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Wukong Build Guide by ItsSkoob

Jungle Wukong Jungle Guide S11 | [11.19]

Jungle Wukong Jungle Guide S11 | [11.19]

Updated on September 26, 2021
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League of Legends Build Guide Author ItsSkoob Build Guide By ItsSkoob 23 1 70,433 Views 2 Comments
23 1 70,433 Views 2 Comments League of Legends Build Guide Author ItsSkoob Wukong Build Guide By ItsSkoob Updated on September 26, 2021
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Runes: Conqueror Domination

1 2 3 4 5
Precision
Conqueror
Triumph
Legend: Alacrity
Coup de Grace

Domination
Sudden Impact
Ravenous Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4
Normal
LoL Summoner Spell: Challenging Smite

Challenging Smite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Wukong Jungle Guide S11 | [11.19]

By ItsSkoob
Patch Notes Updates
Here is Where I will post updates per patch notes (within the last 2 patches) so that I can share my thoughts on any and all changes that might impact Wukongs Jungle capabilities.

Patch 11.18
Predator Buffs: I ran a couple games on predator just to see if it was at all worth it and I still dont think it is a viable keystone. The weaker skirmishing power that you sacrifice for the tiny bit of help with ganks is not at all worth it. I would still stay away from it. Its a fun cheese rune if you're playing in norms with friends because monkey go zoom-spin late game but I would never bring it in to ranked.
Umbral Glave Adjustments: I wouldnt have normally recommended Umbral before because the passive it gives is just not something that you would ever need for jungle wukong even when going assassin. But the loss in amount of lethality, even if it costs less, makes it pretty much griefing if you buy it.
Pros & Cons
PROS
+ Early Game Skimishing power
+ Multiple dashes
+ Counter to the top meta champs
+ Build path diversity
+ Great into AD comps due to passive
+ Great power spikes at level 3, 6, 2nd item, and 3rd item
CONS
- Slower first clear than most meta champs
- Considered off meta so enemy might try to invade
- Weaker against heavy AP comps
- Harder to play from behind unless going full tank
- Can be easily kited if dashes are not used properly
- Unless using tenacity in build will become a cc target
What would Make Wukong Better in the Jungle?
Here is What I would change to make Wukong a better jungler
Make basic attacks against jungle monsters refund 1 second instead of .5 on Q Crushing Blow
Adjust W Warrior Trickster damage from 60% to 85% against jungle monsters
Include visual indicator above W Warrior Trickster when active letting you know how long the clone will last
Make basic attacks by clone against Minions/monsters increase Warrior Trickster clone duration by .5 seconds. (Think Similar to Shyvanas Burnout)
Runes
CONQUEROR PRIMARY
Conqueror is going to be the primary keystone you take on wukong. You are able to stack it at the same time as your passive Stone Skin. Both of these stacking at the same time give you insane damage, healing, and tankiness making you a frontline monster.

SECOND ROOT
Triumph is really the only second option for wukong as the others dont make sense, you wont be poking enemies to get the overheal and you never have mana issues. The only thing that will help is when you're diving in to the enemy getting that hp regen when you kill an enemy.

THIRD ROOT
This one is really interchangeable with any secondary or build I think it will mainly come down to the enemy team comp.
If they have little cc and not many front-liners then Legend: Alacrity is the best option.
If they have a lot of cc then Legend: Tenacity is the best.
If they dont have a lot of cc and they have some front-liners or you're going to be needing that extra sustain then Legend: Bloodline makes the most sense.
This is something that you will need to decide in the pregame lobby. You can also of course adopt the mindset that you can always take the tenacity and then you wont have to buy Mercury's Treads.

