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Wukong General Guide by

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

Wu konk - SoloTop/Midle - Strong

Last updated on January 13, 2013
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Ability Sequence

1
5
10
12
13
Ability Key Q
3
14
15
17
18
Ability Key W
2
4
7
8
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 18

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 11

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 1




Introduction



Wukong is a bruiser whose purpose is to engage the fighting, jumping on carrys across while trying to protect his maximum. He has a great synergy between spells via mechanical armor penetration and attack speed, and more to inflict heavy damage and push very effectively, it can easily escape. We will study in this guide the main keys that allow you to perform this role the best.


>>>> In game





Starter


Two starters depending on the matchup, and more generally whether you play against a champion AP / AD, and if you play against a world that puts you in trouble.

- Boots + 3 (4) potions: you play against a champion like AP, or against a champion against which you are not experiencing difficulty in particular farm. The boots you can not be at a disadvantage in terms of speed against an opponent who also has and take advantage of speed if he did not. Useful to escape a gank, as if to make a sucessfull, gain speed boots is absolutely not negligible.

- Armor + 5 potions of stuff: almost useless against an opponent AP, armor fabric is a smart choice when you play against an opponent that can dominate you in a duel, or having a high power harass. Remember that Wukong has absolutely no sustain outside objects.


Early Build

Like many Bruisers, it is often necessary to make the choice between an equipment oriented rather DPS or TANK oriented.
However, the build of early / midgame is similar, the difference being made in mid-game, see towards the end, as required.

Wukong not sustain, and does not have a pool of life particularly high. This suffices to justify the choice between 2 Dorans: theft of life coupled with master gives you 9% in this statistic, 200 bonus hit points, and 20 points of damage. Still in the early optimization of Wukong who is not part of the most comfortable, well Dorans can fill the defect. Note that it is possible, depending on your current state of feed:

- Take 2 Dorans (or 3)

- Take immediately a lantern Wriggle your first back

- Take 1/2 Dorans then Wriggle Lantern

Note: this is for the laning phase you will upgrade your boots into Mercury's Treads or Ninja Tabi depending on the enemy team composition, or in lane depending on your situation: If you are in trouble in lane, it is advisable to take early, especially against an opponent AD. You can choose to upgrade your boots after you finished early build and build before choosing a more precise below, or later, if you're really good in your game, which is less common.



Build # 1: DPS

Your lane phase coming to an end, you must choose a direction: if you think that the main tanking can be done by one of your allies, you can go on more damage. The Brutalizer synergizes with your Crushing, and you will reduce the armor to 0 AD carry across throughout the midgame.

The strength of the Trinity is a logical item, as returned in perfect synergy with the (A) Wukong due to the effect of shine that applies extra damage on the leaves and allows a potential slowdown effect via phage.
The Last Breath is the most optimized object to complete the build DPS, it is indeed interesting to finish a build that Thirst for Blood, both at the desired stats and price. To finish this build, and if the game allows it, it is better to finish on a tanky object that corresponds to the Bruisers: Aegis of the Legion fits perfectly if your main tank or your carrier does not already own. Otherwise, it depends on your opponents: Banshee / Randuin are smart choices according to AP or AD opposing dominant, and the Guardian Angel. Note that it is possible to sell the Brutalizer late in the game to take a Atma, which is optimized with your tanky items.


Build # 2: TANK

Brutalizer forget to go directly to the Phage that you upgrade to Frozen Mallet as soon as possible. This is the most indispensable part of your build, so that once you jump on an opponent, he has no chance to escape because of the debuff that applies Frozen Mallet 30% slower displacement. Chain on Atma strengthens tanking through armor, and enjoy maximum damage through life provided by the Frozen Mallet.

Continue on Aegis of the Legion is a good idea because grants magic resistance may be missing, life in synergy with Atma, as well as bonus damage and armor not negligible, while Aura. The last item is situational: if dominant AD Randuin, Banshee so dominant AP. Remember that Randuin active area is a snare, and is perfectly usable in ultimate!


And at the end of the game?

Wukong is a champion that takes power exponentially, like a AD carry. It therefore has an excellent late, where it can fulfill its role perfectly bruiser, like Irelia. Indeed, the effects of these spells active assure him that good late game: armor penetration of Crushing and attack speed by Nimbus. The build takes it all along the stack is more or less indirectly to these effects. All champions who have this kind of steroid or passive effect is very good late game: the steroid +90% attack speed A Tristana, the true damage liabilities of Z Vayne, the true damage of the Z 'Irelia. The fact is that statistics are compounded by the equipment bonus attack speed, armor penetration damage or liability, as they are independent of the basic equipment and are very powerful.

