Wild Rift: NOCTURNE Build Guide (7.1D)

LoL Wild Rift: NOCTURNE
NERFED
49
37 278
11 Apr 2026
Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift NOCTURNE, role - Assassin. Use the guidelines to take your NOCTURNE Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position NOCTURNE is in the rating table, go to the - Tier List page.

attackdamage 54 (5) 
heal 660 (120)
healthregeneration 10 (0.86)
attackspeed 0.80 (0.015)
mana 380 (50)
mpreg 32 (1)
movementspeed 345 (0)
armor 43 (4.5)
magicresistance 40 (2)
criticalstrike 175 (0)


UMBRA BLADES
P

(PASSIVE) UMBRA BLADES

12s

Umbra Blades: Every 12 second(s), Nocturne's next attack is empowered to strike the target and nearby enemies for 70 physical damage (120% attackdamage) and restore 16 Health (16 (perlevel) + 30% abilitypower) per enemy hit.

Except for the main target, Umbra Blades deals only 50% damage against minions and heals 50% less from them.

Umbra BladesUmbra Blades can Critically Strike the main target. Attacks reduce Umbra Blades' cooldown by 1 second(s), increased to 3 second(s) against champions and monsters.

DUSKBRINGER
Q

(Q) DUSKBRINGER

7s 60/65/70/75

Throws a shadow claw in a target direction, dealing 70 physical damage (70/125/180/235 + 85% bonus attackdamage) and leaving a Dusk Trail in its wake for 5 second(s). Enemy champions and large monsters hit by the claw also leave a Dusk Trail behind when they move

Gains 20/30/40/50 Attack Damage and 20/35/50/65% Movement Speed on Dusk Trails.

SHROUD OF DARKNESS
W

(W) SHROUD OF DARKNESS

18/16/14/12s 50

Passive: Gains 35/40/45/50% Attack Speed.

Active: Creates a shadow barrier for 1.5 second(s) that blocks the next enemy ability. If an ability is blocked, Shroud of Darkness' passive effect is increased to 70/80/90/100% Attack Speed for 5 second(s) and slows nearby enemies by 20/25/30/35% for 2 second(s).

UNSPEAKABLE HORROR
E

(E) UNSPEAKABLE HORROR

14/13/12/11s 60/65/70/75

Passive: Gains 90% Movement Speed toward feared enemies.

Active: Plants a nightmare into his target's mind, dealing 80 magic damage (80/140/200/260 + 100% abilitypower) over 2 second(s). If the target does not get out of range by the end of the duration, they are feared and slowed by 90% for 1.2/1.5/18/2.1 second(s).

PARANOIA
R

(R) PARANOIA

110/90/70s 100

Darkens the map, reducing the field of vision of all enemy champions and removing their vision of allies for 6 second(s). Can be recast during the duration.

Recast: Launches himself at an enemy champion, dealing 150 physical damage (150/275/400 + 120% bonus attackdamage). Nocturne is unstoppable while launching.

NOCTURNE Meta Overview — Ranks & Performance Analytics

This meta overview presents NOCTURNE’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where NOCTURNE performs best and how her impact changes in the evolving Wild Rift meta.

Updated: 30 APR 2026 UTC 00:00
Last 7 days analytics
Build Counters Counter Items Tips Con Game Plan Power Spikes Jungle Path

Jungle NOCTURNE Build items and runes

The information below will help you get familiar with the game on the Jungle Line NOCTURNE. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Long Sword Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Wild Rift Items: Long Sword
Long Sword

Long Sword

+12 Attack Damage

500

Core
Wild Rift Items:  Duskblade of Draktharr
Duskblade of Draktharr

Duskblade of Draktharr
Attacks deal bonus damage

+55 Attack Damage
+10 Ability Haste

Razor:  +18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown.

3000

Duskblade of Draktharr TIPS: This item is a pure assassin tool: it boosts your armor penetration and makes your first strike on an enemy deal a deadly burst with a brief slow. Securing a takedown grants stealth and a fast reposition window, letting you escape or continue hunting—perfect for single-target picks. It shines on mobile killers who focus on quick executions and roams; it’s less effective against bulky, high-HP frontliners.

Wild Rift Items: Boots of Dynamism
Boots of Dynamism

Boots of Dynamism
Attack Damage, Armor Penetration

+10 Attack Damage
+45 Move Speed.

