Wukong Build Guide by swerto
Not Updated For Current Season
Not Updated For Current Season
Wukong - The Monkey King
So you've decided to give the trickster a try, have you? Well did you hear that he indeed looks like the one known to many as Kakarot? I've seen many the DPS guide for Wukong on these boards, but sadly I've seen few tanky DPS builds, and really that's what wukong was made to be.
He is a very beefy DPS who can take and deal punishment, and is able to escape fights when need be. He can go through walls with his charge ability, he can leave dummies around when he stealths to play tricks on the enemy, he can knock entire teams up cancelling other ults, and he can reduce the enemies armor so his attacks do more damage.
Wukong is a trickster, and to play him you have to get into this mindset. Be warned, Wukong is not your general melee character. You do not run in with Wukong and try and beat people to death, for you are not being the proper trickster when you show your hand too early in a fight. You must keep your enemy on their toes, is that really you that just charged in or is it your dummy? If they use an ultimate now are they going to get a kill or waste it? You need to make your enemy ask these questions at all times. Or else you're not doing your job properly.
Because they're all the rage
Pros / Cons
-A short stealth via
-Popup on Ultimate
-You look like Goku
-An odd character
- can be cancelled by CC
- does not benefit you in smaller fights, nor does it scale high enough to save you if focused in a team fight
Aug 9 2011
- Wukong will now attempt to attack a target champion after using Nimbus Strike
- Cyclone Attack Damage ratio increased to 1.2 from 1
- Wukong is now properly considered melee for items and spells that differentiate between melee and ranged characters.
- Fixed a bug where Crushing Blow was shredding the target's base armor rather than total armor
Crushing blow fix increases our damage and utility. Now that all of our abilities are considered melee, Trinity force will slow more efficiently. More damage from Cyclone. And now after a nimbus strike you should wait for that one auto attack before hitting crushing blow (Because it triggers another auto attack). More burst, buffs and fixes all around. Hell yes.
Because apparently people haven't seen it, but every guide uses a similar build order as Phreak. Here is the Champion Spotlight.
The champion spotlight does a good job at showing off a few key strategies to Wukong, as well as illustrating the ranges on . However my guide is not a direct copy of Phreak's, I build mine even tankier in the tanky build, and I use different masteries in the less tanky build. My runes are also different, I find that CDR runes benefit Wukong greatly during mid->late game, especially combined with the CDR you get from
In the Plague Jungles, Kong ruled as king. He could wield a unique, natural form of magic and he was driven by zealous ambition. The Plague Jungles were the ideal setting for fostering his growth - he thrived on challenges and flourished in adversity. However, when he had surmounted every obstacle and defeated every opponent, he grew restless. Worried that there was nothing left to overcome, he sought counsel with the monkey sage who lived behind the Grand Waterfall. The sage told him a tale of hairless monkeys to the north who, with wits and strength, bent the world to their will. Kong was overjoyed at the prospect of such worthy competition, and he immediately set out to the north, hoping that the sage's story was true.
Traveling north, he crossed the Southern Wastes and then the Great Barrier. Unaware of the League, he arrived outside the Institute of War where he found Master Yi in meditation. Kong was eager to test the strength of these northern warriors, so he challenged Yi to a duel. Intrigued by Kong, Yi decided to humor him. Within moments of his first strike, Kong knew he was no match for Yi. To be the best, he would need a mentor. He asked Yi to take him as a pupil and to show him the wonders of the northern lands. In return, he would honor Yi by becoming the greatest warrior Runeterra had ever seen. Admiring his passion, Yi agreed, but only under the condition that Kong would one day teach the lessons of Wuju to a pupil of his own. In the spirit of this agreement, he renamed Kong ''Wukong'', and gave him a weapon suited to his unusual nature - an enchanted staff that the young Doran had crafted. The weapon was an unrivalled masterpiece. After rigorous training, Wukong joined the League of Legends to fulfill his promise and show the world the true power of Wuju.