End of the game, it is possible to separate yourself from your lantern replaced by a thirst for blood (based on build more damage) or Last Breath (to build more focused on resistance).



Summoner Spells

Despite his nerves, Jumping Flash is still a must have for any champion who has a ultimate area. This is the case of Wukong, and no exception to the rule is the fate of most optimized Summoner him. In fact, you will "flash in" (means the action of flash aggressively) to instantly use your ultimate, and so surprise your enemies, or more defensively "flash out" by jumping over a wall and thus put you at shelters opponents without flash.

The second most common fate among Bruisers and hence Wukong is ablaze, since you can burst an opponent and kill a fragile carry one combo. This is the spell to use in an optical DPS. Fatigue will be more useful if you play in a more tanky, or simply if your team needs an extra exhaust, exhaust or even a short while if none of your allies do not use this spell.

It can be smart to use the Teleport Care or depending on the situation, especially if you're feeling particularly distressed. Teleportation is very good choice if you can rely on your allies, therefore with a view premade, where you will be able to get to the middle of a teamfight at dragon instantly, and this numerical superiority if your opponent has solotop Teleport not or has not shifted.



>>>> Role play



Role


You are considered a bruiser (top lane) within a team: strong and powerful at the same time. You are supposed to enter the fray, trying to reach a maximum of opponents with your ultimate. However, your primary role is to protect your carrys a maximum (AP & AD) and attack priority carrys the opposite. You are a dangerous target: the enemy will try to kill you quickly if you are not strong enough, but remember that you are not the main source of damage, and you say that it is definitely worth a shot you sacrifice in inflicting maximum damage, leaving your carrys complete team fights.

Do not underestimate your damage: in DPS build, Wukong is like a murderer and can easily kill a target fragile one combo!


Laning phase


As you are not the most powerful in the early game, it is rare to find direct confrontation. Your strength lies in the ability to huge snowball (= increase in power exponentially as time passes), then especially, focus on the last hit, because it is your most important task.

If you feel that you really are than your opponent, do not hesitate, make him lose more creeps and experience that you will not lose to deny is also a solution. However, this scenario is rare in a duel interventions junglers, because of the lack of sustain in Wukong, while you concentrate on the farm.

If the opportunity arises, you can harass your opponent, and by executing your 3 spells in sequence: first the E, to jump on the enemy, then A, to strike immediately (after a first attack automatic, remember), take the opportunity to hit for 3 seconds if it's worth it (thanks to debuffs by 30% and armor on your A attack speed with your E), then walk away quietly with your Z .


Teamfights


If you play more tanky Wukong, zonez your opponent. You can approach them, even if you do poke (distance = harass), your goal is to make the enemy carrys in a bad position, they are forced to focus you, while your own carrys can stroll at leisure. The enemy will try to escape carrys your ultimate, and thanks to a well placed ultimate you run a perfect teamfight: make snapping their flash / heal / exhaust, it is your job.

Wukong playing more like a solid than as an assassin tank full, do not enter in the first teamfight: Wait a true tank is in charge, and you will enter in the second, attacking systematically carrys d opposite, even snapping the flash, they must fall first. Remember that you can become invisible for a short time, and in the absence of adverse oracle, it is easy to delay a burst (= strong source of damage in a short time), in addition to confuse your opponents. It is also possible to attack opponents Bruisers, with your significant armor penetration, but it is not your main target.


Time lags


Whether using the TP, which simply shifting foot, Wukong will be very effective in helping to nuke an opponent quickly. Even visible from afar, his ability to throw on his opponent and stun instantly in area can quickly surprise. Do not hesitate to help your Midlane, if the opponent does not flash and does not have a ward, it is a very easy kill.


Strengths and Weaknesses

+ Cleave powerful

+ Significant capacity to push

+ Mobile enough


- Not sustain

- Low phase lane

- Handling difficult


Common Errors

1 - Take the Z too late, it makes you too vulnerable in the early game

2 - Use your ultimate on a minimum of opponents: do not rush, you are strong, take the time to calibrate your Tourbillon optimally

3 - Overestimate potential and rushing headlong into a whole team because they are grouped together, while your allies are not yet arrived. Do not confuse speed with haste.

