Wukong Build Guide by inEngel
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 modified version of the build [Wukong] - The Immortal King *Comprehensive Guide* by InfamousJoker it changes the skills, items and masteries in order to improve the damage output in addition to maintaining wukong's ability to survive fights. I am currently still working on the more specific parts of the build but I have the general concept behind it written in this build as well as the general play style that works well with this build. Personally I like to build my melee carries a little tanky in order to increase survivability and just in case the tank goes down I can swap in for a short time.
In the early game, be sure to stick with the build order. It increases your health and health regen which gives you increased sustainability in lane and prepares you for both warmog's armour and atma's impaler. After you get atma's impaler you should have enough attack to push your lane opponents and deal considerable burst damage.
The most important thing to remember is to stay on the outside of the combat. Jump in to cause burst damage then use decoy to get out. you are not a tank even though you have a large resevoir of health and cannot survive large engagements while in the middle of the action. If your opponents are successfully poking you attemp to get your armour items first. Chain vest if the poke spell does physical damage and mercury treads if the poke spell does magic damage.
Use the combo of nimbus strike, crushing blow then decoy in order to deal good burst damage and set you up after the engagement. In order to successfully complete the combo allow a basic attack after nimbus strike and before the crushing blow. You should use crushing blow directly after the basic attack hits because it resets the attack timer and allows for the greatest damage. The decoy is added as a finisher in order to bait your opponent into attacking the decoy, this will give added damage and the chance to either back off or position yourself behind your opponent for the kill. If you notice that your opponent isn't going after the decoy you can drop it from the combo.
By the time that you obtain atma's impaler it should be the end of the early game and the beginning of the transition into the mid-game (and inevitably the start of team fights).
With the start of team fights you should stay on the edge of the combat. When you notice that a squishy character, especially a carry gets too close and you have the chance to jump in use your combo. In this case use your cyclone directly after the completion of the combo to deal damage, perpare yourself for the chase if they start running and to knock the team into the air. This will open up you allies to jump into the combat and should be the engagement that you need in order to come out ahead.
It is important with this build to maintain your creep kills as well as being an active participant in the team fights. You should find your own balance that you can maintain in order to stay on level with you allies and enemies.
With this I plan out warmog's armor to be the first complete item obtained. This plays off of its added bonuses so that if you focus on last hitting minions and playing support your health and health regeneration bonuses will be maxed by the time you get atma's impaler. And because of atma's passive of 2% max health becomes damage this item build maximizes the ppotential of atma's passive. In addition after getting atma's impaler using infinity edge plays off of the increased critical strike, the mastery changes also are based on increasing damage output and critical strike. After the infinity edge you will critical strike apporximately half the time and beal over 200 damage with your base attack.
Use the frozen mallet to slow down you opponents, increase your health and damage. Its slow will allow you to successfully chase opponents faster than you as well as the added health with play off of atma's passive.
The overall result is a Wukong with ridiculous amounts of health, health regen and good damage.