''The first step to wisdom and greatness is realizing how little you know.''
- The first lesson of Master Yi
- Good for any character, including Wukong
- Allows your to get you out of a sticky situation if you get stunned, a quick -> will leave your dummy in your place and can trick the enemy in and out of a teamfight rather easy.
- Allows you to catch up to your target if they're running away, nothing wrong with grabbing this (the spec even goes for it). I would personally grab it instead of flash and keep cleanse, but to each their own.
- An amazing ability to secure a kill and make sure your target doesn't get away, Wukong may be fast, but even with this build some people are going to outrun you and it'll be frustrating. Using this before your can also make sure someone is going to be hit by the knockup and the full damage.
- A solid choice for any character, it gives you unrivaled map presence, especially post global ult nerf.
- Leave it for the supports
- Same as above
- Again for the support.
Rarely saves a turret in a fight, better for someone like to grab if they want to smack someone into the turret for extra damage.
- Better choices in 'The Good' section, much better choices.
- No, just no.
Masteries and Runes
The first mastery is an obvious tankier build, going for most of the useful tank talents and going down utility tree to get the buff duration and reduced death duration. This build is beefier, more suited to Wukong's style.
The second mastery tree is the more damage-oriented tree. This build will leave you much weaker on the defensive side but if your team needs more damage and less of a trickster popping in and out of the teamfight doing decent damage and keeping the enemy guessing, this is your way to go.
Quintessence of Desolation - I take these quints for the little bit of run speed bonus with armor penetration, it helps both builds.
Mark of Desolation - More armor penetration, helps early and late game against the less tanky targets.
- Defense to make you more tanky early game, it'll help you out a lot.
- Crit for the damage build, just a little extra OOMPH.
CD/level is my favorite way to go, if you'd prefer , power to you, I just enjoy the end game cdr more than the early game. To each their own.
There are two builds above. The first is the tankier, more utility focused build. The second is the more damage oriented build.
Reminder: This is a loose build order. Your actual build depends on who you're fighting, what is going on, and how well you are doing. You need to be able to anticipate which items will benefit you the most and build for them. This is meant to be a guide, not a rulebook.
Finished item Order (first build)
-> -> -> -> -> (sell) -> ->
Finished item Order (Second build)
-> -> -> -> (sell) -> -> ->
Core items (build first):
- Reduced CC duration, so even if you don't grab cleanse you'll be able to get out of that stun faster, and you even get a nice bit of magic resistance to go with it.
- One of the first items you build after boots, this is because the on hit effect and the extra mana are especially brutal in lane for harassment, the sooner you build this the better.
- Right after your this is the next most important part of the that you need to build. This is because the attack speed and movement speed will allow you to start moving in for kills.
- A solid item all around. It gives you movement speed, makes your and more useful, and gives you a proc slow on melee hits. By the time you finish this item mid game should have started and it is time ot move on to mid-late game builds.
Late Game (Build depending on the direction the game is going)
- A sprint and attack speed buff on a decent cooldown, with a CDR passive. A wonderful item for Wukong. I often grab as soon as I've finished one defensive item for the CDR on it, and hold off on finishing this until later.
- A defensive and offensive item. It gives you bonus damage based on your health, thus both builds grab a couple items that get health as well as this. Pretty much any build you will want to build this, because it is such an amazing item for wukong.
- Great if you need lifesteal after dropping Doran's, and the damage on it is amazing. Wukong will not be dying much if you've mastered your , so it's unlikely the stacking part of it will ever drop off.
- Your ultimate is suddenly more lethal, you've got a bit more damage, and you've got 450 more health for your Atma's.
- If you need more armor and resistance, this is the way to go. Not only does it have a ton for your defensive build, but if you get focused you can quickly pop up from this and leave your decoy there for your escape. Few characters can take advantage of the resurrection on this item like Wukong can.
- Magic resist, health, mana, and a single spell negated. If you're dealing with an obnoxious stun tank, or an Annie and having issues with this between cleanse cooldowns, this is the way to go. The health will also benefit your Atma's.
