Wukong Build Guide by Divinus Lux
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.
Welcome to my guide to Wukong, The Monkey King. Thanks for taking the time, if you find any information in the guide useful, feel free to leave a comment. If you find it useless, that’s fine but let me know why so I can improve it.
First I'd like to answer the question "What is Wukong?" He's not a true carry, and he's not a true tank. He's tough, durable, and strong... Think Garen, with gap closure and great clean up. Don't think you're a carry, his abilities don't stack that great with most items, your job really is to make sure no one escapes. Simple answer: Clean up extraordinaire.
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 MasterYiSquare.png 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
I take these for the early health laning. It can give you the boost you need to stay and fight and get those early kills.
Greater Mark of Desolation x9
I take these for the ArP, of course. He's a melee, use them.
I take these for the extra armor, you're going to take some damage, it really helps the most early game. It keeps those pesky Xins from blowing you up.
You could also use here, its your choice. I do like the CD Reduction throughout the game, however. it makes briding gaps between runners a lot easier.
As far as masteries go... you can see where I'm going with them. I like for him to be tanky, so I can stay in there and continue to pound on those carries. He does a lot of damage, regardless of items and masteries, he doesn't need the offensive ones.
Pros / Cons
-Very durable, can take a few good hits (very Garenish)
-Excellent chaser, best mop up Champion (besides Karthus) I've played with
-Doesn't require hardly any damage items to dish out lots of pain.
- Can confuse the other, making them waste valuable spells.
-Generally, early game dependent
-Terrible against dodge *****s and blinds
-Weak against AP mages, especially ranged ones.
Breakdown of Skills
Wukong's armor and magic resistance are increased for each nearby enemy champion.
This is Wukong’s passive. It’s not as offensive as some other passives, but you’ll notice it makes a huge difference, especially in team fights. Make sure to keep an eye on this. You can tell if you’re about to get ganked if you see your resistances go up all of a sudden. If you’re walking through the jungle and your resistance suddenly goes up by 50…. Run away.
Wukong swings his mighty staff with incredible speed, crushing his opponent. This attack deals additional physical damage and reduces the enemy's Armor for a short duration.
This is your bread and butter as Wukong. I max this first, as it has great synergy with and can really put the hurt on the opposing team. The best part about it is it resets the swing timer. Make sure you get an autoattack in before you use it, so you can get that extra burst. The armor pen on it is really nice too. It makes Wukong able to even take out tanks without much problem.
Wukong utilizes his cleverness to trick his foes. He becomes stealthed for 1.5 seconds and leaves an uncontrollable decoy behind that will deal Magic Damage to enemies near it after 1.5 seconds.
This is a skill you can have some fun with. It’s not really all that obvious that you’ve used it. I’ve seen a lot of wasted ults used on it. You can use it for escapes, for an extra speed boost to catch that runner, or as a decoy to set up a final blow. I’ve used many times just to rush to brush while my skills come off cooldown, to come back in and kill an opposing hero that would normally have me dead to rights.
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
This is the skill I max out second. It’s a great distance closer, and it can really put the hurt on the other team during fights.
Wukong's staff grows outward and he spins it around, dealing damage and knocking up enemies. Wukong gains movement speed over the duration of the spell.
Wukong’s Ult is a bit weak early game, but it begins to become a force mid to late game. I use it early to keep enemies from running so I can get a few extra wacks in before they get to a turret. Late game, however, you can use this in team fights to ruin everyone’s day. This makes it really hard for carries to get away from you during team fights. Use it when you see one start to run, and watch them die.
I always max out first. Its his most powerful spell, by far. It lowers their Armor, and does a ton of damage. Be sure to get an autoattack in before activating it, it can really give you a nice boost, since the swing timer resets. I take one point in both4 and Decoy early, as they do their jobs well enough early, however I do max out second, since it does a nice amount of AOE damage, which comes in handy during team fights, and moping up.
From this point you can choose to build the build the rest of the way at your discretion, it will largly depend on who's doing well on the other team. Don't take the Sunfire Cape first, if the Mages are doing well on the other team. Take the FoN or BV first.
I start the game out with a . Its really the best early game choice. You don't use enough mana to justify taking a mana crystal (unless you really want to rush the sheen), or a Doran's Ring. You can benefit from everthing on the Blade, early health is key, along with the damage. Your only other alternative would be the Doran's Shield, if you're worried about an early death.
