Meta, tier list & top-player builds from the China server · live
魔腾 · 永恒梦魇 Assassin A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 19 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Nocturne: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Nocturne players, captured in-game.
📖 How to play NocturneCounted on 20 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
19 of the top 30 players have a public match history; the others keep theirs private.












































































The toughest lane matchups for Nocturne on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Vi counters Nocturne: R versus R: hers arrives with a shield and guaranteed delivery, yours lands on someone who was waiting for you.
How to play Nocturne into Vi: Ult the target BEHIND: force her to choose between following you and peeling. Once her R is spent, Paranoia wins the fights in the dark.
→ ViWhy Rammus counters Nocturne: You fly through darkness and land on a taunting hedgehog: your fear is less frightening than his friction.
How to play Nocturne into Rammus: NEVER ult near him: pick the targets he left uncovered. Your spell shield eats his taunt: time it against his engage.
→ RammusWhy Lee Sin counters Nocturne: He is an early duelist, you a mid-game terrorist: he pressures you before your R raises the curtain.
How to play Nocturne into Lee Sin: Full-clear and counter-gank: do not cross him in the river. From 5 on, every overextended enemy lane is your stage.
→ Lee SinWhy Kindred counters Nocturne: Her kiting and her safety zone answer your single-target terror plan exactly.
How to play Nocturne into Kindred: Her R cannot be denied: enter with the fear AFTER the zone ends. Steal her marks: a Kindred behind is half a rune.
→ KindredWhy Warwick counters Nocturne: Fear versus fear, scent versus darkness: the duel of the senses. In long duels his sustain wins.
How to play Nocturne into Warwick: Your fear reaches farther with E: latch onto him before he latches onto you. Spell shield HIS R: with that cancelled, he is just a dog.
→ WarwickThe champions Nocturne works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Paranoia (R) drops you alone in the middle of them and your kit has no way back out: Stand United (R) arrives from anywhere on the map with a shield on you, and Shadow Dash (E) taunts whoever was locking you down mid-combo.
All Out (R) knocks the carry away from her team and roots her: that is the isolated target your kit hunts, and Paranoia (R) reaches it from anywhere on the map without you having to break through their front line.
Your own guide says the darkness of Paranoia (R) warns everyone and makes them group up: against Malphite that reflex is a mistake, because Unstoppable Force (R) knocks the whole clump airborne from outside normal engage range.
Bellows Breath (W) makes enemies Brittle and stretches whatever crowd control follows by 30%: the fear from Unspeakable Horror (E) lasts long enough for you to close the combo instead of running out while you are still swinging.
Fling (E) throws back the carry that was slipping out of your one burst window, and landing on Mega Adhesive (W) roots her outright. It only pays off when he plays the fight instead of proxying a side lane, which is his real job.
Destiny (R) reveals every enemy on the map, which is exactly what Paranoia (R) needs to pick the right target instead of the nearest one; then the Gold Card from Pick a Card (W) stuns him for 1.25 seconds as you land on top of him.
Your dive is single-target and one-way: Hero's Entrance (R) lands on you from half a map away, knocks up everyone closing in on you and leaves a shield behind. That is what turns an execution into a proper 5v5 engage.
Your guide says hard crowd control on arrival turns the all-in into a death sentence: Ring of Frost (W) roots everyone around you before they can use theirs, and Frozen Tomb (R) freezes the target for the seconds you need to finish it.
Sleepy Trouble Bubble (E) puts the carry to sleep, and anything that hits a sleeping target wakes it while adding up to 40 bonus true damage: your opening Duskbringer (Q) starts with that bonus, on someone who hasn't reacted yet.
Weaver's Wall (R) splits the fight in half and leaves the carry on the wrong side of it, alone with you; and Unraveled Earth (E) stuns the dash she would still try to escape your one burst window with.
Enchanted Crystal Arrow (R) stuns your chosen target from off-screen for up to 3.5 seconds, and Frost Shot (P) slows on every hit: against her the carry never gets the half second of movement that usually survives your window.
Unspeakable Horror (E) only fears if the tether holds to the end, and enemies break it by walking away: clip the target with Duskbringer (Q) and Deadly Flourish (W) turns into a real root, so the tether runs its full course.
You either kill inside a single window or you don't kill at all: the 6% extra damage taken that a maxed Love Tap (P) puts on a target is often the whole difference, and the Double Up (Q) bounce sticks it on before you leave the dark.
Chain of Corruption (R) roots from screen-wide range the carry you are about to land on, so she is left without the dash she normally slips away with. But the chain only pays off if enemies stand close, and you are not the one grouping them.
Your guide is explicit: hard crowd control landing as you arrive turns the all-in into a death sentence. Black Shield (E) put on you before Paranoia (R) eats that stun, and Dark Binding (Q) holds the target still for two full seconds.
You dive with nothing at all to get back out: Dark Passage (W) is that way out, the lantern shields you and pulls you clear once the execution is done. And Death Sentence (Q) nails the target for 1.5 seconds before you even land.
Battle Dance (E) dashes him onto an ally: he is the one support who can follow you into the dive instead of watching from range. Then Grand Entrance (W) into The Quickness (R) chains nearly two seconds of CC onto whoever tried to peel.
Zenith Blade (E) roots the last champion in its line and dashes her onto them, then Shield of Daybreak (Q) stuns: the carry stays motionless for your entire rotation, and Sunlight (P) adds damage to every hit you land while she is marked.
Your dive is one-way by definition: Chronoshift (R) puts you back on your feet where you fell and turns a failed execution into a won trade. Meanwhile the double Time Bomb (Q) stuns the target you are hunting for 1.2 seconds.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 51.63% | 5.12% | 21.54% | #18 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 51.59% | 5.26% | 23.68% | #14 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 51.56% | 5.53% | 34.43% | #11 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 51.34% | 4.85% | 46.3% | #16 / 41 |
Nocturne, the Eternal Nightmare, is a physical damage assassin in Wild Rift who plays less like a flashy combo character and more like a hunter: he tags a single enemy, closes the map-wide gap with Paranoia, and buries them before their team can help. He deals almost entirely physical damage, weaves in strong dueling sustain through Umbra Blades' on-hit healing, and only really comes online once he's hit level 5. He's straightforward to execute but terrifying to face, making him one of the better picks for players who want assassin-style kill pressure without a complicated combo to learn.
Skill order: Q > E > W
Nocturne is almost always played in the jungle in Wild Rift, and before level 5 he plays more like a sustain duelist than a true assassin. Clear camps efficiently by weaving autos with Duskbringer - every hit against monsters and champions shaves time off Umbra Blades' cooldown, keeping your damage-and-heal loop running. Avoid forcing long fights early since you have no real burst finisher yet; hold Shroud of Darkness reactively to block a counter-jungler's or ganking laner's key spell rather than firing it just for the attack speed. Prioritize hitting level 5 and completing your first core item, Duskblade of Draktharr or Eclipse, as quickly as possible, since that's when his actual kill pressure begins.
From level 5 onward Nocturne isn't a frontline teamfighter - his job is to erase the enemy carry's vision with Paranoia and end their game before the fight properly starts. Position on a flank or just outside sight so your recast dash arrives from an angle they can't peel for, fear-lock the target immediately with Unspeakable Horror so they can't kite or use their escape, and clean up with Duskbringer and empowered autos. Target priority is almost always the most threatening squishy, not whoever happens to be closest. If a peel or CC chain catches you instead of your intended target, save Shroud of Darkness for the biggest incoming threat so you can either finish the kill or slip back out.