Philosopher's Stone An alternative starting item to Doran's blade. If you find yourself having issues with harassment, this is a good item for starting. This also gives you the ability to pick up a potion with your and on your trip back get yourself a gold generating item.
- Both are solid alternatives to the boots above. Lucidity gives you CDR, and the Greaves give you more attack speed. Depending on your playstyle and your build both can benefit you in different ways.
- If your damage build doesn't really need lifesteal, you could instead opt in for the . Wukong does often auto hit, unlike , so this item will benefit you.
- If you're still having issues catching up to people, you can grab this item to increase your run and attack speed even further than what you got from . I would grab this item instead of the . You sacrifice CDR and a deadly active for a more passive speed boost and some crit. Not a horrible choice by any stretch.
If you're having armor penetration issues and isn't sufficient, this is the way to go.
Another solid item, gives you a slow and a lot of health. I personally would prefer the other items over this, but to each their own.
- Not an item I particularly enjoy on Wukong, but it is a tankier alternative to grabbing when movement speed has become an issue.
- Getting a lot of kills? Want to be even beefier? Nab this up instead of . You get a massive health boost in exchange for some of your damage, but you also get some health regen with it that can be the difference between you dying and surviving. I still prefer the , but the health on this item definitely benefits the .
- For those who didn't grab , you can still gain the de-stun effect that cleanse has (as well as break free from suppression), and you get a nice bit of magic resistance to go with it. Not a must, even without cleanse, but it isn't a bad item if you went without it.
- Wukong's passive. It makes you harder to kill the more enemy champions that are nearby. This does not make you the tank, this just makes it so one person peeling off from the group and hitting you won't hurt you as bad as they would in a duel. The benefits are increased by 4/6/8 depending on the nearby champions, increasing as you level up.
- Wukong's main close range attack and debuff, it also resets your attack timer so it's best to ues it directly after an attack. The ability deals solid damage and reduces the armor of your target by 30% for 3 seconds, this means if you use it on the tank your carry can swap over and beat on them even harder than they would otherwise. This also means that if you are in close range on a target it is better to use this then follow up with a for maximum damage.
This ability is particularly useful for executing enemy champions. There are many ways to use this ability. You can use it to lead up a . You can use it directly after an auto hit for sudden burst. You can use it to weaken a target for your carry to finish off. The timing of this ability is everything, it's the difference between just using the ability and getting the base damage off it, and using the ability and maximizing the armor reduction and following up with more damage. It is especially useful to use this on your most hated target directly before using
- The move that will separate the bad from the good. Decoy is a massive part of Wukong's playstyle. It isn't only an escape, it isn't only an initiation, it isn't only a stealth, it isn't only a move to trick your enemy. This move keeps your enemy guessing on what you are doing, where you are, and whether or not to use anything on you. Combined with and / this move can save you from almost any situation.
Good times to use this move:
-When a tank initiates
-When you suddenly draw attention
-Directly after a for harassment
-To switch between bushes at top/bottom
-To escape from a fight
-To block a skillshot or another ability that stops on first target ( 's for instance)
-Just randomly at different intervals to keep your enemy guessing at where you really are.
Phreak also demonstrated that once you properly make use of the dummy and get people guessing at whether or not it's really you, you can start using 's' to stop and trick enemies into thinking you used your ability. Note: This doesn't work most the time because most the population is filled with people that will go after the first thing they see, so using this juke method is risky to say the least. Only use it on enemies that are getting smart and not immediately jumping on your dummy.
- Wukong's most straightforward ability. It's also his best damaging at earlier levels (thus the reason I level it first). This ability propels your character forward at your target creating two copies that strike two additional nearby targets. It will propel you through any and all obstacles, including 's and jungle walls.