FOURTH ROOT
In the last option in the precision tree you really should only choose between Coup de Grace and Last Stand. Because Wukong has a high base HP and a lot of the items you are building grant HP it is very very rare that Cut Down will ever get a chance to proc because you will 99.99% of the time have more HP than your enemies. This one comes down to a preference. Coup de Grace gives you more execute/ 1-shot capabilities but Last Stand gives you more survivability. I personally will take last stand just because you typically go in and engage with your ult late game so having the extra damage when the entire enemy team focuses you while using the armor shred is in my opinion the best option. Others might feel differently but you can experiment and see which one you have the most success with.
DOMINATION SECONDARY
Domination secondary is best chosen when there are not many heavy front liners. I would say no more than 1 tank and 1 bruiser is when this would be best. 2 bruisers is do-able but depending on the champ I might choose the resolve secondary.
Example: Going up against and I would choose domination as those 2 arent inherently tanky. But going up against and I would choose to go resolve.

SECOND ROOT
Sudden Impact is in my opinion the best domination choice for wukong. Because both your E and W count as dashes to proc it. The next best option in this root would be Taste of Blood simply for the sustain but I feel like the armor pen from lethality sudden impact provides is more valuable in ganks.

THIRD ROOT
Due to domination being secondary and you only get 2 options I wouldn't recommend choosing any from this list. However I will rank them for you in case you do want to experiment:
Eyeball Collection > Zombie Ward > Ghost Poro. If you're in High Elo (Diamond 2 +) Zombie Ward might be better simply because people below D2 seem to not know how to ward properly so you wont get as much value as you would out of Eyeball Collection.

FOURTH ROOT
In the last option in the domination tree you really should only choose between Ravenous Hunter and Relentless Hunter. Because Wukong has no true cc pre level 6 and his W does not go over walls relentless hunter will help you navigate the map quicker. But ravenous hunter will allow you to sustain better. I personally run ravenous because I feel like it helps with late game engage survivability but thats just my preference.
RESOLVE SECONDARY
Resolve secondary is best chosen when there is at least 2 heavy enemy front liners.

SECOND ROOT
Due to Resolve being the secondary and you only getting 2 options I would highly recommend not choosing an option from this row. You wont get any value out of any of them except maybe Demolish but your Q plus items will help you take the tower fast enough. You have no CC pre-6 so Font of Life is pointless and no shielding in your kit so Shield Bash is pointless as you will not typically be getting the shield in team fights if your support has a shield in their kit.

THIRD ROOT
I would say that Conditioning is the weakest out of these options simply because the other 2 give you more. I typically would run Bone Plating because of the reduced damage from champions. This will help in ganks and team fights. However if there are champs on the enemy team that have DOT abilities ( ) or will buy DOT Items ( ) then Second Wind will help a lot as their DOT abilities will continue to proc it restarting the timer on it.

FOURTH ROOT
I personally feel that Unflinching is the best here because you are typically going to be your teams engage post level 6. Which means that you will become a CC target from the enemy. The unflinching gives you that extra tenacity that increases the lower on health you are. So it will help you stay alive even when they enemy targets you.
PTA PRIMARY
Press the Attack is the better keystone for the Crithality / assassin Wukong build. This is because you can easily proc it with your E>AA>Q combo and your job is to target squishy champs where you wont typically be able to fully proc conqueror.

SECOND ROOT
Triumph is really the only second option for wukong as the others dont make sense, you wont be poking enemies to get the overheal and you never have mana issues. The only thing that will help is when you're diving in to the enemy getting that hp regen when you kill an enemy.

THIRD ROOT
For Assassin wukong you will typically want to take alacrity for the extra attack speed giving you more damage.

FOURTH ROOT
For Assassin Wukong you will now want to take coup de grace in order to get more change to execute/1-shot enemies.
SORCERY SECONDARY
Sorcery is in my opinion the best secondary for the assassin wukong build just because the transcendence haste plus CD refund on kill and the waterwalking MS and adaptive damage in the river is great for objective control and skirmishing.

SECOND ROOT
I dont think that anything on this row is a good/ gives as much as the 2 options I recommend below. The best one on this row for Wukong Jungle would be nimbus cloak simply for the ability to stick to enemies.

THIRD ROOT
I would say that Transcendence is the best out of these options simply because it gives you haste as you level and then once you hit level 11 you get a 20% cd refund on your basic abilities on kill. And since your goal is to kill as many people as possible I feel you get the best value out of this.