4 - Buy items exclusively defensive / offensive: you're a bruiser, you're not supposed to send as heavy as your friend as a tanker or carry Rammus.




Synergies In TeamFights



Ashe

A well placed arrow? This is the time to take advantage of the fact that the opposing team is disoriented to jump into the fray with a flash / dash ultimate enemies that you are not ready to forget ... Again, Ashe is synergistic with you, since it allows you to take advantage of investment which is essential with Wukong: an ulti on 5 players is almost synonymous with victory.


Shen

Shen finds use whatever part (with jungler you play it). Shen loves being in the midst of enemies in order to taunt a maximum: ask him to use his ulti on you before you sautiez in the middle of a teamfight, if you can not reach the enemy carrys he will.


fata morgana

Stun area? Perfect location for your ultimate place on a large number of enemy heroes and do maximum damage in synergy with the ultimates of your allies!


Galio

A taunt area? Perfect location for your ultimate place on a large number of enemy heroes and do maximum damage in synergy with the ultimates of your allies!


Kennen

Stun area? Perfect location for your ultimate place on a large number of enemy heroes and do maximum damage in synergy with the ultimates of your allies!

Amumu

Stun area? Perfect location for your ultimate place on a large number of enemy heroes and do maximum damage in synergy with the ultimates of your allies!



In Counterpick Lane



Shyvana

Shyvana is so much more powerful than you duel it seeks to prevent you from touching the creep whenever the opportunity arises.


Lee Sin

Lee Sin is more powerful than you tbeaucoup duel, he will try to prevent you from touching the creep when he can. In addition, Lee Sin has the ability to locate you when you are invisible.


Gangplank

The pirate captain is the champion bruiser with the greatest potential to harass: the A. You do not sustain, and attack you without more that you can not respond, it deal more damage than you duel, at least in laning phase. This is a very difficult champion to face, you will sacrifice some hit last push to leave, and especially take a cloth armor and 5 potions ..


Irelia

It is possible that it varies depending on the level, but Irelia is much stronger than Wukong. Also snowball as well as our monkey king, and is probably the most powerful duelist now: the sustain (you do not remember), a stun, true damage of a dash. This is not your Z that will allow you to depart from it, and you will not hold the deal at the damage. And even if this is the case, the sustain allows him to have the advantage on your next attack. One tip, if you play against Irelia, type the minions, you will more impact she teamfight.


Swain

The Magi from the top are often chosen because they have a large harass able to counter any melee champion without sutain. Well, this is unfortunately the case with Wukong. No need to make a drawing, they not only have the harass you did not, but Swain even better single target damage. It is thus able to deny you early in the game, if you are against it, do not hesitate to seek assistance from your friend jungler.


Vladimir

The Magi from the top are often chosen because they have a large harass able to counter any melee champion without sutain. Well, this is unfortunately the case with Wukong ... No need to make a drawing, they not only have the harass you did not, but Vladimir also sustain. It is thus able to deny you early in the game, if you are against it, do not hesitate to seek assistance from your friend jungler.


Kennen

The Magi from the top are often chosen because they have a large harass able to counter any melee champion without sutain. Well, this is unfortunately the case with Wukong. No need to design this type of champion has an ability to harass you do not. Kennen is able to deny you early in the game, if you are against it, do not hesitate to seek assistance from your friend jungler.


In Counterpick TeamFights



Janna

Janna is capable not only of you snare / bump to delay your entry into teamfight, but if you do, it will take care of you show the exit door with his ultimate. It is very difficult to use properly if Tourbillon Janna is present in the team.


Tristana

In the same way that Janna, Tristana's ultimate eject you simply teamfight, reducing your utility considerably. Remember that ultimate set of 5 players is almost synonymous with victory, but a person placed on ulti .. is almost synonymous with defeat ...


Anivia

Anivia has a whole range of out specially reserved for you screw up your combo: stun, wall, snare ... difficult to ideally place against such a champion.


Some tips to counter Wukong:



1 - All spells like bump, like Tristana's ulti, kick Lee Sin, or ulti Janna Wukong can push when in the middle of your team.

2 - The effects can also snare to zone Wukong, and the kite easily, once he used his dash (Ashe / Lee Sin / lizard buff ..)

3 - Wukong ulti can stun in, so do not hesitate to stun to stop touching your carrys with his R.


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