much weaker than most other Junglers pre level 6 and has a terrible game if he falls behind, so farming is usually the best option. Nocturne shouldn't have a big issue while clearing the jungle, but it might feel slow sometimes due to all of his single target damage, so make sure to ping for a leash at level 1. Usually you'll complete two camps, go for scuttle, farm to level 3, and look for ganking opportunities around the map. And if you can't find any ganks, or end up falling behind for some reason, just go back and continue farming your jungle or potentially invade the enemies jungle depending on the situation. Just be careful when invading because if you ever get spotted by a ward and the enemy team decides to collapse on you when your abilities or Flash are on cooldown, you'll most likely die every single time. Your main focus will be to safely transition out of the early game and get to level 6 as soon as possible, so focus on farming and only gank when it's extremely favorable.


► Mid Game


Mid game is when you need to begin snowballing with your Paranoia [R] ganks, so try to make plays every single time your ultimate is off cooldown. The good thing about Paranoia [R] is that any lane can be ganked by just walking directly through the lane with it, so if you see someone out of position, or know that their summoners are down, go for the kill. Also, do not be afraid to take all of the kills with Nocturne, you snowball very well with gold and will have the option to build additional damage items if you do. This is the time of the game where you need to try and make as many picks as possible, because it becomes a lot harder to do during 5v5 team fighting. A good place to gank most of the time is bot lane, if you can manage to get kills on bot lane it will help secure the first blood turret, early Dragons, and start opening up the map.


► Late Game


Late game can be kind of tricky to play with Nocturne sometimes, but basically it all comes down to split pushing and team fighting. Nocturne can split push very well for multiple reasons, his Paranoia [R] at max rank has extremely long range and allows him to join fights very quickly whenever he's far away, his kit provides him with very good waveclear, he takes down turrets very quickly, and he's also a great assassin / duelist. And if you ever do decide to split push, remember to always be vocal with your team and be extremely aware of what's happening on the map and respond accordingly. For team fighting I'll explain more about it in the "Team fighting" section down below, but generally just try to dive or assassinate the enemy carries, and if that ever fails then try to go back and peel the enemy frontline from your own team's carries.

Team Fighting Back to Top

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Team fighting with Nocturne is pretty straightforward for the most part, but sometimes it can be very annoying to execute. Generally you want to dive or assassinate the enemy carries with or without the help of your team, and if you have enough damage and manage to get a kill, the fight will usually sway heavily in your favor. But if you don't have enough damage and the enemy carries end up getting away from you, then you'll need to try to go back and peel the enemy frontline from your own team's carries. Nocturne will usually do enough damage to be able to attack most champions, so it's completely fine if you need to attack the enemy frontline. And sometimes the enemy frontline is the only realistic target that you can attack anyway, because if you end up facing against multiple Exhausts or a lot of crowd control, the odds of you assassinating the enemy carries drops considerably. Overall, just try to choose the right targets whenever you engage, engage at the correct times, play defensively when you need to, and coordinate plays with anyone else on your team that can help you engage.

Tips and Tricks Back to Top

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nocturnepassive.png Umbra Blades [Passive]:

There's not really a lot I can say about Umbra Blades [Passive] that I haven't said already. Just try to watch the cooldown, abuse the sustain whenever you can, and try to use it to AoE as many targets as possible when clearing the jungle, pushing creep waves, or team fighting.

nocturneduskbringer.png Duskbringer [Q]:

Aside from remembering to always stand on the Dusk Trails to get the bonus AD and Movement Speed, there are a few other things that you should remember to do with Duskbringer [Q]. Since Duskbringer [Q] is a fairly long and very visible animation, if you aren't careful it can give away your position while farming in the jungle. For example, say you were doing the raptor camp and used Duskbringer [Q] when you're too close to the wall, the Dusk Trail animation might go through the wall and into mid lane for the enemy mid laner or Jungler to see. This can be extremely dangerous for you if the enemy Jungler knows your path, because if he ever gets ahead of you or is playing a champion that can invade you really easy like Nidalee or Elise, you could end up getting counterjungled or even killed. So always think before using it.

Another thing to remember is that you can also use Duskbringer [Q] mid Paranoia [R] for a faster combo. Right before you land onto your target, at the very end of your dash, you can use Duskbringer [Q] mid air and cancel out the cast animation. This is really good to do because it lets you get your initial auto attack off faster and allows you to burst your target almost instantly with your full combo. Be careful though, because if you press Duskbringer [Q] too early it has a decent chance of missing your target, so try to use it as close to your target as possible. And remember that Duskbringer [Q] will always cast from your current location and travel in the direction of your mouse cursor, so always watch where you're pointing it.

nocturneshroudofdarkness.png Shroud of Darkness [W]:

Shroud of Darkness [W] can be used to block Dragon or Baron Nashor attacks, this will help you clear the objectives faster as well as reduce their damage output. But be careful when doing this, because if your spell shield is down and an enemy champion gets in range of you, you won't be able to block any of their abilities. Another thing to remember is that you can preemptively use Shroud of Darkness [W] mid Paranoia [R] so that it's ready to block an ability immediately after you land onto your target, this is particularly useful for champions like Annie, Ashe, Alistar, or any other champion with some form of crowd control.

nocturneunspeakablehorror.png Unspeakable Horror [E]:

For Unspeakable Horror [E] there is a 0.25 second grace period where the tether stays connected after you or your target moves out of range. So if your target Flashes out of the tether range and you react quickly enough with your Flash, you can chase after them can keep the tether connected. Another thing to remember is that the tether will not break if your target becomes untargetable, this includes things like Vladimir's Sanguine Pool [W], Vayne's Tumble [Q] during her Final Hour [R], or even the active from Zhonya's Hourglass.


