Wukong Build Guide by Fandooble
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.
I've seen a lot of Wukong builds, but none that really reflect the way I like to play him. So here's my first guide.
Pros / Cons
- Enough HP to support an aggressive play style
- Decoy is one of the most useful skills in the game, when used properly
- Other skills have utility aside from their damage as well
- Pairs well with just about any other champ
- Just squishy enough that a bad entrance to a team fight can mean instant death
- Limited ability to pursue escaping enemies - taking Exhaust and Ignite help with this
- Poor minion farming ability - the AOE from Nimbus Strike is pathetic
- Wukong is often focused later in the game, making survivability an issue
The Stop Juke
For those who don't know what this is: this is when you pretend to use Decoy by pressing the 's' key, making Wukong stop in his tracks. To an opponent without the ability to see invisible units, it is impossible to tell whether you've used a decoy, or if you've just pressed the 's' key.
Note: If you have a buff on you, like the blue golem buff, the particles for the buff will not be inherited by your decoy, making it easy for a skilled player to tell when you're juking. Keep this in mind. Of course, timing a juke to coincide with the end of a buff would be bloody brilliant, but good luck with that.
The rune makeup is designed to give you an advantage early in the game, during levels 1-3. The armor pen marks, on top of taking Crushing Blow at level 1, should allow you to get first blood in many matches. Armor runes add to the Stone Skin passive, making Wukong surprisingly tanky during these early encounters. Health quints give you a little extra HP to be a little more tanky in the early game. You can also consider desolation quints (armor pen).
My objective with masteries is to maximize Wukong's burst damage output and movement speed, plain and simple. You also want to put a point in Exhaust.
Take Crushing Blow first. This will help you be threatening in those opening encounters, sometimes resulting in a first blood. This is especially effective against high armor champs like Garen, who are used to being tanky, and are often surprised to see how fast they are taking damage after you land your Crushing Blow.
At level 2, take Nimbus Strike. Use the E+Q combo to harass, but be careful not to take too much damage in the process. Watch the enemy champs, and wait until just after they use their abilities to dart in. Always be mindful of when they have abilities ready.
Take Decoy at 3. At this point, you can harass much more effectively, as decoy gives you the ability to:
- Escape quickly from a E+Q combo
- Move surreptitiously into range of a squishy caster who keeps standing in back
Take Crushing Blow again at 4, and from that point do the follwing:
- Put a point in Cyclone whenever possible
- Keep Crushing Blow and Nimbus strike even, but level Crushing Blow first.
- Only put points in Decoy if it is the only option.
Regrowth Pendant and a health pot. This will allow you a lot of sustain early in the game. If you get down to half health, stand back for a few and you'll be back up to full pretty quick.
Once you have enough gold, go back and finish your Philosopher's StonePhilosopher's Stone and get boots. Philosopher's stone will help you lane more aggressively, as you will probably not run out of mana, unless you're spamming nimbus strike on enemy minions (which you shouldn't).
You should be around level 6-10 by the time you shop again. At this point I try to complete Phage before I complete my boots. The slow from Phage, as well as the additional damage, is more valuable at this point than the MR and tenacity from Mercury's Treads.
Mercury Treads VS. Ninja Tabi:
Nine times out of ten I go with Mercury's Treads; the tenacity is just too valuable for Wukong to go with anything else. On those rare occasions I'm against a team of AD champs with very little CC, I go with Ninja Tabi.
After completing my boots, I rush Trinity Force, which will give a big boost to your speed and damage. At this point, you have a choice to make - Wormog's, or Ghostblade?
Warmog's may seem like a waste on a non-tank champ, but by the time you get to this stage of the match (around level 12), there will be roaming team fights, and smart players will be starting to focus you, maybe even catching you in ganks. Warmog's Armor lets you survive long enough to escape ganks, and gives you enough survivability to last in team fights, and sets you up nicely for a big damage boost from Atma's Impaler.
If, however, you're not getting focused, go with Ghostblade. My rule of thumb is this: If I have 2 or more deaths by the time I finish Trinity Force, I go with Warmog's. Fewer than that, and I go pure damage to try and finish the match quickly. Though usually, in these instances, the opposing team surrenders at the 20 minute mark.
The Black Cleaver is the perfect complement to Wukong's abilities. After that, if you're still rockin, sell the Philosopher's Stone to make room for either Ghostblade (if you skipped it for Warmog's) or Bloodthirster.
Exhaust and Ignite. Every time.
Exhaust: Strategic use of exhaust is KEY. For one thing, exhaust is a GREAT defensive ability. Save it for champs like Tryndamere, Xin Xao, or Teemo. These champs like to appear out of nowhere and do a big burst of damage, and exhaust will cripple these attempts.