Strike:  +8 Armor Penetration.

900

Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.

Wild Rift Items: Trinity Force
Trinity Force

Trinity Force
Well-Rounded

+333 Max Health
+30 Attack Damage
+30% Attack Speed
+20 Ability Haste

Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3333

Trinity Force TIPS: This item provides a well-rounded set of stats and enhances damage through the combination of abilities and basic attacks. It is ideal for champions who frequently weave abilities between attacks and rely on consistent trading. It works best on fighters and some mobile carries where versatility, speed, and burst damage in short skirmishes are important.

Boots/Enchant
Wild Rift Items: Boots of Dynamism
Boots of Dynamism

Boots of Dynamism
Attack Damage, Armor Penetration

+10 Attack Damage
+45 Move Speed.

Strike:  +8 Armor Penetration.

900

Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.

Wild Rift Items: Stridebreaker
Stridebreaker

Stridebreaker
Slows enemies nearby after a short dash

Breaking Shockwave (Active): Activate to dash a short distance, dealing 120% Attack Damage as Physical Damage to nearby enemies and slowing them by 30% for 3s (35s cooldown)

500

Stridebreaker TIPS: This enchant grants a dash that deals AOE physical damage and applies a 30% slow for 3 seconds, perfect for engaging or chasing down targets.

Е
Wild Rift Items: Stasis Enchant
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.

Е
TIPS: Finally, for your items, you should build Duskblade of Draktharr Duskblade of Draktharr (Attacks deal bonus damage) as your first item, followed by Boots of Dynamism Boots of Dynamism (Grants Attack Damage and Armor Penetration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Trinity Force Trinity Force (Well-Rounded).

Maybe now it's time to think about upgrading your boot, invest in Stridebreaker Stridebreaker (Slows enemies nearby after a short dash). You may want to replace it with Stasis Enchant Stasis Enchant (Turn invulnerable), it all depends on your playstyle and the situation on the battlefield.

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items:  Duskblade of Draktharr
Duskblade of Draktharr

Duskblade of Draktharr
Attacks deal bonus damage

+55 Attack Damage
+10 Ability Haste

Razor:  +18 Armor Penetration.
Nightstalker: The first attack against a champion deals 60-160 bonus physical damage and slows them by 99% for 0.35s (10s cooldown). Champion takedowns refresh cooldown.

3000

Duskblade of Draktharr TIPS: This item is a pure assassin tool: it boosts your armor penetration and makes your first strike on an enemy deal a deadly burst with a brief slow. Securing a takedown grants stealth and a fast reposition window, letting you escape or continue hunting—perfect for single-target picks. It shines on mobile killers who focus on quick executions and roams; it’s less effective against bulky, high-HP frontliners.

Wild Rift Items: Boots of Dynamism
Boots of Dynamism

Boots of Dynamism
Attack Damage, Armor Penetration

+10 Attack Damage
+45 Move Speed.

Strike:  +8 Armor Penetration.

900

Boots of Dynamism TIPS: These boots are perfect for champions who rely on physical damage and need extra mobility to roam the map quickly. They grant bonuses to attack damage and movement speed, while the “Strike” passive increases your armor penetration, helping you deal more damage to tanky targets. Especially useful for marksmen, fighters, and assassins who want to close gaps faster and land more powerful auto-attacks.

Wild Rift Items: Trinity Force
Trinity Force

Trinity Force
Well-Rounded

+333 Max Health
+30 Attack Damage
+30% Attack Speed
+20 Ability Haste

Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3333

Trinity Force TIPS: This item provides a well-rounded set of stats and enhances damage through the combination of abilities and basic attacks. It is ideal for champions who frequently weave abilities between attacks and rely on consistent trading. It works best on fighters and some mobile carries where versatility, speed, and burst damage in short skirmishes are important.

Wild Rift Items: Serylda’s Grudge
Serylda’s Grudge

Serylda’s Grudge
Armor Penetration (%) and apply slows

+40 Attack Damage
+15 Ability Haste

Last Whisper: Gain  +33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (10 + 2-30 () + 40% bonus) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)

3300

Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.

Wild Rift Items: Serpent's Fang
Serpent's Fang

Serpent's Fang
Anti-Shielding

+50 Attack Damage
+10 Ability Haste

Stab:  +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.


2800

Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.