FOURTH ROOT
I personally feel that Waterwalking is the best here because you get that extra MS and Damage in the river giving you skirmishing power and objective contest. Gathering storm would be an okay second if the game is going to go on super long.

INSPIRATION SECONDARY
Inspiration is a good secondary on both PTA and Conqueror keystones. The Ability haste and free boots allow you to spend the money on damage focused items early and put out more damage, hopefully leading to you being able to get an earlier lead.


SECOND ROOT
Magical Footwear is the only option that makes sense really. You dont need the flashtraption as you already have 2 dashes in your kit and you dont need perfect timing as the only thing you build with stopwatch is Guardian Angel and you dont even build that every game, let alone early enough to warrant getting the free stopwatch.

THIRD ROOT
One could argue going Future's Market over Magical Footwear but I personally feel that you wont get as much value out of FM as frequently as you would out of the magical footwear. The other 2 are not good at all for Jungle wukong as you dont need the minion one or the sustain from biscuits.

FOURTH ROOT
Cosmic Insight is far and away the best option, its one of the main reasons to go inspiration with Jungle wukong. Approach Velocity is pointless as you dont have a slow unless you go exhaust and I think they removed exhaust procing it anyway and time warp tonic is not needed on jungle wukong.
Summoner Spells
Wukong can be quite flexible when it comes to summoner spells because he doesn't really need Flash like other champions. When you are in champion select, you need to be able to determine what summoners will be best against the enemy team comp. Sometimes taking ignite or exhaust to give you better dueling in the early game is better than the escape/engage flash offers.

RED
SMITE
Take Challenging Smite by default especially into enemy junglers that can deal a ton burst of damage in a short amount of time. After completing the smite quest (Using Default smite 5x) when you smite a champion, you apply a damage reduction (-20%) debuff on them for 4 seconds. If you hit them with attacks or abilities during the 4 seconds, they will burn for some true damage.
Good into:

BLUE
SMITE
Chilling Smite is great into all squishy comps or comps that dont deal a lot of burst damage. You will normally default to Challenging Smite due to fighters being top in the meta right now. Wukong lacks any crowd control pre level 6 but is not easily kited unless the enemy has lots of mobility as well. If they do this option will help out tremendously. Stealing the movement speed will help you stick on your target better.

FLASH
Normally you will default to Flash unless the jungle matchup calls for another summoner spell. Flash is extremely valuable on pretty much every champion as it can be used defensively AND offensively with a lot of room for creativity. However you should note that flash has become less popular not only in jungle but in lane because of Wukong's all-in playstyle as well as the 2 dashes already in his kit.

IGNITE
Take Ignite into jungle matchups that require healing reduction. With this summoner spell, almost no one can 1v1 you in the early game. Always keep in mind that you are losing out on Flash when picking this up. Ignite will usually deter the enemy jungler from solo invading you early in the jungle. A lot of enemy junglers with think the because Wukong is "Not Meta" you will clear slower and less healthy. While this is true to an extent you clear quite healthy if done right but Having ignite will definitely make them think twice before invading. Ignite also, it makes your ganks stronger.
Good into:

EXHAUST
Take Exhaust against assassins to reduce their combo damage. This can also be used as crowd control for ganks. I will usually take exhaust when enemy mid and jungle are both assassins. You can also use this summoner later in the game to peel for your carries.
Good into: And:
Abilities
PASSIVE ABILITY
Stone Skin
Wukong's basic attacks and damaging abilities apply a stack to Stone Skin, each stack applies extra armor and health regen maxing out at 10 stacks

Q
Crushing Blow
Wukong empowers his staff, causing his next basic attack within 5 seconds to gain 75 / 100 / 125 / 150 / 175 bonus range, deal 20 / 45 / 70 / 95 / 120 (+0.45 attack damage) in bonus physical damage and reduce his target's armor by 10 / 15 / 20 / 25 / 30% for 3 seconds.
Cooldown is reduced by 0.5 seconds whenever Wukong or his clone damages an enemy. Crushing Blow resets Wukong's basic attack

W
Warrior Trickster
Wukong dashes 300 units away in a direction, entering invisibility for 1 second and leaving behind a decoy of himself for 3.25 seconds.
The clone can basic attack and cast Cyclone with 35 / 40 / 45 / 50 / 55% reduced damage, prioritizing the last enemy Wukong damaged.
The clone's Cyclone won't knock up enemies who were already knocked up by Wukong. The clone can gain Nimbus Strike's bonus attack speed and Crushing Blow.

