
Nocturne Guide
This is Conqueror bruiser Nocturne, build Experimental Hexplate into Stridebreaker. You are one of the strongest early duelists in the jungle, so take the fights around scuttle and your camps instead of running from them. R is a dash, not damage: it gets you onto the target, and E, Q and your autos are what kill them. Your best fights are side lane 2v1s, where you fly in on someone already fighting your teammate. Without R you are not a champion, so every play waits for it.
Runes
Quick Tips
All phases
- •R is a dash, not damage, it gets you there and your autos do the killing
- •Once the R window is there, take it, hesitating is what throws it away
- •Hold E on a target who still has a dash, wait for the dash and then fear them
- •W blocks spells, not autos, so keep it for their biggest spell
- •Q while you fly in with R, unless the target has a dash, then land, watch, and Q after
- •Press Stridebreaker right after R lands, the slow means E finishes even if they Flash
- •Wait until you see an enemy dash before casting R, you still reach them after it lands
- •Recast R onto the bigger threat at the end of a fight to keep the lights off for them
- •Do not trade R with an Evelynn who still has hers, she leaves the moment you commit
Skill Priority
Early Game
Before 1st item
- •You are one of the best early duelists in the jungle, so take the fight at scuttle and in your camps instead of giving them up
- •Clear standing on your Q trail, and throw Q through the camp so you can kite the way you want to go without leaving it
- •Throw Q at max range the moment it is up, the damage and the speed come sooner and so does the next Q
- •Behind and looking at their camp? Throw Q over the wall first and watch the river before you commit
- •Your clear is a constant stream of camps, yours or theirs, never a walk back to base with nothing to buy
First Back


Regular full clear & crab
Core Build Examples
























Mid Game
1-3 items
- •Level 6 changes where you path, toward the mobile squishy lane and never toward a two tank lane
- •Q for speed on the way to a gank, and keep R for the fight itself
- •If you can already reach them with Q and autos, do not R, save it for when they Flash away
- •Hexplate is your first real spike, every R you cast now gives you attack speed and movement speed
- •No R, no play, so farm your camps while it is down and move the moment it is back
Situational









































Late Game
4+ items
- •Win 2v1s in the side lanes, not 5v5s, sit behind your side laner and fly in when they start fighting
- •In a teamfight you go in second, after your tankier engager, onto a target that has already used its kit
- •Pick the squishy carry who just used Flash over the tank in front of you
- •Cast R about six seconds before the fight you know is coming, so the darkness covers the whole thing
- •R is not a defensive spell, never cast it to get away

Nocturne Guide
Why Jungle Kingdom?
Most sites tell you what to build. We teach you how to win. Our guides are researched and written by Challenger junglers, breaking down the early, mid, and late game decisions that actually decide games.
Runes
Skill Priority
Core Build Examples
























First Back


Regular full clear & crab
Situational









































Quick Tips
All phases
- •R is a dash, not damage, it gets you there and your autos do the killing
- •Once the R window is there, take it, hesitating is what throws it away
- •Hold E on a target who still has a dash, wait for the dash and then fear them
- •W blocks spells, not autos, so keep it for their biggest spell
- •Q while you fly in with R, unless the target has a dash, then land, watch, and Q after
- •Press Stridebreaker right after R lands, the slow means E finishes even if they Flash
- •Wait until you see an enemy dash before casting R, you still reach them after it lands
- •Recast R onto the bigger threat at the end of a fight to keep the lights off for them
- •Do not trade R with an Evelynn who still has hers, she leaves the moment you commit
Early Game
Before 1st item
- •You are one of the best early duelists in the jungle, so take the fight at scuttle and in your camps instead of giving them up
- •Clear standing on your Q trail, and throw Q through the camp so you can kite the way you want to go without leaving it
- •Throw Q at max range the moment it is up, the damage and the speed come sooner and so does the next Q
- •Behind and looking at their camp? Throw Q over the wall first and watch the river before you commit
- •Your clear is a constant stream of camps, yours or theirs, never a walk back to base with nothing to buy
Mid Game
1-3 items
- •Level 6 changes where you path, toward the mobile squishy lane and never toward a two tank lane
- •Q for speed on the way to a gank, and keep R for the fight itself
- •If you can already reach them with Q and autos, do not R, save it for when they Flash away
- •Hexplate is your first real spike, every R you cast now gives you attack speed and movement speed
- •No R, no play, so farm your camps while it is down and move the moment it is back
Late Game
4+ items
- •Win 2v1s in the side lanes, not 5v5s, sit behind your side laner and fly in when they start fighting
- •In a teamfight you go in second, after your tankier engager, onto a target that has already used its kit
- •Pick the squishy carry who just used Flash over the tank in front of you
- •Cast R about six seconds before the fight you know is coming, so the darkness covers the whole thing
- •R is not a defensive spell, never cast it to get away