Wild Rift Items: Guardian Angel
Guardian Angel

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Mortal Reminder
Wild Rift Items: Death's Dance
Wild Rift Items: Maw of Malmortius
Wild Rift Items: Amaranth's Twinguard
Armor Penetration (%) and reduced enemy healing
Wild Rift Items: Serylda’s Grudge
Serylda’s Grudge

Serylda’s Grudge
Armor Penetration (%) and apply slows

+40 Attack Damage
+15 Ability Haste

Last Whisper: Gain  +33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (10 + 2-30 () + 40% bonus) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)

3300

Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.

Wild Rift Items: Mortal Reminder
Mortal Reminder

Mortal Reminder
Armor Penetration (%) and reduced enemy healing

+25 Attack Damage
+25% Critical Rate
+15% Attack Speed

Last Whisper:  +30% Armor Penetration. Attacks that Critically Strike gain an additional  6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

3300

Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.

Mortal Reminder Mortal Reminder — This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Delays damage taken
Wild Rift Items: Serpent's Fang
Serpent's Fang

Serpent's Fang
Anti-Shielding

+50 Attack Damage
+10 Ability Haste

Stab:  +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.


2800

Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.

Wild Rift Items: Death's Dance
Death's Dance

Death's Dance
Delays damage taken

+35 Attack Damage
+40 Armor
+15 Ability Haste

Defy: Champion takedowns cleanse Cauterize's remaining damage pool and restores 8% of your maximum health over 2 seconds.
Cauterize: 27% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.

3100

Death's Dance TIPS: This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.

Death's Dance Death's Dance — This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.
Converts damage from attacks into a magic shield
Wild Rift Items: Guardian Angel
Guardian Angel

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (90s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Maw of Malmortius Maw of Malmortius — This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Increases survivability in prolonged combat
Wild Rift Items: Guardian Angel
Guardian Angel

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.

Wild Rift Items: Amaranth's Twinguard
Amaranth's Twinguard

Amaranth's Twinguard
In-combat durability

+60 Armor
+60 Magic Resistance

Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.

3100

Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.

Amaranth's Twinguard Amaranth's Twinguard — This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.

Summoner Spells

If you want to use this NOCTURNE Jungle build, you should take Flash Flash (Teleport a short distance) and Smite Smite as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Smite Wild Rift
Smite

Smite

Deal 600 true damage to monsters, epic monsters or enemy minions. Smiting a monster restore 127 Health (70 + 10%). Smite upgrades to Chilling Smite after 3 uses.


Jungle Expertise:

Earn 20% bonus gold and 20% bonus XP from monsters kills, but temporarily earn 60% less gold and XP from minions kills.

Deal 15% more attack damage and 30% more ability damage against monsters.

Restore 40 Health over 5 seconds after dealing damage to monsters.

Restore 4 Mana every second while in the jungle or river.

From 11:00 onward, monster kills will no longer grant bonus gold.
At 2:00, the attack damage bonus against monsters will start to decay.
At 5:00, it will be removed.

Gains one charge every 45 seconds, up to a max of 2.

Cooldown: 10s

Сhilling Smite Wild Rift
Сhilling Smite

Сhilling Smite

Deal 1000 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).

Against champions: Deal 70 true damage (38 to 184) to enemy Champions and steals 25% of their Movement Speed for 2 seconds.

Cooldown: 10s

Runes BUILD

For runes, you should pick Conqueror Conqueror (Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).) as your keystone, followed by Sudden Impact Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.), Chain Assault Chain Assault (Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.) and Eyeball Collection Eyeball Collection (Gain Adaptive Force after scoring champion or epic monster takedowns.) in the primary tree, as well as Bone Plating Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: Conqueror

Conqueror
Stacking Damage, Vamp

Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.

Per stack: 3-7 bonus or 4-11  for 6s.

Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp .

Conqueror
Stacking Damage, Vamp
Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).
Wild Rift Domination Runes: Sudden Impact

Sudden Impact
Triggers when in stealth or dashing

Damaging an enemy champion deals a bonus 10-80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.

The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.

Cooldown: 10s

Sudden Impact
Triggers when in stealth or dashing
After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit. The attack/ability gains bonus effects at higher levels.
Wild Rift Domination Runes: Chain Assault

Chain Assault
Triggers on attack after hitting a target with an ability

Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal bonus adaptive damage equal to (20-35 () + 5% bonus + 2.5%).

