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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Nocturne Jungle · Normal Draft

Nocturne has an established clear and map plan that can function without lane income while contesting camps and objectives.

Primary roleStandard Summoner's Rift preparation
Champion overview
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Jungle

Evidence-supported Nocturne Jungle

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Scorchclaw Pup

450 gold

Provides Smite progression and the attack-oriented Jungle companion.

1
First item

Profane Hydra

2,850 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Boots

Plated Steelcaps

1,200 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17; change it when the opposing damage or crowd control calls for a different defence.

3
Core

Axiom Arc

2,750 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Late

Voltaic Cyclosword

3,000 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Flexible

Death's Dance

3,300 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Against armour

Serylda's Grudge

3,000 gold

Completes the six-item inventory with armour penetration and ability-based slowing against armoured targets.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemProfane Hydra
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. LateVoltaic Cyclosword
  5. FlexibleDeath's Dance
  6. Against armourSerylda's Grudge
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemProfane Hydra
  2. BootsPlated Steelcaps
  3. CoreAxiom Arc
  4. Kaenic Rookern
  5. FlexibleDeath's Dance
  6. Against armourSerylda's Grudge

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemProfane Hydra
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. LateVoltaic Cyclosword
  5. FlexibleDeath's Dance
  6. Against armourSerylda's Grudge
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemProfane Hydra
  2. BootsPlated Steelcaps
  3. CoreAxiom Arc
  4. Kaenic Rookern
  5. FlexibleDeath's Dance
  6. Against armourSerylda's Grudge

Runes and summoner spells

Runes and summoner spellsNocturneJungle

The assassin page focuses one reachable target after clearing. Smite stays available for camps and objectives; the second spell reflects the champion's normal access pattern.

Normal Draft
Primary tree

Domination

ElectrocuteSudden ImpactGrisly MementosRelentless Hunter
Secondary tree

Precision

TriumphCoup de Grace
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

Kit reference

Nocturne abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Umbra Blades

What it doesEvery few seconds, Nocturne's next attack strikes surrounding enemies for bonus physical damage and heals himself. Nocturne's basic attacks reduce this cooldown.

Practical readUmbra Blades is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Q
Q ability

Duskbringer

What it doesNocturne throws a shadow blade that deals damage, leaves a Dusk Trail, and causes champions to leave a Dusk Trail. While on the trail, Nocturne can move through units and has increased Move Speed and Attack Damage.

Practical readDuskbringer is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown8 secCost60/65/70/75/80Listed range1125 units
W
W ability

Shroud of Darkness

What it doesNocturne empowers his blades, passively gaining Attack Speed. Activating Shroud of Darkness allows Nocturne to fade into the shadows, creating a magical barrier which blocks a single enemy ability and doubles his passive Attack Speed if successful.

Practical readShroud of Darkness contributes basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown20/18/16/14/12 secCost50Listed range20 units
E
E ability

Unspeakable Horror

What it doesNocturne plants a nightmare into his target's mind, dealing damage each second and applying fear to the target if they do not get out of range by the end of the duration.

Practical readUnspeakable Horror contributes hard crowd control and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown15/14/13/12/11 secCost60/65/70/75/80Listed range425 units
R
Ultimate

Paranoia

What it doesNocturne reduces the sight radius of all enemy champions and removes their ally vision in the process. He can then launch himself at a nearby enemy champion.

Practical readParanoia contributes vision information. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown160/130/100 secCost100Listed range2500/3250/4000 units

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Nocturne Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Nocturne into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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