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Wukong Build Guide by OWLS

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author OWLS

Spanked BY the Monkey? A Dominion guide for Wukong.

OWLS Last updated on April 9, 2012
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Ability Sequence

1
8
10
12
13
Ability Key Q
2
14
15
17
18
Ability Key W
3
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

I've always thought Wukong was an awesome champion concept, and now I that Riot has finally removed the glitchy-ness of his Decoy, and brought up the numbers on his Crushing Blow and Nimbus Strike, I feel he lives up to that awesomeness. Monkey King is great fun to play, especially for those people that love running disruption. While his stealth is short, it's never too difficult to keep opponents on their toes and guessing what Monkey King is going to do next. His kit lends itself well to a hit-and-run play style, but he's got enough durability thanks to his passive to stay-and-play as well. This guide will focus on the Dominion game mode, as this is where the majority of my experience lies.


Guide Top

Pros / Cons

Pros:

  • Great burst damage.
  • Great durability thanks to Stone Skin.
  • Great harassment with Nimbus Strike.
  • Mess with enemy's heads using Decoy and the S key.
  • Dragon Ball Z references to your power level being over 9000.

Cons
  • Melee range means putting yourself in harm's way more often.
  • You will get focused. There's a reason they ask you not to feed the monkeys at the zoo.
  • Sustained damage is lower than most AD carries.
  • Oracle's Extract, The Lightbringer, and hextech sweeper all rain on your parade.


Guide Top

Runes

Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Movement Speed
3

3x Greater Quintessence of Movement Speed Because movement speed is good, and these give a total decent boost. You'll be able to get where you need to go must faster. Great alternatives are: Greater Quintessence of Health and Greater Quintessence of Attack Speed.

9x greater mark of desolation Armor penetration is great on Wukong, and most melee-oriented champions in general. I really wouldn't substitute anything else for these.

9x Greater Seal of Armor The extra armor these provide is fantastic. Most of the time you'll be at the battle for windmill, and these really let you get in the thick of it.

9x Greater Glyph of Magic Resist I like flat magic resist glyphs. Some people prefer to get the scaling Greater Glyph of Scaling Magic Resist. This is really a matter of preference. I prefer to have the most of any given boost as soon as possible, making that first fight easier.


Guide Top

Masteries

Masteries
1/5
3/5
4/1
4/5
1/1
1/5
3/1
3/1
1/
1/5
3/5
4/1
1/1

I use a slightly different mastery set up but it works well for me. Wukong is still a melee range champion, and will often be in the middle of several enemies, especially during his ultimate. I put most of my focus on offense getting the increased attack speed and armor penetration percentage. I get the 4% cooldown reduction so I can use all my abilities more often. I focus the rest on utility, getting the movespeed buff and the increased neutral buffs as well, since these apply to most of the buffs in Dominion.


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Summoner Spells

Exhaust is fantastic. Huge damage and movement reduction shuts down AD carries, and otherwise allows for easy picking off of fleeing enemies. Add in the improved version for an armor and magic resist reduction, and you've got a summoner spell that's hard to resist. I always pack this.

Ignite is a pretty cool spell. True damage on a fleeing enemy at low health is usually a death sentence. The healing reduction is nice too if the enemy team is packing a support healer or is lifestealing with crazy damage. This also helps counter sustain-based champions such as Warwick, Irelia, and any auto-attacker with life steal.

Heal is hit or miss. It can save you at later stages of the game, but early on it's effectiveness is hampered by your low level and the healing reduction debuff.

Cleanse is not a bad choice, it removes the effects of Exhaust and Ignite, which can be a handy thing to have.

Promote is kinda ****py from my experience. If you like it and often find yourself pushing minions to capture points, then more power to you.

Garrison is another viable choice for holding down points or assisting with captures. Don't underestimate this spell, it can turn a push around when your point's getting assaulted.


Guide Top

Ghost vs Flash

This is a matter of personal preference. There's no right or wrong here. previously in this guide I noted my preference for Ghost. After trying out the new Flash for a while, I'm taking it more and more often. Here's a few facts and my opinions on the two:

Ghost

  • Gets you farther than Flash, but requires more time to do so.
  • Allows you to speed to points that require attention from a farther distance.
  • Summoner's Wrath gives you an improved Ghost in addition to the popular Exhaust and Ignite.
  • Is a fail escape tool. It's a very offense-oriented spell, IMO.