Cooldown: 15s

Chain Assault
Triggers on attack after hitting a target with an ability
Your attacks deal bonus adaptive damage after you hit an enemy champion with an ability.
Wild Rift Domination Runes: Eyeball Collection

Eyeball Collection
Kills increase Attack Damage/Ability Power

Gains 2 or 4 after scoring a champion or epic monster takedown, stacking up to 8 times.

Eyeball Collection
Kills increase Attack Damage/Ability Power
Gain Adaptive Force after scoring champion or epic monster takedowns.
Wild Rift Resolve Runes: Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Bone Plating
Anti-Burst Damage
Reduces incoming damage.

Situational Runes

Сhange
First Strike
Transcendence
Initiate, Damage Amplification, Bonus Gold
Conqueror
Conqueror

Conqueror
Stacking Damage, Vamp

Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.

Per stack: 3-7 bonus or 4-11  for 6s.

Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp .

First Strike
First Strike

First Strike
Initiate, Damage Amplification, Bonus Gold

Initiating combat with an enemy champion or dealing damage to them within 0.25s of engaging them in combat grants 10 gold and First Strike for 3s, allowing you to deal 7% bonus true damage to them. After the effect ends, gain bonus gold based on the bonus damage dealt for its duration.
If you do not deal damage to the enemy champion within 0.25s of engaging them in combat, First Strike will go into a 10-second cooldown.

Bonus gold:
Melee: 100% of bonus damage.
Ranged: 85% of bonus damage.

Cooldown: 20-30s

First Strike First Strike — The rune is perfect for aggressive champions like Zed or Twitch, who can quickly engage in combat. After dealing damage to an enemy, it activates an effect that allows you to deal bonus true damage and earn gold based on the damage dealt. This makes the rune useful for fast economy gains and increased damage in the early game. It works especially well when initiating fights, where it's crucial to gain an advantage quickly.
Reduces ability cooldowns
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Transcendence
Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 5, gain bonus 6 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 10% the ability's cooldown time.

Cooldown: 8s

Transcendence Transcendence — This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.

Skills Order

For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram below.
DUSKBRINGER

(Q) DUSKBRINGER

7s 60/65/70/75

Throws a shadow claw in a target direction, dealing 70 physical damage (70/125/180/235 + 85% bonus attackdamage) and leaving a Dusk Trail in its wake for 5 second(s). Enemy champions and large monsters hit by the claw also leave a Dusk Trail behind when they move

Gains 20/30/40/50 Attack Damage and 20/35/50/65% Movement Speed on Dusk Trails.

(Q) DUSKBRINGER
















SHROUD OF DARKNESS

(W) SHROUD OF DARKNESS

18/16/14/12s 50

Passive: Gains 35/40/45/50% Attack Speed.

Active: Creates a shadow barrier for 1.5 second(s) that blocks the next enemy ability. If an ability is blocked, Shroud of Darkness' passive effect is increased to 70/80/90/100% Attack Speed for 5 second(s) and slows nearby enemies by 20/25/30/35% for 2 second(s).

(W) SHROUD OF DARKNESS
















UNSPEAKABLE HORROR

(E) UNSPEAKABLE HORROR

14/13/12/11s 60/65/70/75

Passive: Gains 90% Movement Speed toward feared enemies.

Active: Plants a nightmare into his target's mind, dealing 80 magic damage (80/140/200/260 + 100% abilitypower) over 2 second(s). If the target does not get out of range by the end of the duration, they are feared and slowed by 90% for 1.2/1.5/18/2.1 second(s).

(E) UNSPEAKABLE HORROR
















PARANOIA

(R) PARANOIA

110/90/70s 100

Darkens the map, reducing the field of vision of all enemy champions and removing their vision of allies for 6 second(s). Can be recast during the duration.

Recast: Launches himself at an enemy champion, dealing 150 physical damage (150/275/400 + 120% bonus attackdamage). Nocturne is unstoppable while launching.

(R) PARANOIA
















Jungle NOCTURNE Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Jungle NOCTURNE. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

LoL Wild Rift: NOCTURNE

Threats

Extreme
[6]
Major
[9]
Even
[14]
Minor
[7]

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Synergies

Ideal
[10]
Strong
[14]
Ok
[8]
Low
[9]

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Jungle NOCTURNE Counter Items

We have prepared a list of items and spells that will help counter Jungle NOCTURNE in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Armor

Items that reduce Auto Attacks (AA) / Physical Damage.
Wild Rift Items: Plated Steelcaps
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+50% Health Regen
+20 Armor
+45 Move Speed.

