Wukong Build Guide by Mikumaga
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 guide is to teach you how to win with Wukong. Tips and Tricks to playing Wukong, how to play him Early, Mid and Late game. How to team fight with him and more. Leave a comment on what you think could be improved with the guide. If you have not watched the champion spotlight for Wukong yet, I would strongly recommend you do so.
Champion Spotlight Video for Wukong.
Pros / Cons
Great Escape Tool
Powerful Ult with Amazing CC Knock-up
Not targeted often
Small Mana Costs
Dont have to build lots of armor because of passive
Tough early game
Decoy doesn't last long
Vulnerable to CC
I feel Wukong has a weak early game(the early game will be explained father down below in the guide.) and because of his weak early game I feel that you need runes that will be able to help you early and late game.
greater mark of desolation 9x Armor Pen Marks
9x Armor Seals
greater quintessence of desolation 9x Armor Pen Quints
9x Magic Resist Glyphs
9x CDR Glyphs
I have tried using 21-9-0 masteries with dodge runes, but I feel that merc treads are almost necessary and that 21-0-9 masteries are a much better fit for Wukong especially early game.
I would recommend getting
with Wukong but your second Summoner Spell is something that can be changed from game to game depending on what seems to work best with you.
works well for escaping or getting into team fights and also works great for a better escape with decoy. This is combined with your ult will give you a great initiate into a team fight. I have found though that decoying or nimbus striking into a team fight using your ult and decoying away works well also though so flash isn't a must.
works well to help you in your early game with hopefully getting you a few early kills for some much needed gold and farm/lane pressure. It also helps late game with a 50% healing reduction on champs or teams that have lots of ways to get their health back.
works well by giving you an additional escape tool for if your decoy is on CD or if your decoy couldn't get you far enough away from a team fight. It also works as a great chasing tool as you will not be as fast as you might want to be until after you have built trinity force.
works well by letting you go back to base, heal up and buy items without losing much farm early game. Unfortunately doesn't have as much use late game and I would advise taking Flash, Ignite or Ghost instead of Teleport.
Passive: Stone Skin Wukong's armor and magic resistance are increased by 4 / 6 / 8 for each nearby enemy champion. Range: 1400
Q: Crushing Blow (Active): Wukong next attack will deal additional physical damage and will reduce the enemy's armor by 30% for 3 seconds.
Cost: 40 mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Bonus Physical Damage: 30 / 60 / 90 / 120 / 150
W: Decoy (Active): Wukong becomes stealthed for 1.5 seconds and leaves an uncontrollable decoy that doesn't attack or move on the place he activated it. The decoy will deal magic damage to nearby enemies after 1.5 seconds.
Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 18 / 16 / 14 / 12 / 10 seconds
Magic Damage: 70 / 115 / 160 / 205 / 250 (+0.6 per ability power)
E: Nimbus Strike (Active): Wukong dashes on a cloud toward a target enemy and sends out images to attack up to 2 additional enemies near his target, dealing physical damage to each enemy struck. He also gains an attack speed bonus for 3 seconds after using this skill.
Cost: 45 / 50 / 55 / 60 / 65 mana
Cooldown: 8 seconds
Physical Damage: 70 / 115 / 160 / 205 / 250 (+0.8 per bonus attack damage)
Attack Speed Bonus: 20 / 25 / 30 / 35 / 40 %
R: Cyclone (Active): Wukong's staff grows outward and he spins it around for up to 4 seconds, dealing damage every second and knocking up enemies once per cast. Wukong gains 5% movement speed bonus every half second for the duration of the spell, with the bonus disappearing once he stops spinning.
Cost: 100 mana
Cooldown: 120 / 105 / 90 seconds
Physical Damage Per Second: 20 / 110 / 200 (+1.0 per attack damage)
Early, Mid and Late Game
I feel Wukong has a weak early game, while being a good harasser with burst skills when they are on CD Wukong is very weak and can be easily pushed back. Wukong has a limited range and since you will need decoy often to escape, you wont be able to use it often to close the gap leaving you with only nimbus strike to get close. Because of this ranged champions will push you out of lane easily and can deny you if you aren't careful. I try to take duo lanes with this champion as he works well with confusion that duo lanes can bring. You will need a partner to help you if you plan to get to Mid and Late game with a decent farm. With Wukong you might not always have the best early game creep score, don't worry you will make up for this later once you start to get some of your items. This is why early game you should try to push the other champions back, harass often but if you don't feel you are in a safe situation don't push your luck and just play careful. If you can get to Mid game without much trouble you will be fine end game.
Once you have some of your items Wukong becomes a much more devastating champion. Getting Wriggle's early will give you some much needed life steal and minion farming abilities and also some cheap map awareness for the rest of the game with free wards. Once you get this you can start to take jungle monsters, push lanes and after fights not have to go back to base as often as you will be able to life steal your way back up to full. Sheen will give you even more burst which is really nice mid game especially with your crushing blow at level 5. Your goal in mid game is making up for lost farm, helping out in team fights with your ridiculous burst, and most of all getting some much needed kills and money.
Late game is where Wukong shines, Wukong is an amazing team fighter and all of his skills work great in team fights. Wait for the fight to initiate and then help out by hitting as many people with your ult as possible, then try to either decoy to a carry or nimbus strike to one. By now you should have enough attack to do a high amount of damage to a carry in a few seconds, try to target carries and save decoy for if the fight starts to turn in the other teams favor. Because of Wukongs skills he can initiate fights, he can provide amazing CC and damage with ult, he can smash or peel carries and he can chase or escape depending on how the fight turns out.
Tips and Tricks
- Autoattacking once before Crushing Blow will allow you to get 2 hits in the space of one.
- By pressing "stop" [default key: S] you can pretend that you have used Decoy to make your opponents think that you are the decoy.
- Crushing Blow does work on towers.
- If a turret targets you, you can use Decoy and have a chance that the turret will target the decoy. This can be useful if you turret dive or poke an enemy champion at their turret.
A few final closing thought's or notes.
Here are some scores of me using the build.Again they are not the best scores, this build isn't about getting fed and running away with a game. This build is to help you win games more often then losing them.
Wukong was trained in the Art of Wuju by Master Yi.
Leave a comment, and if you have something you would like to see added to the guide just leave me a message.
Hope you like it and hope it helps you win~