Winrate pelo número de partidas que o invocador jogou com este campeão.
•Gank the hallway, not the health bar: Nocturne's pre-6 play works when Duskbringer and Unspeakable Horror get a long run at someone walking home, so skip the short-lane tease and full clear toward lanes where the fear line can actually finish.
•Walk the leash once E is on—step through the escape path, mirror the flash, W the spell that would snap contact, and buffer Q during R travel so you land with trail and bonus AD already under the fight.
•A good Paranoia starts with the blackout, not the landing: turn the lights off as they commit to a retreat path, ward, or side wave, then ride the dash only if that blind movement leaves them with no clean way to break the line, which is why Nocturne's better games still cluster before 25 minutes.