900

Plated Steelcaps TIPS: These boots are a go-to counter when the enemy relies on basic attacks and physical damage. They increase your armor and health regeneration while giving movement speed, helping you survive trades, dives and extended skirmishes versus AD-centric comps. Pick them when the enemy team has strong marksmen, sustained auto-attack threats or multiple AD bruisers who punish low armor.

Wild Rift Items: Guardian Angel
Guardian Angel

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.

Wild Rift Items: Randuin's Omen
Randuin's Omen

Randuin's Omen
Counters Critical Strike Damage

+400 Max Health
+75 Armor

Resilience: Critically Struck deal 20% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.

2800

Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.

Wild Rift Items: Thornmail
Thornmail

Thornmail
Reflects damage and reduces enemy healing

+200 Max Health
+75 Armor

Thorns: When struck by an attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker.
Entwine: Aply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damge to them.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2700

Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.

Wild Rift Items: Dead Man's Plate
Dead Man's Plate

Dead Man's Plate
Increases Movement Speed

+350 Max Health
+70 Armor

Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.

2800

Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.

Wild Rift Items: Death's Dance
Death's Dance

Death's Dance
Delays damage taken

+35 Attack Damage
+40 Armor
+15 Ability Haste

Defy: Champion takedowns cleanse Cauterize's remaining damage pool and restores 8% of your maximum health over 2 seconds.
Cauterize: 27% of all physical damage and magic damage received (12% for ranged champions) is dealt to you over 3 seconds as true damage instead.

3100

Death's Dance TIPS: This item converts incoming damage into a delayed effect, letting you stay in fights longer and smooth out damage spikes. It boosts your survivability with armor and ability haste, and successful takedowns cleanse the delayed damage while instantly healing you. — Perfect for bruisers and tanks who need to absorb bursts of damage and then quickly recover to keep fighting.

Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Reduce Attack Speed

Items that reduce NOCTURNE Attack Speed.
Warden's Mail Wild Rift
Warden's Mail

Warden's Mail
Reduces enemy's Attack Speed

+35 Armor

Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.

1050

Wild Rift Items: Frozen Heart
Frozen Heart

Frozen Heart
Reduces all nearby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Wild Rift Items: Stasis Enchant
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.

Е
Wild Rift Items: Quicksilver Enchant
Quicksilver Enchant

Quicksilver Enchant
Dispels crowd control

Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (70s Cooldown)

Cannot be used during knock up or knock back effects.

800

Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.

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Wild Rift Items: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3150

Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.

Wild Rift Items: Crown of the Shattered Queen
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.

Gain a Shield

Gives you a shield that increases your chances of survival against NOCTURNE.
Wild Rift Items: Sterak's Gage
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.

Wild Rift Items: Stoneplate Enchant
Stoneplate Enchant

Stoneplate Enchant
Shield

Stoneplate (Active): Gain a base shield that absorbs damage equal to 15% of max Health. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor or Magic Resistance you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.

500

Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.

Е

Jungle NOCTURNE Tips

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Jungle NOCTURNE Strengths and Weaknesses

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Jungle NOCTURNE Strategy and Tactics

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Jungle NOCTURNE Power Spikes

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NOCTURNE Jungle Pathing

Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.

full clear with a Red Buff start

Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).

REWARDS
Earn XP and gold upon defeating them.

6

Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.

REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.

Get 15 Ability Haste.

When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.

5

Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.

REWARDS
Earn XP and gold upon defeating them.

4

Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.

REWARDS
Earn XP and gold upon defeating them.

3

Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.

REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.

For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.

1

Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.

REWARDS
Earn XP and gold upon defeating them.

2

Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).

REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:

Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.

Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).

7
GANK
GANK

The Pro Nocturne Jungle Path features a full jungle clear with a Red Buff start. Unlock (Q) DUSKBRINGER for his first ability as it deals considerable amounts of damage and boosts Nocturne's attack damage as long as you stand on the dusk path. As you reach level two, unlock (W) SHROUD OF DARKNESS because it gives Nocturne a lot of bonus passive attack speed and path towards the Krugs camp. Once Krugs are dead, the Raptors camp is next and it grants you level three— unlocking (E) UNSPEAKABLE HORROR, his third skill. At this point the Nocturne is a force to be reckoned with and will win most duels. Pathing to the Blue Buff side now allows you to clear Murk Wolves, the Blue Sentinel and Gromp which grant you level four so upgrade (Q) DUSKBRINGER. Lastly, kill Rift Scuttler and then rotate into a gank or steal enemy jungler's camps in order to gain as much XP as possible.

