Wukong Build Guide by Zombiepills
Not Updated For Current Season
Not Updated For Current Season
Welcome, to my Off-tank and recommended solo lane build for Wukong, The Monkey King. In this guide ill be talking about solo laning strategies, teamfight strategies, and the overall health and attack damage oriented off-tank Wukong.
These runes are to increase your damage, and health as much as possible. When solo laning it is incredibly important that you have enough damage to out harass another solo lane, or enough health to sustain a prescence against two.
These masteries are leaning more to the damage side, then the tank side. I take the health and mana regen masteries and the increase of max mana to make a small difference early game.
Doran's Blade - Great for starting out with, extra health and AD. Great for off tanking.
Mercury's Treads or Ninja Tabi - Depending if the team is CC heavy, or auto attack heavy, these are your boots of choice. I mostly prefer Merc for the cc reduction and magic reduction, but armor and dodge are great too.
Frozen Mallet - A huge boost in health and damage. I get the giants belt, then a sheen before finishing the frozen mallet. Rushing a giants belt gives a great start on health.
Trinity Force - A great offensive item, allows you to do 150% for your next attack when a spell is cast, attack faster, move faster, and be a little bit beefier. A great core item on Wukong.
Atma's Impaler - This item increases your AD for 2% of your max health, with 3k health thats over 100 AD! Great late game item to keep up your damage.
The Bloodthirster - Gives AD and lifesteal, and when you kill things it grows more powerful! Great for late game extra damage and life steal to stay alive and longer. Sell your dorans and pick this up.
Infinity Edge - At this point of the game, your going to need alot more damage output to push turrets and make a threat in fights. Gives tons of AD, make your crits hurt more, and great synergy with Lifesteal.
Stone Skin - Increases Armor and Magic resistance for every champion near him.
Crushing Blow - Next attack will deal 30/60/90/120/150 and reduce enemy's armor by 30%. Great move for taking out squishes, and letting you do more damage against an enemy. Procs trinity to do more damage. Great for harassing and doing some burst.
Decoy - 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. This move is really good for alot of things. I don't find it effective to sneak up on someone, but rather fool someone and escape. Use it when they are starting a move combo, or attacking you, and they'll think the decoy is you by the time their done. Great for escaping ganks, keeping some prescence in teamfights, and surviving harass.
Nimbus Strike - 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. This ability is great for initiating a fight, if gives you bonus attack speed, and scales 0.8 with AD. You can also use it to confuse your enemies by launching onto a nearby minion to make it look like you attacked them while getting away scott-free.
Cyclone - Wukong's staff grows outward and he spins it around for up to 4 seconds, dealing damage every half 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. Great for initiating teamfights, and stopping someone from getting away. Using this could also save someone from death while knocking up pursuers. It does a good amount of damage, which is mostly underrated by most players.
Pros / Cons
Great solo laner
Great late/midgame offtank
Can initiate really well
Good amount of burst with his Q on turrets
Mana hungry when spamming
Not much sustained damage besides ult, and even then not amazing sustained.
Can not replace a carry, can not carry a team.
Ignite - This spell lays onto your preference, personally with the frozen mallet and trinity i dont let my enemies get away, but it could be really good against heal orientated characters and finishing champions off.
Flash - I like this on all Melee characters. *****s are going to cry when its removed. It can help you position your self to pick off team carries, get away, or cutting off someones path.
Exhaust - I find this spell a must. Reduces damage done from AD charactes, enabling you to 1V1 much better against carries, and can help focus someone down, or getting someone from running. Great if used at the right time on the right person.
Heal - I find this spell a waste late game, its good early game in a solo lane if your getting out harassed, but if you play it carefully and well, you shouldnt need this.
Clarity - Granted he is mana hungry, i still say the same with this as Heal. Its good, but most of times you wont need it and you could replace it with something good.
Cleanse - I don't think you will need this, you have good enough CC reduction to not need it, and your Decoy its very good when getting CC'ed. Its good if you prefer it.
Fortify - Only good for people who don't want their towers to get pushed, you don't need it. Most of times its a wasted spell without the AoE mastery.
Now, this isn't the best guide. Given that im not the best at making guides. But i do believe that if you follow this guide, and mostly while your solo lane, you can do very well! I believe that Wukong is a great champ in disguise, and not alot of people know the real Wukong. Im hoping this guide sheds some light on him.