| 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
- 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.
- 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.
- 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.
- Waves and roams. Twisted Fate clears fast and roams; Nocturne needs the mid laner to push for ganks.
- 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)
- Twisted Fate: pushes the wave and pings.
- Nocturne: arrives from the bush side.
- Twisted Fate: gold card on the target.
- Nocturne: E (fear) → Q → attacks.
Level 6+ gank (with R)
- Twisted Fate: R to reveal and place the gate.
- Nocturne: R (reduces enemy vision) and leap onto a nearby enemy champion.
- Twisted Fate: gold card to immobilize.
- Nocturne: E and finish.
Team fight
- Twisted Fate: red card for waves or blue for mana, depending on the situation.
- Nocturne: goes in from the flank after the R.
- 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
- Using the ultimate without syncing.
- Not pushing the wave before roaming.
- Not pinging the gank.
- Spending a lot of time without vision.
- 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.
































