Wukong Build Guide by SturmBrightBlade
Not Updated For Current Season
Not Updated For Current Season
Well, this is my first guide in mobafire, I've been readin through tons of guides since several months ago and today I felt like trying to share a little build I though of to jungle Wukong.
Since I'm pretty new to posting builds, I would gladly accept any ideas you have to improve the build itself, or how is it explained.
Also, even though my English is not that bad, It's not my main language, so excuse me if I make some mistakes, and point them so I can fix them :)
As for the guide, this is a tank Wukong, wich I think is good, since it deals some good damage and allows you to easily survive burst from most champions.
Thanks for reading!
Pros / Cons
Great mid/late game survival
Totally a pain in the *** for any squishy champ
Thanks to Decoy and Nimbus Strike it's easy to gank any lane, since they can't see you coming till you're already hitting them.
Using Cyclone allows you to deal a short stun to every single enemy arround you, wich can save your whole team in a pinch, or can give your team that extra second they need to destroy every single enemy. Not to talk about the fact it interrupts the disturbing canalized skills.
Suddenly pressing S and standing there for some seconds, laughing at how the enemy team will most times just past through you, or hit you once to test if you move and, if you don't, start searching you the invisible you.
Squishy early game
Slow jungle in comparation with Rammus and other tank junglers.
Greater Mark of Desolation Even though you're a tank, there's no point to it if you can't deal enough damage to be dangerous for the enemy team. Also, it helps at making your jungling faster.
Greater Seal of Armor & Greater Quintessence of Armor You're a tank, but you lack armor at the starts, these runes grand you some safety while jungling, making it easier and not so dangerous.
Greater Glyph of Cooldown Reduction CDR runes so you can spam your skills more, I don't think these really need much of an explanation, more CDR means faster jungling and easier ganking.
Well, who can say those +5 gold aren't useful? If you can, then you can take 1 point in
Resistance 6 MR for 3 mastery points? I believe this is a great choice for a tank.
Hardiness 6 Armor for 3 mastery points, pretty good, allows even safer jungling.
Evasion 2% Evasion, it might not seem much but with the amount of surviality you're going to have, you're bound to dodge some attacks.
Nimbleness You evade while fighting? Allows you to break havoc everywhere in less time, you evade while runing? Allows you to escape faster.
Defensive Mastery Since your start is squishy, this helps you in order not to die from the jungle monsters.
Veteran's Scars Extra health is always welcome.
Tenacity 4% damage reduction, what else can you ask for?
Good Hands Even though you must actually die for this to be useful, the regeneration the
other choice gives is pretty much a scam.
Awareness A must for any jungler.
Creeping / Jungling
For my jungling, I start at blue buff, following with wolves, wraiths and twin golems. Then going back to base, killing red and again the wraiths. At this time, there must be some lane where your team needs a gank, and that's where you must go.
BEWARE, your start is slow, you won't be outleveling the enemies in the lanes, so play carefull, don't try to initiate unless you're 100% sure you've got your team's backup or unless you think you can kill the target all alone.
I've tried starting with Long Sword, Vampiric Scepter and Doran's Blade, and none of them worked for me, so I had to accept the fact, either you go with Cloth Armor or you don't jungle with this build.
Berserker's Greaves I know most people don't like to have this item, but it improves your jungling speed, wich is a must, since your speed is pretty bad and requires you to gank in order not to lag behind.
Banshee's Veil This is a must, since you go with Berserkers' Greaves you're pretty vulnerable to cc, making it easy to stop your ganking. This little friends helps making it more difficult, while giving you extra mana, hp and MR.
Warmog's Armor Simply more HP and more HP regen.
Trinity Force It's everything, you use absolutly everything from this item.
Force of Nature With almost 4k hp, the regen it gives you is ok. It also pushes your MR far enough so you don't worry about the ap carry of the enemy team. And ultimately it gives you a little extra move speed, so you can chase easier and scape even better.
Madred's Bloodrazor This, with trinity, makes you able to deal enough damage to burst a squishy champ, making you dangerous and, therefore, a target that must die.
Instead of Madred's Bloodrazor at end game, you can also build a Wriggle's Lantern early game. Credits to qdon for the idea.
I tested with Wriggle's Lantern and I, personally, didn't like it. You don't deal that much damage to benefit from the lifesteal, and you could use those 600 gold in buying a more suitable item.
I've been told by many people to add an Atma's Impaler, if you really want to use it, I believe you should change it for Force of Nature, since Trinity Force, though expensive, is a really great boost for Wukong. Credits to BlackJackChelaque and qdon for the idea of adding Atma's Impaler
It's a must. You CAN'T win alone. You NEED to play in team. If you don't want to play in team, don't even bother trying this build.
I just found this to be the best way for Wukong to jungle. If anyone can think of a better way, please, tell me.
About Decoy,keep in mind at lvl 4 you should start ganking, and the bonus attack speed at Nimbus Strike isn't as useful.
Well, Wukong has atleast 1 bug. I'll be showing all the bugs I find here so you guys can know and try "dodging" them.
1. If you use Nimbus Strike on a monster, let's say the Blue Golem, you must either move a bit or use the next Nimbus Strike on a different target. Why is that? because otherwise you will be stuck for 1-2 seconds, being hit and without dealing any damage.