Wukong Build Guide by enjoiyuraidz

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.

League of Legends Build Guide Author enjoiyuraidz

Wukong : Journey to the Nexus [Tanky DPS]

enjoiyuraidz Last updated on April 3, 2012
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Too Sexy

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Champion Lore

In the Plague Jungles, Kong ruled as king. He could wield a unique, natural form of magic and he was driven by zealous ambition. The Plague Jungles were the ideal setting for fostering his growth - he thrived on challenges and flourished in adversity. However, when he had surmounted every obstacle and defeated every opponent, he grew restless. Worried that there was nothing left to overcome, he sought counsel with the monkey sage who lived behind the Grand Waterfall. The sage told him a tale of hairless monkeys to the north who, with wits and strength, bent the world to their will. Kong was overjoyed at the prospect of such worthy competition, and he immediately set out to the north, hoping that the sage's story was true.

Traveling north, he crossed the Southern Wastes and then the Great Barrier. Unaware of the League, he arrived outside the Institute of War where he found Master Yi in meditation. Kong was eager to test the strength of these northern warriors, so he challenged Yi to a duel. Intrigued by Kong, Yi decided to humor him. Within moments of his first strike, Kong knew he was no match for Yi. To be the best, he would need a mentor. He asked Yi to take him as a pupil and to show him the wonders of the northern lands. In return, he would honor Yi by becoming the greatest warrior Runeterra had ever seen. Admiring his passion, Yi agreed, but only under the condition that Kong would one day teach the lessons of Wuju to a pupil of his own. In the spirit of this agreement, he renamed Kong ''Wukong'', and gave him a weapon suited to his unusual nature - an enchanted staff that the young Doran had crafted. The weapon was an unrivalled masterpiece. After rigorous training, Wukong joined the League of Legends to fulfill his promise and show the world the true power of Wuju.

''The first step to wisdom and greatness is realizing how little you know.''
- The first lesson of Master Yi

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Introduction and Summary

Wukong is the newest edition to The Fields of Justice. He is a versatile champion that can be played as a AD carry, Tanky DPS or AD Caster. He is an excellent farmer in lane, using his and to last hit very easily. Due to the lack of lifesteal, sustainabilty is a problem while in lane, but this guide will help you go past that weakness.

Wukong is also an amazing pusher, being able to clear waves quickly, as well as hit towers very hard with his He is also great for chasing and closing gaps between you and the enemy with Using will allow you to run away from enemies as well as sneak behind them for a successful gank. His ultimate, is a great way to initate a team fight , as well as prevent an opponent from escaping, while dealing damage.

Even though I've said many great things about Wukong most people agree that he is Underpowered because of his Crushing Blow and Cyclone damage. I will hope to see a buff for him in the next patch. But as of right now, he is pretty balanced and a really fun champion to play.

Remember to comment and rate, i really wanna know your opinion on this champion. Be sure to give me a reason if you downvote.

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As Wukong you want to take a solo lane as much as possible, but he is also viable in a duo. In a typical tournament team composition, Top lane Tanky DPS, Mid lane Ap Carry, Jungler and Support , Ranged AD Carry. Wukong definitely fits top lane the best. So i advise doing so.

You want to harass with followed up by a to prevent being punished after your combo, use to sneak your way out of range. Pre-Level 6, you should prioritize last hits, and you shouldn't harass as much.

You pretty much wanna be an ******* with your Decoy and harass whenever you can. Juke and run away and get your enemy annoyed and soon he wont be able to predict which one is real or not, making your opponents buy oracles constantly.

This is an example of how to easily farm the Caster minions in each wave. Attack all 3 equally and follow up with

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Pros / Cons

Pros :

Great Harass
Easy to Chase
Farms well
Tanky and does alot of damage
Has a dash to reduce distance between you and the enemy
Funny Jukes
Knock up Ulti

Cons :

Crushing Blow does little to no damage without and only reduce base armor
Decoy does no damage and high cooldown until late game.
- Oracles ruins you!
Cyclone only knocks once and does small amounts of damage. Use to knock everyone up in team fights and disrupt ultis then SHUT OFF RIGHT AWAY!
You WILL get focused because youre a new champ.

