Wukong Build Guide by jaydo11
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.
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.
This is a guide for playing Wukong in 3v3 and is how I play him. I enjoy playing him for the ability to keep enemies on edge even during a losing battle. His play style of harassing the enemy and then escaping will leave the enemy feeling frustrated and hopefully cause them to make mistakes.
Pros / Cons
Greater Mark of Lethality
Greater Seal of Health
Greater Glyph of Magic Resist
Greater Quintessence of Health
Armor penetration marks increase all damage dealt by Wukong so are a good choice.
Flat HP seals give you early game survivability, daunting your opponents and making you less of a focus for the enemies as they will target the champion with the least HP.
Flat magic resist glyphs are great when laning against any AP champion as you take less damage when harassing. While harassing you move quickly so enemies will use their abilities against you rather than basic attacks making these runes very useful.
Flat HP quintessences serve the same purpose as the seals. Enemies will take you seriously when they see you starting a match with 700+ HP.
To be a successful harasser you need to deal damage with every attack. These masteries focus on increasing Wukong's attack damage and the 2 points in Butcher is for that extra help when farming.
The points in the Defense Tree only serve to increase your survivability early game and help you lane longer and more effectively.
Doran's Blade adds extra health on top of your masteries and runes plus damage. The lifesteal doesn't make a large difference early on but who knows it might save your life.
If you get First Blood or when you need to recall from lane to heal, buy Boots of Speed and a Health Potion or 2.
Philosopher's Stone will add to the health regen from Vigor and let you stay in lane longer. The mana regen will let you spam your abilities without fear of running out of mana. Buy as early as possible to maximise on the gold earned and sell when you need an open item slot for something better.
Wards are essential on 3v3 and Wriggle's Lantern provides a free ward for as long as you have it. Ward either red buff or above dragon. The lifesteal will keep you alive longer and the extra damage to minions will help you farm and clear jungle buffs.
Hexdrinker gives you the magic resist you'll need late game against AP carries while still increasing your attack damage.
Trinity Force increases every aspect of your character. When building, decide if you want to start with either Phage for the slow or Sheen for extra damage. Leave Zeal to last. This is a must have item.
Last Whisper is relatively cheap and increases your damage and armor penetration. Can also be replaced with The Black Cleaver. These work great against heavily armored enemies when coupled with Crushing Blow.
Frozen Mallet gives you more health to survive in team fights as well as the 100% chance slow.
Skills and Sequences
When ever possible use Crushing Blow 1st when attacking a target as it reduces the enemy's armor meaning you'll do extra damage with your other attacks.
Your Decoy is great for escapes or allowing you to gain some distance between you and your target. When ganking a weak target who is hanging back, use Decoy in the brush and the stealth to surprise your target.
Your dash Nimbus Strike is what you'll use to harass your enemies. Using this every time an enemy comes in range while laning will deter them from coming close and you'll be able to farm in peace utilising the speed boost to maximise your farm.
Your ult Cyclone is your only form of crowd control. Try to use it in a group of as many enemies as possible and don't forget that you gain movement speed as you use it so it can be used as an escape.
I prioritize maximizing Crushing Blow because it does the most damage but I alternate between upgrading it and Nimbus Strike because otherwise the cooldown on Crushing Blow becomes significantly lower than the other and as these form a great combo, I prefer to have them at similar cooldowns. Upgrade your ult whenever possible and max W last.
is a great summoner spell in many situations. Can be used to slow an escaping target or keep him in range for you and your team mates to attack or can be used to slow an enemy chasing you or a nearly dead team mate.
Although the range was recently nerfed, Flash is still great for escapes by flashing over walls. To close the distance between you and an enemy for a surprise kill, use Decoy so they don't know you're coming, Flash to get close and then Nimbus Strike. Flash can be used during Cyclone to land a knockup on a target who would otherwise be out of range.
On Summoner's Rift (5v5) I replace Flash with Ghost to catch up to team fights and move around the larger map.
Wukong is all about focusing on single low HP targets and gaining kills but that doesn't mean you can't support your team.
With good reflexes Decoy can be used to save yourself or a team mate without harming youself from projectiles like Ace in the Hole or Dark Binding if you keep moving while casting.
Although obvious, try to save your team mates using Cyclone or Exhaust. If you manage to do so, you'll deny the other team a kill and earn the respect of your team so they are less likely to steal your kills and are more willing to help you.
Cyclone works great with other area of effect spells. To dominate team fights, team up with champions with AoE spells. The knockup from your ult allows other AoE spells to hit without the enemy getting away and deal tonnes of damage. A team combo I've found very effective is to use sequentially Curse of the Sad Mummy, Cyclone and Death's Caress.
As seen in the Wukong champion spotlight (embedded below) you have the ability to juke your enemies into thinking you've used Decoy by coming to a sudden stop. Although this may work some of the time, I find that at low health the enemy is so intent on killing you that they'll keep hitting you anyway and you'll probably die. If you are facing an observant enemy they will notice that when Decoy is used there is a difference between simply stopping and using Decoy. At 3:26 in the champion spotlight you will hear Phreak say "looks almost identical" so I recommend only using this juke when at full or close to full health.
I do not own or claim ownership of this video.
Thanks to jhoijhoi for her guide and all its contributors for teaching me how to make a guide like this.
Feel free to leave constructive criticism in the comments and I will try to take any suggestions on board.