Flash
  • Sends you to your cursor INSTANTLY, but the distance traveled is MUCH shorter than what can be covered by Ghost.
  • Is more versatile than Ghost. Useful as an escape, you can chase down kills, blink then Cyclone to initiate, etc.
  • Improved by spending a point in Summoner's Insight , meaning if you want to take improved Exhaust or Ignite as well, you are spending another mastery point.


Guide Top

Skill Sequence

Crushing Blow Wukong's attack becomes empowered and deals bonus damage, as well as reduces the enemy's armor by 30% for a few seconds. I level this after maxing Nimbus Strike, since the armor reduction debuff doesn't scale with level.

Decoy Wukong clones himself and gains stealth for 1.5 seconds, after which the clone attacks and deal some magic damage. Since the damage isn't too impressive the only meaningful benefit of leveling this is the cooldown reduction. Not really worth it since it's main purpose is to distract enemies, not be spammed. I put a point in this at the start and leave it there until late game.

Nimbus Strike Wukong flies to his target along with two clones which strike two surrounding enemies. Wukong gains an attack speed buff for a few seconds after using this ability. It's awesome. It's a great gap closer, minion farmer, and attack speed steroid. I always max this first.

Cyclone Wukong spins around with his staff, damaging and launching into the air all enemies hit. This a great move to use after nimbus striking into the enemy team during team fights. It's important to remember that opponents will only be launched once per cast, but will take continuous damage as long they are being hit. I level this whenever it's available, obviously.


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Items

It's important to note, this is not a prescription, but a description. Some times I don't get Trinity Force, and instead opt for the combo of Entropy and Youmuu's Ghostblade. The Maw of Malmortius is a fun item that gives you magic resist and lots of AD. It's a great reactive purchase when facing a dangerous AP carry, but not something you'll always want to buy.

Prospector's Blade, Boots of Speed, and two Health Potions are a great opening item set. You get plenty of health, damage, speed, and healing to sustain yourself. Don't forget that health potions stack now, so queue them up to keep yourself alive in extended battles for Windmill.

As far as which boots to choose, really depends on the enemy team. I generally grab Mercury's Treads. The magic resist and tenacity are always good. If the opposing team has lots of AD, I might opt for Ninja Tabi instead.

The first major item I focus on getting is Trinity Force. It's just too great for Wukong, especially on the Crystal Scar. It offers great burst damage, slow, and a good overall stat boost. I go for the Sheen first. This gives you excellent burst with Crushing Blow and Nimbus Strike. I then grab Phage, and finish up with Zeal for the final product.

Entropy is a GREAT choice even if it overlaps a little with Trinity Force, because the active ability is a great follow-up to Nimbus Strike. 80 true damage for 5 seconds after a 50% attack speed boost is no small amount of damage and will shred tanks. The active on Youmuu's Ghostblade also has a good deal of synergy with this.

Sanguine Blade is also good. It's got life steal, decent base damage, and gets stronger with every attack. I much prefer the Entropy after trying both in several games.

Infinity Edge is good, but more expensive. If you've got the extra gold and are doing well, grabbing it may prove to be a good choice.

I'd don't recommend The Black Cleaver unless the enemy team is stacking armor, in which case you're probably roflstomping them anyway. If armor becomes a problem, The Brutalizer and then Youmuu's Ghostblade are great choices. Don't forget Last Whisper, either.

After building these core items, it's time to assess the enemy. Who's giving you trouble? Do you need more magic resist, or armor? Maw of Malmortius is a good choice, not only for the inherent magic resist, but the shield as well. It also allows you to keep a focus on building AD. Alternatively, grabbing a Quicksilver Sash if the enemy team has a good deal of CC is a good idea. If I need armor, I usually go Atma's Impaler. Thornmail is cheaper and is great if you're facing a Tryndamere or Master Yi, though.

Zeke's Herald is something I've tried in several games, and it's pretty good. Bonus health, cooldown reduction, and an aura that buffs attack speed and grants lifesteal.


