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Wukong Build Guide by Krunge

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League of Legends Build Guide Author Krunge

Monkey - King of the Jungle

Krunge Last updated on January 4, 2016
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Ability Sequence

3
8
10
12
13
Ability Key Q
2
14
15
17
18
Ability Key W
1
4
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
1/
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Wukong with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Zac His engage and tankiness is better, but you have way more damage. You should win all even 1v1s.
Guide Top

Introduction

Hi everyone!

I'm Krunge - a Gold II NA Wukong jungle main with over 200 ranked Wukong games. Wukong is an incredibly powerful and wonderfully underestimated champion with a high potential to carry.

A lot of people mistakenly believe that Wukong is a bruiser because of his Stone Skin passive. While this does give Wukong some survivability, it does not categorically make him a tank, off-tank, or even a bruiser. Wukong's AD ratios are so good that he should really be played as an assassin, with just enough defense to get out alive after killing a squishy or two and disrupting their entire team.

This build will show you how to set up Assassin Wukong and use him to his fullest potential, covering everything you need to know about monkeying around in the jungle on your way to higher ELO!

I welcome any feedback - if I've stated something incorrectly, if you have a question, or if I've just made a typo - please let me know!


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Pros / Cons

Pros
  • Strong gap closer
  • Give your entire team Armor Penetration
  • Decoy is extremely versatile
  • Auto reset on Q
  • Great teamfight with Cyclone
Cons


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Runes

Runes

Greater Seal of Armor
9

Greater Mark of Attack Damage
8

Greater Mark of Critical Chance
1

Greater Glyph of Magic Resist
3

Greater Glyph of Scaling Magic Resist
6

Greater Quintessence of Attack Damage
3
Marks
I use 8 Attack Damage (AD) Marks and 1 Crit Chance Mark. The crit chance is mostly just for fun, you could run 9 AD Marks if you wanted. Some Wukong Jungles will run Attack Speed Marks for a better early clear, but Wukong scales so well with AD and his Nimbus Strike gives an Attack Speed steroid, so it's really not necessary.

Seals
Wukong's first clear can be really tough - the early armor is nice to keep your HP up for early ganks.

Glyphs
I run a mix of flat and scaling Magic Resist glyphs (3 and 6, respectively). This allows me to gank mid at level 3 without needing to be hyper aware about getting blown up, and lets me scale relatively well into the mid-late game. Against a full AD comp, I'd run scaling CDR glyphs instead.

Quintessences
Attack Damage Quints are they only viable way to go. They're by far the best bang for your buck on Wukong.


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Masteries

Masteries
5/5
1/1
5/1
1/5
3/5
2/5
1/1
5/5
1/1
5/1
1/1
Ferocity

Sorcery is perhaps a surprise choice for Wukong over Fury , but it's significantly better. Wukong is an AD caster and the majority of his damage comes from abilities, not auto attacks. He's more like Pantheon or Vi, less like Xin Zhao or Master Yi.

Feast helps with jungle sustain, which is very important for Wukong.

Vampirism and Natural Talent are both decent, but Vampirism scales better and also helps with Wukong's rough first clear.

Bounty Hunter is a great choice for Wukong jungle since you'll be roaming and ganking constantly. Also, since you don't have any CC outside Cyclone and chilling smite from Stalker's Blade, Oppressor is inferior.

Cunning

I currently run 3 points in Wanderer and 2 points in Savagery. If you try this setup and have trouble clearing, try putting all points in Savagery to help with clear speed.

Runic Affinity is the best choice here for most any jungler - this works on all buffs - not just blue and red, but also raptor buff, gromp, krugs heavy hands.

Merciless is incredibly strong on Wukong. As an assassin, this gives you the execute power to finish off an enemy.

There's no downside to Dangerous Game . Bandit is next to useless on a jungler and Dangerous Game can give you the mana and hp you need to win a close fight.

Precision and Intelligence are both very strong on Wukong, this build just favors AD for burst over CDR for sustained damage.