In the early game (laning stage), exhaust helps slow down escaping champs if your Nimbus strike is on cooldown. Save it for these opportunites unless you're laning against heavy AD champs, in which case exhaust should be used defensively. Later in the game, you should save it for team fights, and cast it on their AD carry at the first opportunity. If you see an enemy Wukong, save it for when he starts his cyclone.
Ignite will get you kills, plain and simple. If someone is getting away with a sliver of health, pop ignite on them. Five seconds later you will get the kill.
If you see a Tryndamere on the opposing team, save ignite for his ult. As soon as you see his "Endless Rage" text, count to 2, and cast ignite on him. This shuts down Tryn every time.
Using Wukong's Skills
Like any champ, maximizing the effectiveness of Wukong means making the best use of his skills.
Crushing Blow: This is great for cutting high armor champs down to size. Also, once your AD is high in the late game, this skill does a TON of damage to turrets.
Decoy: This is probably one of the most useful skills in the game, and can be used both offensively and defensively.
Decoy's primary utility is in getting enemy champs to blow their cooldowns. Your goal should be to have the enemy team unload their ults on a decoy, giving your team the advantage. Once you've done this a couple times, you may see the enemy team is hesitant to use skills on you - this is ideal. Once this happens, start messing with them with the stop juke.
Any time an enemy champ, like a mage or other squishy, is standing out of range of nimbus strike, auto attack a minion and then pop decoy. You can then move into position for an attack without scaring them off. Also use decoy when emerging from brush - this will often let you get the drop on someone. Also - and this is the best, most delicious use of decoy - if you're running away from someone who has a sliver of health, remember that decoy does damage! Pop decoy. The idiot will attack the decoy, take damage, and die, giving you the kill.
While running away from a gank, it is tempting to pop decoy immediately. Don't. In order to use decoy properly, you need to be within range of some bushes. If possible, run into the jungle and head for some bushes, and pop decoy. By the time they find the decoy, you will be off in some unknown direction. Also, consider running down a lane, popping decoy, and heading through a bush into the jungle. Do this a couple times to get a feel for what kind of players you're up against. Some players will compulsively attack the decoy, every time. If this is the case, just keep on using decoy. Others will ignore it and keep running past the decoy - once you see opponents doing this, you need to start juking them, which is when the fun begins.
Also, consider popping Decoy near a bush, but running the other direction. Some players will assume if you use decoy within range of a bush, you're heading there. Always watch how players react to your use of decoy, and be ready to change your tactics based on their behavior.
Remember: players who don't know what Decoy does are easy, but Decoy doesn't really come into its own unless you have the enemy team constantly wondering if its really you or not. My rule of thumb is: if I see someone run past the decoy twice, I start juking for the remainder of the game. Otherwise, I don't juke.
Decoy Vs. Turret dives: This is the BEST time to use Decoy, but takes practice to get right. Sometimes in the early game, at about level 6-10, the enemy mid will come down (or up) and try to coordinate a gank against you (because you're spanking your lane so badly), and you get back to your turret with very little health. When this happens, I always end up getting another kill or two. Here's how it works: They will see you at your turret with a sliver of health and think "Hey, he's almost dead. I can take a couple hits from a turret to kill him. Besides, there's two of us." Try to stay behind the turret, but stay as close to it as possible. You want to run them in circles around the turret, keeping them under fire for as long as possible. Then pop decoy, and run the other direction. They will ALWAYS attack the decoy. Once they see they've attacked a decoy, they will usually try to run away. By now, your Nimbus Strike should be off cooldown, and they should be almost dead. You know what to do.
Numbus Strike: Besides being a good initiator, remember that it gives an attack speed bonus for a few seconds. While it is tempting to get into the habit of popping a Decoy after every E+Q combo, you may be sacrificing a lot of damage output by not taking advantage of the full duration of this attack speed buff. Also, it can sometimes, but not often, be helpful when escaping if you have a creep or minion you can dash to. Just be mindful of opportunities to use nimbus strike in this way.
Cyclone: Be careful with this one. While it can be very useful in securing kills early in the game, using it at the wrong time in a team fight in the late game will get you killed. Rule of thumb: never initiate with Cyclone. Cyclone is not a good initiator. It's better used as a follow up to something like Malphite's Unstoppable Force, or to clean up after the rest of your team has used their cooldowns, and the opposing team is at half health (or less). Also, remember that cyclone gives a movement speed buff. In dire situations, it can be used to escape, or to chase down a fleeing enemy. Only do the latter if you're chasing down a fed Kat or some other big threat that will otherwise escape - otherwise its not worth spending your ult.