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Dominion Buffs

There are four types of buffs on Dominion:

Speed shrines: These are free and activate just by walking through them. They are a prime spot for Teemo and Shaco (and to a lesser degree Caitlyn and Nidalee) to lay traps so watch out. Use them constantly to get around but be careful if facing any of those champions.

Health relic: These are all over the map and are marked by a little cross. Each point has one, and there is one in between each point. They restore both health AND mana. THESE ARE INCREDIBLY IMPORTANT. They sustain you so you can be a constant threat. Steal them from the enemy whenever possible, even at full health. These are also a prime spot for trapping, beware if trying to take one at low health. If you're holding points well, camp the nearby health relic. Keep these out of enemy hands. This will win you games.

Storm shield: Gives a regenerating shield and a damage effect when using abilities and autoattacks. These are located in the center of the map and vision is constantly on them. Each team gets their own relic. These take a certain amount to time to capture, like capturing a point. Keep an eye on this area and notify teammates when enemies are taking their buff. If possible, try to interrupt their capture. Always be aware though, most people have a spotter guarding them when they try to take this. Wukong is a great person to use this buff. Just remember that your clone DOES NOT have a visual effect when you have this buff, so Decoy becomes less useful. Coincidentally, Shaco's clone shares this same feature, so it's an easy way to tell which one is real.

Mark of the conqueror: The final and most difficult buff to obtain is this one. Over the course of the game, a quest will start and opposing points will be marked. Capturing the marked enemy point will reduce the enemy nexus' points and give everyone on your team a buff that increases damage by 10%. A coordinated push (with or without minions) is usually needed to claim this, and is usually well worth the effort. It's important not to make quest a distraction, though. Always make it a team effort, because you can rest assured if the enemy team has any skill at all, they're going to be on you fast.


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Team Work

Wukong is pretty much an off-tank by nature. He gets in, tosses people around, and sews chaos while your teammates pack on the damage as well.

Decoy is fantastic for so many things: evading players chasing you, sneaking up on a ranged squishy that thinks you're stilling standing around waiting for an opportunity, and blowing enemy abilities. I've seen that decoy soak up so much punishment that was meant for me and my team it's ridiculous. Don't just spam it though, it's on a fairly long cooldown at level 1, so be strategic. Use it and change direction, go into brush and pop it, get creative. Remember that Oracle's Extract is a factor to consider. Check to see if your attacker has the buff before getting sloppy. Also, stealth vision is granted on neutral points as well as enemy points. Remember this when using Decoy.

Use captured points to your advantage as well. Being a guard dog is a role that Wukong excels at. Crushing Blow weakens enemy armor, making them more vulnerable to all physical damage. Team up with people that can exploit this, such as Tryndamere and Talon.

Cyclone is a game changer. Popping this in the crowd will disrupt certain enemies ults, and in general give your team time to hit hard while the enemy is in the air. Try to make the most of it by hitting as many people as possible, and don't forget that chaining crowd controls (for those who don't know, starting your disruption as someone else's is about to end) is important.

In general, try to look at where you can do the most good. It does not take three people to cap a point once the enemy is respawning, so if you have the health, break off and start capping another point or farm some minions quickly.


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Death and Dominion

"Deaths don't mean anything on Dominion"

Yes, they do.

Death hastens your defeat. Kills hasten your victory. Towers are by far the priority. HOWEVER, kills damage the enemy nexus until it reaches 100 points.

Try not to die. Sounds obvious, right? You'd be surprised. If you die, you've cost your team valuable time, both in nexus points (essentially, game time) and in the fact that you aren't able to help since you're respawning. Never assault a tower alone unless it's a SURE THING that you will capture it. By sure thing, I mean at least 90% sure. Like 2 near-dead opponents, in capture animation, on a neutral point. Like you know that the entire opposing team went bottom, and you're the only one at top. Wukong has great escapes, but people will learn or have already learned from another Wukong player what you're capable of, so don't get reckless.

Take all this into account and then add the fact that kills still score bonus gold, and you have a very good reason to avoid being dead. It's better to fall back, wait for teammates, and then fight back than to try being a hero.


Guide Top

Summary

I've had a lot of success with this build in Dominion. You could probably adapt this build to fit in Classic too. I generally go 2:1 in my K/D ratio and usually place 1st or 2nd on the team using this basic build, with some item variation when needed.