E
Nimbus Strike
Wukong dashes on a cloud to the target enemy and sends out untargetable clones to attack up to two additional enemies near the primary target, dealing 80 / 110 / 140 / 170 / 200 (+80% of ability power) in magic damage to each enemy struck, increased by 50% against monsters. The clones can block non-targeted attacks or abilities for 0.25 seconds after hitting their targets.
Upon hitting his target, Wukong and his clones gain 40 / 45 / 50 / 55 / 60% bonus attack speed for 5 seconds.
Wukong's Warrior Trickster and Cyclone can be queued up during his dash.

R
Cyclone
Wukong and his clone spin their staffs around for up to 2 seconds, becoming disarmed, gaining 20% bonus movement speed and reducing their attack range to 50. The spin deals 1 / 1.5 / 2% of the target's maximum health (+0.275 attack damage) in physical damage to nearby enemies every 0.25 seconds. The damage can go to a total of 16 / 24 / 32% of the target's maximum health (+4.4 attack damage). Enemies affected by Cyclone for the first time are knocked up for 0.6 seconds. Cyclone can be cancelled after casting another ability or recasting after 0.5 seconds. Cyclone can be cast a second time within 8 seconds of the first cast.
RECAST: Wukong and his clone spin their staffs a second time, mimicking the first cast's effects. If recast while spinning, Wukong stops spinning early instead. Wukong can still spin a second time after stopping his first spin early, and can end his second spin early as well.
Nimbus Strike's bonus attack speed duration is continuously refreshed while spinning.
Cyclone's damage is capped at 200 / 400 / 600 per second against monsters (depending on level).



Tips & Notes:
If you can get in range without using your W or E then this is best case scenario. You can either catch up to them after they flash or get out of turret range if you dove them under turret.
Your Q is an auto attack reset. So most often look for AA>Q>AA.
Your W does not go over any walls so do not plan on using that in escape/engage routes.
Your E does go over walls if you have vision of the target on the other side and they are in range
Skill Order
Q MAX
NOTE: You will typically max Q first for the % armor shred against teams that are tanky or will build armor items and you need to shred that armor to do max damage.
ABILITY
SEQUENCE
1

E
2

Q
3

W
4

Q
5

Q
6

R
7

Q
8

E
9

Q
10

E
11

R
12

E
13

E
14

W
15

W
16

R
17

W
18

W
E MAX
NOTE: You will typically max E first for the CD reduction on your dash that deals damage. The reason you also max W last with this order path is because you are building Ability haste in your build most likely so that will go down but the CD per level is only 1 second and as it is primarily an engage/ escape tool you should max your damage dealing abilities before this.
ABILITY
SEQUENCE
1

E
2

Q
3

W
4

E
5

E
6

R
7

E
8

Q
9

E
10

Q
11

R
12

Q
13

Q
14

W
15

W
16

R
17

W
18

W
Items
Mythic Itemization

DIVINE SUNDERER
Divine Sunderer is the best mythic on Wukong if the enemy is going to be really tanky. The %max health and %armor/magic pen from the mythic passive you get is great for shredding tanks or bruisers. The downside to this build is that you do kind of have to build an early tiamat simply due to wukongs slow clear speed. This can delay your mythic power spike so you have weigh the pros and cons of buying early tiamat to clear faster or finishing your mythic for better dueling power.
Good into:

GORE DRINKER
Goredrinker is also a great mythic on Wukong if you wont need to shred tanks/bruisers or if you need to survive burst. The added bonus to this is you get to build Ironspike Whip early which will help you with early clears without sacrificing mythic itemization build path.
Good into:

FROSTFIRE GAUNTLET
Iceborn Gauntlet is in my opinion the best mythic for tank wukong. I believe this simply because you will normally take tenacity in your runeset so the tenacity mythic passive from Sunfire Aegis will not be worth it. As well you are not looking to be taking all the kills with tank wukong so you need to be looking for the most cost efficient items. And the 500 gold difference will count especially in the early/mid game.