Thunderlord's Decree - I liked Fervor of Battle when the masteries first changed, but since it has been nerfed, Thunderlord's Decree is the clear winner - especially on assassin Wukong who won't have time to build stacks of Fervor of Battle .


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Jungle First Clear

Short form: Krugs > Red > Scuttle > Raptors > Gank > (Back if low hp) Wolves > Blue > Gromp > Scuttle > Gank > Back. Buy Caulfield's Warhammer, Vision Ward, Health Potion, Sweeping Lens.

Long form:

You almost always want to start Krugs as Wukong regardless of which side you're on. Wukong's first clear can be brutal if you're not experienced with it, and takes a bit more finesse than other junglers. The only time I'll start gromp is when i'm red side and our top laner has a really bad leash (like Garen). Krug's Gift of the Heavy Hands buff combined with Wukong's Nimbus Strike allows him to clear the entire jungle and gank twice before backing (if you don't take too much damage during the ganks).

The main thing I focus on as Wukong is to finish Krugs with 4 or 5 heavy hands stacks, so I can quickly stun the Brambleback and chain Decoy afterwards. If you have less stacks, you'll take more damage because you will get one less stun in the rotation. Use 2 of your 3 Health Potions while at red buff.

Go take red-side scuttle to regain health. Go to raptors, use Nimbus Strike on the center small raptor (this will Nimbus Strike all 3 small raptors, which you want to kill first). Decoy immediately and auto attack each small raptor once, and smite the large raptor.

Keep an eye on mid and whichever outer lane you're closest to (depending which side you started) and go try to gank if there's an opening. Even getting damage or a summoner spell early is worth your time.

If you got a kill or enough damage to force the enemy to base, help your laner push the wave into tower. If you can't get damage, a summoner spell, or a kill, immediately go to wolves. Remember to chain your Decoy and Gift of the Heavy Hands stun. Decoy can absorb two hits from jungle monsters if you use it right before they attack (it doesn't have to be exact, there's a lot of leeway but it's possible to only absorb one attack if you time it wrong).

Take blue buff. Smite it if you're low on hp, otherwise save smite for gromp. If you're low hp, take scuttle then gromp and back. Otherwise, go gromp before scuttle and gank before backing.

Warrior will always be your first item on Wukong. Caulfield's Warhammer is a much better first buy compared to Stalker's Blade because attack damage and cooldown reduction are highly valuable on Wukong. Additionally, most champs are slow early and you effectively have two ways to finish people off from distance with Nimbus Strike as a gap closer and the extra range from Crushing Blow.


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Team Fights

In teamfights, Wukong is very versatile. I created this flowchart below as a basic guide to understanding what your decision making should usually look like.


Some things you'll want to consider which are not included in the flowchart:
  • Hard CC ruins Wukong's day, especially AOE CC ( Amumu or Malphite). Let those come out or at least be distracted before you go in.
  • Escapes and flashes can also ruin your day if you use Nimbus Strike, Flash or both to engage.


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Decoy Hacks

This is a list of some of the cooler things you can do with Wukong's Decoy:

  • Impassable Terrain: Walk to the very edge of Jarvan IV's Cataclysm and Decoy out of it ( Decoy pushes the real you slightly forward upon activation)
  • Mind Games: When retreating, press 'S' to stop walking and act like your Decoy for 1-2 seconds, then start running again and still have your Decoy to use.
  • Mind Games (cont): When you know there's an enemy green ward in a bush, leave it instead of killing it. Decoy from the bushes and walk into lane - they'll think you're just sitting in the bush waiting to gank.
  • Baited: Bait out a Dredge Line, Rocket Grab or Death Sentence, or any other single target ability, like Charm, Sonic Wave, Zap!
  • Outplayed: Trick Tahm Kench into Devouring your Decoy
  • Outplayed (cont): Trick Malzahar or Warwick into suppressing your Decoy. Kill them, then spam /laugh and /taunt on their dead bodies.


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Summary

Thanks for taking the time to read through the guide! This is v1.0 - I welcome any feedback for improvements and friendly discussion. Thanks all!

- Krunge