Wukong Build Guide by MrMarchus
Not Updated For Current Season
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.
King Kong is a fun, somewhat unique Champion that allows for some very unique, and very fun playstyles. I tend to play him as a skirmisher, a disruptor, an off-tank, and as a late-game assassin. His unique set of skills makes him a force to be reckoned with, but too slippery to lock down and kill. If you're looking for another auto-attacker tanky-dps this is not the place.
Pros / Cons
+Very tough to kill
+Great Chaser/Escape Artist
+Early Game Shocker
+Late Game Assassin
+Great at breaking formations/setting up teamfights for success
+Just plain fun
-Damage isn't great
-Hard countered by AoE and Snare/Stun teams
-Can't really backdoor
-Pretty bad in most 1v1 situations
9x Greater Mark of Desolation
3x Greater Quintessence of Desolation
I choose Armor for early level laning and MR per level because in lane it's rather easy with Decoy to force most casters to blow their CD's on the wrong target. If not, you'll be out of range anyway. It's also pretty easy to zone most casters with harass via your E>Q>W combo. However late game when they're picking up Deathcaps and such and have other teammates to get in your path the extra MR will do wonders.
Alternatives to ArP Quints are , MK is slow and a large part of this build revolves around deception and being faster than your opponents.
Boots of Mobility
are great for Kong because he's naturally slow and you really only need 5 seconds out of range to leave your opponents in the dust. Clever use of will always allow that window to be met and further will allow you to wander wherever you feel like. These will also allow you to cover more distance with the short stealth Decoy allows and let you catch up to those pesky ranged even if they catch on to your plans.
Two over a BF sword to start if you're struggling in lane should turn things around rather quickly.
vs. heavy stun/smarter teams. Smarter because you might be able to get away with running mobility anyway if you can consistently force them to blow CD's on your Decoy.
vs. Heavy melee teams because you'll be getting the speed boost often enough anyway via masteries.
I don't like Triforce. It's really expensive and for this style of play you're not going to spend a ton of time auto-attacking. Here you're really only going to be gaining the Sheen proc and the MS over an Atma's, and considering the bulk of your output here is going to come out of your and I wouldn't dare choose it over the sustain and 100AD you'll gain from a Bloodthirster. 4k is a heavy price for such a small benefit.
I use 1/21/8. MK excels at hit-and-run, forcing opponent to blow CD's on you and your Decoys, dropping backline Champions, setting up teamfights for success, and being annoying in general. You'll get more than enough damage out of Thirster alone to take out a lone caster, so all that's left is making sure you survive long enough while you're in your ult to Decoy and reset.
Don't autoattack and learn to last hit. One of MK's strongest attributes is his ability to zone and kill others while taking little risk himself with Decoy, attributes that are wasted if you allow them to tower hug. Once you pick up a BF Sword you'll be able to Nimbus the three caster minions and take them our with one hit each, by the time it's back off cooldown you should be able to do the same against the melee minions.
If you're tower hugging minus a BF sword just remember:
Melee minions: Two tower shots = last hit
Caster minions: One swing from you + 1 tower hit = last hit
I choose and for most situations. He's slower than a lot of Champions so flash vs. flash you're probably getting caught, however + is going to get you out of a gank every time. Against Heavy AoE/CC teams I would opt for instead as getting out of the danger zone in teamfights will take precedence over escaping a gank or two in lane.
Skirmishing and Teamfights
Laning, Assassination, and 1v1:
Your combo in general is > Auto Attack > > Auto Attack > . If you're up against a stun or someone with a high burst combo moves up in your rotation. Kong does not have the burst of other melee Champions and he almost completely lacks CC. With that in mind don't dedicate yourself to a full rotation vs. a Mage or a head to head battle with say a , , or unless you know their CD's are up or you're just going to end up dead.
Breaking Formations and Setting up for Success
If you don't have a dedicated tank you should use to close the gap and to their casters/ranged AD. Use followed by to keep them in place long enough for the rest of your team to jump in and then again to get yourself out. If you've got a full build your health regen at this point should be enough for you to take the harass, heal up in the river/jungle, and then jump back in. If you know you'll have to fill this role it's important that you build defensively early on. and or (depending on team comp) need to come ahead of any additional damage. If you're using Decoy to initiate you won't have it to escape until it's far too late otherwise.
With a dedicated tank your role changes a bit and you can afford to use the more offensive oriented build outlined above. As you'll be a much softer target you'll need to save your Decoy to retreat after you drop in on their back line. The idea is to attack long enough to get the attention of their tanks and melee, but to force their CDs onto your decoy. If successful you can immediately jump back in and combo++ to finish the job without much worry for you or the rest of your team.
There's nothing more satisfying than watching someone blow a combo or an ult on a clone. A well-played Kong is unique in that he's a consistent enough threat to force entire teams to do just that. Monkeys should be tricky, try it out.