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Greater Mark of Desolation - With the Armor Pen from your Marks, Quintessences, the reduced armor of your and the Sheen proc from your Trinity Force, you will do amazing burst damage.
Greater Seal of Vitality - The reason for Health per Lvl Seals and not Armor Seals is because this will increase the power of your Atma's Impaler and provide you witth tankiness throughout the game. With my suggested items, you will go over 100 armor, which is more than enough.
Greater Glyph of Magic Resist - Standard Tanky DPS runes. I prefer these over Per Lvl because you need the tankiness immediately so you can stay in lane early game.
Greater Quintessence of Desolation - For more damage.

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Masteries and Summoner Skills

For masteries i go 0/21/9 for overall tankiness.

In the Defensive Tree I get :

3 Points in Resistance [ +6 Magic Resist ]
3 Points in Hardiness [+6 Armor ]
3 Points in Strength of Spirit [ Increase Health Regen per 5 seconds by 1% of your mana ]
4 points in Evasion [ Increase in 2% Dodge ]
1 Point each in Defensive Mastery [ Take 1 less Dmg from minions and monsters]
Nimbleness [ Increase Move Spd by 10% for 5 sec after Dodging an attack ]
Hardened Skin [ Block 1 Physical Dmg ]
4 Points in Veteran's Scars [ Increase 48 Health ]
1 Point in Tenacity [ Decrease all damage dealt by 4% ]

In the Utility Tree i get :

3 Points in Good Hands [ Reduces Death Time by 10 sec ]
1 Point in Perseverance [ Increase Health and Mana regen by 1% ]
4 Points in Awareness [ Increase EXP gained by 5.00% ]
1 Point in Ultility Mastery [ Increase duration of Neutral Buffs by 15% ]

For Summoner Skills i take

Flash is a summoner skill that every champ can use. It can be used for chasing and killing someone who just got away from all your other team mates, as well as with your to get away from enemies.

Exhaust is for 1v1'ing in lane, slowing someone down and escaping or shutting down the most threatening opponent in a team fight.

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At the start of the game i buy a and a

This is to compensate for the lack of sustainability I explained in the beginning of this guide. This will help you heal back harass and minion damage while farming up.

After farming and saving up around 825 Gold, enough for Philosopher Stone an extra and Sight Ward

Buying wards and being an unselfish player will benefit you and your team. It will give everyone vision of the map AND prevent ganks if someone were to over extend. BUY THEM !!

After another 825 Gold, I go back and buy a giving me a nice Health boost and Gold per 5. After , i start building for my Starting with for the proc with your Q and E. Followed by and lastly After Trinity Force, i finish my Level 1 Boots by either getting Mercury Treads or Ninja Tabi. This is his core item build and any other combination of items are situational but most games i build a for damage and lifesteal, finishing with atmas impaler

For AP Heavy Teams :

These items will help you tank those pesky mages who sit in the back with their spells. Banshees can negate 1 spell, and also give some Health and Mana and Magic Resist while Force of Nature gives superior Magic Resist, +40 Health Regen per 5 sec, +8 Movement Spd, and a passive allowing you to restore 0.35% of your Health every second.

For " Right Click " Teams :

Ninja Tabi is an alternative to Mercury Treads if you feel like your not being CC'd or you dont need the Magic Resist. It can be useful with our Masteries because of the points we added in Evasion and Nimbleness. This will be extra useful if you change the Seals to Greater Seal of Evasion

Thornmail has the highest armor item in the game [+100] and also deflects 30% of the damage taken by auto attacks back to the attacker as magic damage. Which is infinitely useful

Sunfire Cape gives you a large amount of Armor as well as Health and a passive which allows you to deal 35 Magic Damage per sec to nearby enemies. Very useful for farming but if a champion gets hit, towers will aggro to you.

Guardian Angel gives you Armor and Magic Resist and also allowing you to revive after dying with 750 Health and 375 Mana. If coordinated with a team , this will allow you to cheat death. This effect occurs every 5 Minutes.

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2nd Build Item Choice

In the second build i focus on more of a DPS/AD Carry build, mostly building AD and lifesteal while relying on Decy to escape team fights instead of my tankiness.

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Skill Sequence

The first skill I take is because I think it has more harass and farming potential early game. At level 2 and 3, I add both points to to increase the damage and armor reduction. At level 4 , i take for the utility , escape and allow myself to harass and juke.

I level and equally, putting my points in whenever possible and maxing out last.