This Nocturne jungle clear is currently one of the most popular options when starting from Red Buff and pathing toward Dragon Lane for early pressure. However, it’s also very effective when starting from the opposite side, offering early access to Rift Herald and mid lane control.

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Wild Rift NOCTURNE Ability and Tips

UMBRA BLADESUMBRA BLADES
P
DUSKBRINGERDUSKBRINGER
Q
SHROUD OF DARKNESSSHROUD OF DARKNESS
W
UNSPEAKABLE HORRORUNSPEAKABLE HORROR
E
PARANOIAPARANOIA
R

(PASSIVE) UMBRA BLADES

UMBRA BLADES

12s

Umbra Blades: Every 12 second(s), Nocturne's next attack is empowered to strike the target and nearby enemies for 70 physical damage (120% attackdamage) and restore 16 Health (16 (perlevel) + 30% abilitypower) per enemy hit.

Except for the main target, Umbra Blades deals only 50% damage against minions and heals 50% less from them.

Umbra BladesUmbra Blades can Critically Strike the main target. Attacks reduce Umbra Blades' cooldown by 1 second(s), increased to 3 second(s) against champions and monsters.

Ability Tips

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Video

(Q) DUSKBRINGER

DUSKBRINGER

7s 60/65/70/75

Throws a shadow claw in a target direction, dealing 70 physical damage (70/125/180/235 + 85% bonus attackdamage) and leaving a Dusk Trail in its wake for 5 second(s). Enemy champions and large monsters hit by the claw also leave a Dusk Trail behind when they move

Gains 20/30/40/50 Attack Damage and 20/35/50/65% Movement Speed on Dusk Trails.

Ability Tips

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Video

(W) SHROUD OF DARKNESS

SHROUD OF DARKNESS

18/16/14/12s 50

Passive: Gains 35/40/45/50% Attack Speed.

Active: Creates a shadow barrier for 1.5 second(s) that blocks the next enemy ability. If an ability is blocked, Shroud of Darkness' passive effect is increased to 70/80/90/100% Attack Speed for 5 second(s) and slows nearby enemies by 20/25/30/35% for 2 second(s).

Ability Tips

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Video

(E) UNSPEAKABLE HORROR

UNSPEAKABLE HORROR

14/13/12/11s 60/65/70/75

Passive: Gains 90% Movement Speed toward feared enemies.

Active: Plants a nightmare into his target's mind, dealing 80 magic damage (80/140/200/260 + 100% abilitypower) over 2 second(s). If the target does not get out of range by the end of the duration, they are feared and slowed by 90% for 1.2/1.5/18/2.1 second(s).

Ability Tips

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Video

(R) PARANOIA

PARANOIA

110/90/70s 100

Darkens the map, reducing the field of vision of all enemy champions and removing their vision of allies for 6 second(s). Can be recast during the duration.

Recast: Launches himself at an enemy champion, dealing 150 physical damage (150/275/400 + 120% bonus attackdamage). Nocturne is unstoppable while launching.

Ability Tips

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Video

Wild Rift NOCTURNE Skills Combo

Coming soon..

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Wild Rift NOCTURNE Video

Watch here!

A demonic amalgamation drawn from the nightmares that haunt every sentient mind, the thing known as Nocturne has become a primordial force of pure evil. It is liquidly chaotic in aspect, a faceless shadow with cold eyes and armed with wicked-looking blades. After freeing itself from the spirit realm, Nocturne descended upon the waking world, to feed upon the kind of terror that can only thrive in true darkness.

NOCTURNE Change history

NERFED 06 NOV 2025 (PATCH 6.3C)

BASE STATS
Base Attack Damage: 58 → 54.
NERFED 12 JUN 2025 (PATCH 6.1D)

(Q) DUSKBRINGER
Basic damage: 85/140/195/250 → 70/125/180/235.
Additional Attack Damage gained on Dusk Trails: 20/35/50/65 → 20/30/40/50.
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