Paranoia [R] can also be used defensively in certain situations, and although it's not the best way to use your ultimate, it can serve as an escape for both you or your teammates since it reduces enemy vision for 4 seconds. For example, say the enemy team has a Jhin and he uses his Curtain Call [R] to try and clean up a fight, you can use Paranoia [R] to reduce his vision and increase the chance of him missing some of his shots that would otherwise kill you or your teammates, or even just make him hold off on firing. Also, remember that whenever you use your Paranoia [R] you don't always have to go in immediately, sometimes it's better to wait a moment and let your team try to catch the enemy team off guard with the lack of vision. Another thing to remember, is that if you ever use Paranoia [R] and you realize it's a terrible idea, you can cancel the ultimate mid air by using Flash. This can actually be very useful to know, especially during late game team fights when death timers are over 60 seconds long and one bad fight can lose you the game.

Lane Synergies Back to Top

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Nocturne has great synergy with champions that have global ultimates, long range follow up, or shields and mitigation. These are just a handful of the champions that will synergize great with Nocturne. Twisted Fate, Shen, and Soraka are all examples of champions with global ultimates, which allows for immediate follow up whenever you engage with Paranoia [R]. Taliyah, Aurelion Sol, Galio, Pantheon, Ashe, Jhin, and Bard are all exampled of champions with long range follow up, which allows for fast follow up whenever you engage with Paranoia [R]. And lastly, Lulu and Orianna are both examples of champions with shields and mitigation, which allows you to survive longer whenever you dive into a fight with Paranoia [R]. As you can see it's pretty much all based off of your Paranoia [R], because that's all that Nocturne can really offer his team when coordinating gameplay. My favorite synergy is to play with champions that have global ultimates.

Pros and Cons Back to Top

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Pros:

  • Has a decent jungle clear.
  • Has an amazing ultimate.
  • Builds AD items every game.
  • Can one shot carries with lethality builds.
  • Starts one shotting people with only two items, Warrior and Duskblade of Draktharr.
  • Long range engages.
  • Difficult to ward against and keep track of once he hits level 6.
  • Can pretty much gank from any direction with his Paranoia [R].
  • Has great pick potential.

Cons:

  • Has a really bad game when behind.
  • His pre level 6 ganks are very poor.
  • Requires early farm to rush level 6.
  • Lacks engage without his ultimate.
  • Has very poor team fighting without his ultimate.
  • Has no crowd control except for his Unspeakable Horror [E].
  • If you're ever forced to build a bunch of tank items it makes you feel useless.
  • It's very hard to engage vs a lot of crowd control or tanks.

About Me Back to Top

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► About Me


Hello everyone my name is Jordan, and I've been a gamer my entire life. For the past 10 years I've been mainly focused on staying in the top decimal percentage of players for online games, such as WoW, LoL, and Osu!. But as much as I've played online games, my real passion is for console gaming.


► League of Legends


I've been playing League of Legends for the past 5 years, and I'm a NA Challenger Tier Hecarim Main, 2900+ elo jungle. I've been in high elo ever since I started playing back in season 3 when I finished my first season in Diamond 1, and have been Master or Challenger Tier every single season since then. I'm mostly known for my Hecarim jungle gameplay and have just over 5600 ranked games with him, but I also play Evelynn, Rammus, Udyr, Shyvana, Nocturne, Skarner, Sejuani, Nunu, and Volibear depending on the current state of the meta.

Season 3: Diamond 1 2500 elo

Season 4: Master Tier 2850 elo
Season 5: Challenger Tier 2900 elo
Season 6: Master Tier 2550 elo
Season 7: Master Tier 2650 elo

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► Social Media Links


Be sure to check out my social media if you have any questions or if you're interested at all in watching my stream! If you'd like to know when I'm streaming, make sure to follow my Twitch, Facebook, Twitter, or join Discord to get live notifications! We have a small community, but everyone is welcome!

Twitch: http://www.twitch.tv/rocklee015
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Twitter: https://twitter.com/Rocklee015
YouTube: https://www.youtube.com/Rocklee015
Discord Server: https://discord.gg/d3DMycY

Thank you for reading my Nocturne Jungle Guide!
Hopefully it helps you carry your games with more knowledge and confidence as you become a better player! Take care! o/

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