Using this ability directly after a in close range is a must. This ability is also rather good at chasing enemies. If you use this ability to initiate it is often intelligent to drop a as soon as the charge finishes, in case your enemy has a disable of some sort. This is also a valid strategy for harassment. This ability is extremely good at chasing down enemies who are just out of melee range, and following up with an imediate and can be devastating in a gank.
- Wukong's Ultimate ability. It's pretty much a [iocon=Judgement] with a single knockup on every champion it hits, also without the movement speed reduction resistance. Can also be cancelled by CC, so be careful when you use it.
There are many uses for Wukong's Ultimate. Using it to cancel other champions ultimates is one of the best. You can stop a , , and a in their tracks. Possibly saving your team and turning the tide of a teamfight.
The knockups also stop enemies from running, so on the chase you can use this directly after a to slow down your target so your team can catch up, or you can finish them off.
I've also found this ability useful for kiting people around a turret at low health and punishing a dive. A well timed followed by a into your ultimate can secure a kill on your turret.
The most important thing you have to remember is that CAN and WILL be cancelled by any hard CC. The chances are that upon using it someone will stun you and immediately stop the knockup spam. So it is imperative you at least hit everyone with the knockup as fast as possible, using to position yourself is a must in these situations.
> > >
- Level this up first and foremost, at least two levels before 6. This is the hardest hitting ability you have at lower levels.
- This is your second ability, feel free to 2 point it by 6 if you want it balanced with Nimbus Strike, I tend to not put another point in it until I'm forced to.
- Is your last priority, only one point by 6.
- Obviously you put a point in this whenever possible.
Upon the start of the game you want to buy yourself a
and learn . If your team goes for a gank, go with them and save your until there are multiple targets in range. Do not initiate with it because you do not have yet and are an easy target if focussed, even with
I prefer Wukong in a duo lane, but he also works in a solo lane. Your lane phase will consist of you last hitting and harassing with -> combos, and using to trick people into using skillshots if need be (such as 's rocket punch). Judge when to use and use it accordingly, also keep an eye on your mana, you don't start off with much and will run out quickly. Make sure you always have enough to at least use as an escape if need be.
If the chance arises to go for a kill before 6, go for it. Make sure that if you're in close range to use to lead up your .
Once wukong reaches level 6 and your lane is pushed back adequately for a recall, return to the fountain and purchase your boots at the least, if you can afford your buy it, it is the most important part of your in lane.
Upon returning to lane pick up the harassment and try and get your enemies in a position that you can secure a kill with , with our without your lane partner. Be aware that at this low of a level tower diving will still likely result in death, even with your ultimate.
If you go for a mid gank, make sure to come out of the bush with your stealth so you can get even closer to your target before they realize you are there, assuming of course they haven't already spotted you with a ward. This will allow you to -> and secure your mid a kill, or get it yourself.
By the end of the laning phase if everything has gone according to plan, you should have finished your and begun work on your next item.
Mid->Late Game, Teamfights
Wukong really begins picking up speed at this point. Before he simply annoyed your opponents with the constant tricks he was playing, now Wukong is going to make or break teamfights depending on when he uses abilities.
If your team has already started free roaming, it might not be a bad idea for you to go grab the Red buff, assuming of course your carry hasn't already taken it. Depending on the carry it could be more important for either of you to have it. for instance should probably let you take red for the second person slowing.
Try going back whenever you can update your item set to increase your strength, depending on the build you're using you'll jump forward in strength at different speeds. The crit/DPS build seems to pick up a lot faster mid game, but falls behind during teamfights due to how much easier it is to focus Wukong and kill him.
In teamfights your job is to reduce armor on your carry's target, chase and secure kills on runners, and properly use your to either cancel enemy ultimates, or mass CC the team to secure kills.
Be aware that your is especially useful in teamfights, due to their chaotic nature it is unlikely teams will tell the difference between your decoy and yourself.
Aug 9 2011 - Added patch notes section.
Aug 3 2011 - Some minor edits, added champion spotlight video. Added , , and to alternative items. Added build order disclaimer due to misconceptions.
Aug 2 2011 - Created Guide