Boot Itemization

LUCIDITY BOOTS
I think that Ionian Boots of Lucidity are the best boots right now because the haste you get on both abilities and summoner spells gives you a much better early game. I typically will always buy them and then if need be sell them late game for whichever resistance I need.

PLATED STEELCAPS
Plated Steelcaps are a great option if the enemy as full ad OR if they are very auto attack reliant. Even though your passive stacks armor the passive 12% damage reduction from auto attacks is great for survivability.
Good into:

MERC TREADS
Mercury's Treads are a great option into AP assassins or if you didnt take tenacity in your runes and need that extra tenacity to survive.
Good into:



Situational Itemization

Wukong's itemization is so vast because you can really change anything in any build to account for what you need. I hope the brief explanation for each item I provide below will help you understand when you would need to build each item. The builds I provided above are simply options/ the most common builds that you can run for each mythic. You should experiment, test new builds/items out, and itemize according to the main enemy threat/ your specific role that game.

Abyssal Mask
Abyssal Mask is a good option if you need some Magic resist, HP, and have a team with good follow up on your R Cyclone. The passive that increases damage from all sources gets procced by your R. This creates an extremely good synergy with Yasuo if you can land a multi-target knockup

Black Cleaver
Black Cleaver is pretty much something you build every game unless going full tank. The AD, HP, Haste, and passive MS from this item is so insanely valuable. This 1 item just gives so much and the %armor reduction synergizes so well with your Q. This is great into any team comp regardless of if they have tanks or bruisers or are full squishy.

Death's Dance
Death's Dance is good if you looking to pick up some armor and AD. Its great into physical damage burst: . The passive from DD breaks the damage up into smaller chunks allowing you to heal back up to negate the damage from the life steal/ healing you get from other sources.

Blade of the Ruined King
Blade of the Ruined King is a sleeper OP item on wukong. The life steal and % max Health damage on autos is great for skirmishing. You do a ton of Damage with AA+Q when you build this item. I would recommend this if you're going to be in extended fights with other bruisers:

Ravenous Hydra
Ravenous Hydra is a great option if you are looking to be more aggressive, the life steal and haste it gives will allow you to skirmish better and to perform more combos making the passive wave proc more often. You get more damage at the cost of being much squishier.

Titanic Hydra
Titanic Hydra is in my opinion the better option for Wukong simply because it makes you tankier as well as deal tons of damage. Because a lot of the items you build will grant bonus HP and the Colossus passive scales of Max HP it makes you deal tons of damage every AA and Ability you hit.

Serylda's Grudge
Serylda's Grudge is a great option that I dont think many people really consider on Wukong. The armor pen, haste, and passive slow you get when attacking enemies will help you melt anyone, tanks and squishy targets alike. I would run this if you're looking to go more aggressive than front liner.

Sterak's Gage
Sterak's Gage is a great item for wukong or bruisers in general. You get tons of Damage and HP from this item as well as the lifeline shield that can save you in team fights or at least keep you alive long enough to get another combo rotation out. This item synergizes great with Spirit Visage and Gargoyle Stoneplate.

Thornmail
Thornmail is my personal go to when I need healing reduction. I got the line that I use to justify it from Karasmai, the best Kayn in NA. "Are you going to be getting hit or hitting them?" With Kayn his W poke and Q damage on multiple targets allows him to get of the Executioner's Calling proc more and his ult Umbral Trespass allows him to dodge enemies hitting him. So Thornmail doesnt make sense for Kayn but for Wukong you dont have that poke, or the ability to dodge the enemy damage so you will be getting hit. I think thornmail is the way to go when needing that heal cut.