The fist time you go back you have some decisions to make. If your back due to a death or low health, you should grab some and a few Health Pots. If you're back and you're doing well in your lane, go ahead and rush a (Mana Crystal first). Next you'll want to finish your boots. Murcury's Treads are great for Wukong. He's an offtank, and a bruiser. If you can't do anything you're useless, so the CC reduction is great, along with the MR, because nobody likes mages. Next go ahead and get your . At this point you'll like the slow, and the damage is going to make you a force. Go ahead and finish your as you advance into mid game.
Mid game you'll already be doing enough damage with just the Tri Force, so you won't need any other damage items. Survivability is king now. Depending on the other teams set up, and who's doin well you can decide between for melee, or for mages. Both do their job well, the FoN's extra speed and regen really help out with mopping up. Next you'll want a for the passive, health, and MR. And to finish things off an to add some extra damage to the mix. If you get to this point, you're going to be very hard to bring down, and dealing out tons of damage.
Fighting as Wukong
Fighting with Wu Kong is pretty straight forward. Do Not Initiate! Let the tank. Your durable, but use that to your advantage by taking out the carries. Running in and then decoying to your favorite carry isn't a bad way to start, this will make them waste those ults. Start out by Nimbus Striking and then make a decision to ult (for the aoe and knock up) or Crushing Blow (if a few hits is all you need). Wukongs ult is a powerful chasing tool. The range and damage can really tear apart an enemy team, especially while they're trying to run away. It really is best not to lead or initiate with it. If you get into trouble, try to avoid wasting Flash or Ghost, these are best used for offense. Use your decoy to get invisible and try to go in the opposite direction you would normally go, to confuse your pursuers. This trick has saved me multiple times. Also, don't be afraid to use it to buy yourself time to get cooldowns back up and pounce back in. You'll be surprised how much damage you can do, in a short amount of time.
In the laning phase you'll want to really concentrate on staing alive. An early death can totally ruin the rest of the game for Wukong. If you can get a decent early farm on, you'll be primed and ready for a decent match. Use your early for last hitting. You can harass, but do so smartly. Don't initiate, or you'll get melted. Let them make the mistakes. When they've already blown the cds on some of their skills, , autoattack, , autoattack, and watch their health melt. If they get over agressve, especially on your laning partner, you can single handedly destroy them. Once you've grabbed your ult, at 6, you can be a bit more liberal with your harass. Flashing and Nimbus Srike can close about any gap an enemy champion can create. Just be smart, don't tank a turret against a stun. If your not good at juking, play within your means.
This is where The Monkey King becomes a force to be reckoned with, as long as you've been careful early game. Your job now that team fights are starting is to ignore tanks and go straight for the carries. Wukong is great, and I do mean GREAT, at mop up duty. Don't initiate combat with him, wait until your teams AOE'd a bit and then mop the floor. Don't waste your summoner spells on escaping, that's what is for, use them for chasing. Flash/ can close any gap, that poor Ashe won't know what hit her. Don't be afraid to stick around with half or low health, you get a large resistance bonus with enemy champions around, but don't stay on the front lines. to nearby brush, and wait for them to make a get away, Flash in, ult on all the runners and use your to finish them off. By the time you have a and onward your damage output becomes crazy, use it to your advantage. I've goten plenty of kills by Decieving just to get my cds back up and then pouncing back on them, even when I'm at low health, don't be afraid to stick it out, but when hope is lost, get out of there
((Ill expand this area the more I play with him))
-Use your decoy, don't forget about it. Don't forget it has a speed boost. You can use this for so many things.
-You're an offtank, not an initiator. Stay alive to mop things up. Wait for the carries to get things started, then go in. You should be able to get a feel if a team fights going to go your way or not.
-Pay attention to your resistances. Your passive raises them if enemy champions are near. If you can keep a eye on them, you'll know where your enemies are. Early laning you can tell if an enemy is in the brush or not. Mid game you'll be able to avoid walking into an enemy ambush.
Jax (Dodges ruin your burst)
Teemo (Blind cripples you)
Soroka (if you run at her she will just silence you and autoattack you down)
Karthas (avoid compltley until under half health)
Ranged AD Carries (Ashe/Vayne/MF/Caitlyn etc...) You can melt these guys (girls) quickly, after a team fight has started you can really put a lickin' on them quickly. And they can't escape, if your Flash is up, they will dies.
Thanks for taking the time to look the guide over. If you liked it, lt me know. If you didn't, give me your insight. Ill keep as updated as I can. Good luck, and have fun monkeying around!