Twisted Fate + Nocturne: how to play this mid-jungle duo

In 30 seconds

Weak until level 6; from there, two global ultimates to win in any lane.

When to hit

  1. 3First gank with the wave pushed and the card ready.
  2. 6Twisted Fate's gate and Nocturne's R: the roam begins.
  3. 11Twisted Fate's key item: second round of ganks.

Key combo level 3-5 gank

  1. TF gold card
  2. Noc E
  3. Noc Q

Watch out for a jungler with early invades and enemies with vision. Push the wave before roaming.

Coming soon
Key combo: Twisted Fate + NocturneHow to do the level 3-5 gank combo, step by step.

both have an ultimate that works across the whole map. Twisted Fate reveals enemy champions and teleports to any point; Nocturne reduces every enemy's vision and leaps to a nearby champion. Together they turn every advantage into a multi-lane play.

Style Ganking, roaming and global pressure
Difficulty Medium-High (coordination and pings)
Strong at Levels 6 to 13
Weak against A jungler with heavy early pressure and enemies with vision
Patch tier Pending
Win rate Pending

Why it works

  1. Both ultimates act on the whole map. According to the 16.21 patch data, Twisted Fate's R reveals enemy champions and activates the Gate, which teleports him in 1.5 s to any point. Nocturne's R reduces the vision radius of all enemies and removes their vision of allies, and afterwards lets him leap to a nearby enemy champion. Two plays in different lanes or just one in the same.
  2. Twisted Fate's gold card immobilizes. Nocturne doesn't need his own CC to finish: he goes in with the fear or the attack while the target is stunned.
  3. Shared information. Twisted Fate's R reveals enemy champions, and with enemy vision reduced by Nocturne's R, the team's entry reaches the enemy almost blind.
  4. Waves and roams. Twisted Fate clears fast and roams; Nocturne needs the mid laner to push for ganks.
  5. Objective control. With two ultimates, the team can show up at the dragon, herald or baron before the enemy.

Weak points: little impact before level 6, they depend on the mid laner pushing the wave, and without enemy vision they are predictable.

Powerspikes by level

Level What changes How to play it
1-3 Weak. Nocturne clears the jungle; Twisted Fate can already push. Prioritize clearing and not being invaded.
3 Nocturne's first possible gank with mid pushed. Ask for the gank with the gold card.
6 Peak: both ultimates. The roam or global gank begins.
9 More combo damage and better clear. Fight for objectives.
11-13 Twisted Fate's key item. Second wave of ganks.
16 Both scale. Close with baron or inhibitor pressure.

To verify

Combos by level

Notation: gold W = Twisted Fate's gold card. They're validated in practice.

Level 3-5 gank (no R)

  1. Twisted Fate: pushes the wave and pings.
  2. Nocturne: arrives from the bush side.
  3. Twisted Fate: gold card on the target.
  4. Nocturne: E (fear) → Q → attacks.

Level 6+ gank (with R)

  1. Twisted Fate: R to reveal and place the gate.
  2. Nocturne: R (reduces enemy vision) and leap onto a nearby enemy champion.
  3. Twisted Fate: gold card to immobilize.
  4. Nocturne: E and finish.

Team fight

  1. Twisted Fate: red card for waves or blue for mana, depending on the situation.
  2. Nocturne: goes in from the flank after the R.
  3. Twisted Fate: gold on the most dangerous one.

Mistakes: spending the gold card without Nocturne nearby, using R2 without knowing who to leap to, or forcing a gank without a pushed wave.

Game plan

  • Levels 1-5: Twisted Fate pushes and manages the wave; Nocturne clears and prepares the first gank.
  • Level 6: both coordinate a move (gank, invade or dragon).
  • Mid game: keep the map with vision and reappear with the ultimates.
  • Closing: major objectives with simultaneous pressure on two sides.

Runes and summoner spells

To verify

Champion Main path Secondary Spells
Twisted Fate Domination or Sorcery by matchup (for example Electrocute or Arcane Comet) Inspiration Flash + Teleport / Ignite
Nocturne Domination: Electrocute or Conqueror by style Resolve Flash + Smite

Items by matchup

To verify

Enemy Twisted Fate Nocturne Why
Assassins Resistance item Armor item Survive the burst
Mages Mercury's Treads Magic resist Less magic damage
Teams with healing Anti-heal Anti-heal Reduces their sustain
Tanks Penetration Penetration Effective damage

Matchups

Enemy Result Why
Mid with more push Struggles Makes roaming harder
Jungler with early invades Struggles Loses tempo at levels 1-3
Team with little vision Wins The ultimates catch them by surprise
Mid-jungle duos with CC Even Depends on coordination

To verify

Who to ban and what to pick if you get banned

  • Useful bans: a mid with strong push or an invading jungler. Pending
  • Alternatives: if Twisted Fate is banned, another mid with roam; if Nocturne is banned, another ganking jungler. To verify

Common mistakes

  1. Using the ultimate without syncing.
  2. Not pushing the wave before roaming.
  3. Not pinging the gank.
  4. Spending a lot of time without vision.
  5. Forcing fights before level 6.

How to play against Twisted Fate + Nocturne

Place wards on the river sides and call it to your team when the mid laner disappears. If you see Twisted Fate's gate, have an escape ready; Nocturne's fear is the next move. Push your wave so you have time to react.

Frequently asked questions

Is Twisted Fate + Nocturne good? If you coordinate the ultimates, yes; if they play separately, the synergy doesn't show. To verify

When should you make the first gank? With the wave pushed at level 3-5 and the gold card available.

What changes at level 6? Twisted Fate's R lets him teleport to any point and Nocturne's reduces every enemy's vision before leaping to a nearby champion.

Does it work in solo/duo? It works especially in duo with communication; in solo it requires clear pings.

Methodology and updates

  • Data source: Pending.
  • Last review: Pending.
  • Changes in the last patch: Pending.

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