Frozen Heart
Frozen Heart is a great tank item. I typically only build it when i'm going full tank. My Justification for it is that it is one of the most cost efficient items in the game for the stats. It costs 2500 gold for 80 armor, 20 ability hast, and 400 mana, as well as the reduced enemy attack speed. That much stats for that little gold is insane and is great for countering ADCs that build attack speed items.

Gargoyle Stoneplate
Gargoyle Stoneplate is a great item if you need both types of resistances. It has great synergy with both Sterak's Gage and Spirit Visage. The shielding you get from both the stoneplate and steraks gage will allow you to survive enemy burst. You do sacrifice damage with this item and it is fairly expensive so I would save it for last or second to last item.

Guardian Angel
Guardian Angel is a great item if you are ahead and have a huge shutdown. The revive passive allows you to come back to life and gives you a chance to get out and save your shutdown.
Note: If you buy the stopwatch component before finishing GA try to use that before completing the item, otherwise the stopwatch is wasted.
Also do not let this item give you such a big sense of security that you run into terrible situations just because you have the revive. Going into the enemy 1v5 with no backup just because you have GA is not, and never will be a good idea.

Randuin's Omen
Randuin's Omen is great at countering champions that build crit items and can burst you down. For example:

Force of Nature
Force of Nature is a good magic resist item that helps keep you from being kited easily. I would take this against AP bruisers that move fast or have dashes:

Dead Man's Plate
Dead Man's Plate is very similar to Force of Nature but just giving armor instead of Magic Resist. I would buy this if you need to catch up to slippery champs or need to move around the map faster.
Good Into:

Spirit Visage
Spirit Visage is a great MR and healing/shielding amp item. It synergizes great with Sterak's Gage and Gargoyle Stoneplate as it will increase the size of your shields meaning you can tank more damage. It also synergizes with healers like Yuumi and Soraka. I would typically buy this after steraks is completed otherwise you get little value out of it.

Wit's End
Wit's End is another Sleeper OP item on Wukong. I dont see too many people build it but it is such a great MR fighter option. It gives so much attack speed, MR , and MS. The increased attack speed synergizes with both Ravenous Hydra and Titanic Hydra so well as it allows you to proc the passive more often with just your auto attacks.

Silvermere Dawn
Silvermere Dawn is the only bruiser item that gives you Quicksilver Sash. QSS is a great item to have in situations where Tenacity wont help: Mordekaiser's Ult Realm of Death / Malzahar's Ult Nether Grasp / Tahm Kench's Ult Devour. QSS can get you out of all of those and help keep you alive. If the enemy team has 2 of those champions,or other CC's that you cant escape with tenacity. I would definitely recommend picking Silvermere Dawn up.

Hullbreaker
Hullbreaker is a great split push item. If you are the only champ on your team that can really provide a split push threat then I would recommend you pick this up. It is especially helpful in late game where your team can either 1-3-1 or 4-1 with you in the side lanes. I would not pick it up until last or second to last item though as you wont be split pushing in the early to mid game.

Anathema's Chains
Anathema's Chains is a good choice when there is a single main threat on the enemy team that you want to reduce the damage from. This item is less popular on Jungle wukong because you typically won't be in solo fights like you will in lane and its harder to accurately place anathemas chains on the correct enemy target in a 5v5 team fight. But its still a really decent item if you need to negate the enemy carries damage.
First Jungle Clear
Wukong has many first clear options but I will put down the most common ones below. Its up to you to decide which one you should start with. And you can also discover your own
Red → Wolves → Smite Gromp → Blue → Scuttle
Blue → Gromp → Smite Wolves → Red → Scuttle
Red → Blue → Smite Gromp → Wolves → Scuttle
Blue → Red → Smite Wolves → Gromp → Scuttle

The different paths can be chosen for different reasons and will probably change from game to game. Some of the reasons to adapt your pathing will include:
Preference on getting bot lane leash
Enemy jungler like a Graves or Jarvan IV or Lee Sin might try to level 2 invade and take your second buff
Need to path to a lane with hard CC to help improve gank potential early game
Don't want to fight enemy jungler at scuttle
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