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Wukong Build Guide by Axicon

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.


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League of Legends Build Guide Author Axicon

Wukong - "Your journey's only beginning."

Axicon Last updated on July 31, 2011
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Ability Sequence

2
5
10
12
13
Ability Key Q
3
14
15
17
18
Ability Key W
1
4
7
8
9
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 11

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 6

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 13


Guide Top

Introduction

I'm bad at introductions, so let just get started, however you can get the lore part if your interested.

"During the chaos of the Rune Wars, an enormous runestone was lost deep within the Plague Jungles. It remained there, untouched for centuries, emanating a potent magic which infused nearby wildlife with sentience and vitality. A group of monkeys who were particularly empowered by it came to worship the stone, and their leader - a wise sage - became convinced that he could harness its power to make the monkeys immortal. He performed an elaborate ritual, but things didn’t go as he expected. The runestone was destroyed, and instead of granting immortality, it produced Kong, a monkey who carried in his heart the strength and power it had contained. Kong was driven by an unquenchable desire for greatness. He sought out every beast and monster the Plague Jungles could offer, eager to find a worthy opponent, but none offered the challenge he craved. He asked the sage for advice, and learned about a legend of hairless monkeys to the north who, with wits and might, had bent the world to their will.

Wukong left, journeying north, determined to discover if the legend was true. He crossed the Southern Wastes and then the Great Barrier. On his way, he happened upon Master Yi, who was deep in meditation. Kong asked him who the strongest warrior in the north was, and Yi told him about the League of Legends. The tale intoxicated Kong, a place where he could battle the strongest fighters in the world was, to him, paradise. Kong asked Yi to introduce him to this League, and to teach him the ways of humans, so that he could be a fitting champion. In return, he would honor Yi by using Yi's Wuju style to become the greatest warrior Runeterra had ever seen. Admiring his passion, Yi agreed, but 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. Guided by Yi, Wukong joined the League of Legends to prove himself as the best, and to show the world the true power of Wuju.

''Only in combat do you learn who you truly are.''
- Wukong"


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Pros / Cons

Pros


- Good Farmer
- Tough (at least with this build).
- Good damage, even with tank items.
- Got some utility, with right use of Decoy (W).
- Good Gap Closer.
- Good escape.
- Fun to Play.

Cons


- Until you get Sheen, you lack abit of damage compared to other Melee's.
- Ultimate can be canceled.


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Runes

Greater Mark of DesolationGreater Mark of Desolation
Greater Seal of Resilience
Greater Glyph of Warding
Greater Quintessence of DesolationQuintessence of Desolation
These Runes give me a lot of lane sustainability, together with some survivability Mid/Late Game.

You could choose to use But i wouldn't recommend it because the few mana problems you have early game, is gonna go off as soon you get


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Masteries

My Masteries is picked to give me the most utility in the laning phase and because i don't feel like i need more damage i haven't gone further down in offensive. You can however choose to take masteries like this instead:

You could however use a
or

or some other variation but, its your own preference.


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Summoner Spells

The most viable summoner spells IMO is:


Gives you and extra chance if your target is flashing or teleporting over a wall. Or if your just more a "Flash" user than "Ghost" user.
To Chase down your target or to get to a target after they have stunned you. Or general running from more than 1 enemy, where flash sometimes is useless if the other team is use their own.
Can be used to give you the extra edge in 1v1 situations or just pick kills up easier especially in the laning phase, if you can.t tower dive.
Can turn a fight, if you use it correctly, because you can shut down a heavy melee carry or AP carry if you want to. However if you already have 2-3 exhaust on the team fell free to take any of the 3 others mentioned above.

The less Viable:


Always a useful spell to get out of stuns/snares/slows etc. However i don't find it as useful as some of the other summoner spells because you don't really need to get out of CC effect when you have Mercury Treads already and because you build somewhat tanky.
Can be used in some situations, if your solo laning, or just like to get from lane to lane fast or from base to lane. Can also be used to Ganks and Split Pushing.

The do not touch:


If your only getting to know this char this could MAYBE be an option but else leave it be.
Your not a jungler.
If your that mana starved your doing something wrong.
Leave it to the supports.
If any should have this it should be a tank.
Could be useful in exceptional situations but mostly "meh".
Just no.

Summoner Spells Combinations:


The Exhaust to shut down enemy Carries and Flash to flee/pick of a extra kill.
The Exhaust to shut down enemy Carries and Ghost to flee/engage.
If you like the extra utility, and escape/engaging mechanics.
Gives you a chance to flee and still have some offense in Ignite.
Gives you a chance to flee and still have some offense in Ignite.
While this may look interesting, i will not recommend it because you now will lack some kind of escape mechanism and you are a somewhat squishy champion so...


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Items

Core items


Philosopher's StoneI Find the regeneration useful especially in the laning phase and the GP5 on it helps out if i'm getting harassed a lot so last hitting is harder, or if your just a bad last hitter.
My choice of boots because of the Tenacity, to help me survive CC, and because there isn't really are other viable choices.
The most important item in this guide. It gives you everything you need in stats and then there is the Sheen effect which is a big deal of your burst.
This gives you more survivability because of the armor and the 2% extra damage from health is especially useful after the next couple of items

When you have build the core items the sequence of the next and whether you take or depends on the enemy team..

Melee Heavy or Balanced team:


Gives you extra armor and health which increase your damage because of Atma's Impaler.
Gives more health and the spell effect is quite effective to negate stuns etc.
"The Sixth item"

Caster heavy:


Magic Resistance, health and negate a spell effect. Whats not to love.
When the enemy team only got 1 melee the extra health from this item is more beneficial, except if the enemy teams, Melee is totally raping you in teamfights.
"The Sixth Item"

Sixth Item


I haven't included a sixth item, because at this point you have some different choices. The following choices is
Extra damage and Lifesteal is nice if your steamrolling their team.
If the other team is tank/armor heavy.
It can give you a few extra seconds to defeat the rest of the enemy team, or so you have a chance to get away. However it can also be useless, because if the other team gank you, your just gonna revive to die again.
Good item because of the high damage and with you will have a total of 58% crit which is really good because of your ATK speed after


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Rundown of Abilities and Order of Use

(Innate): Wukong's armor and magic resistance are increased by 4 / 6 / 8 for each nearby enemy champion.
Your passive, which is amazing because your gonna stand in the middle of everything, when the fight begin.
(Active): Wukong next attack will deal additional physical damage and will reduce the enemy's armor by 30% for 3 seconds.
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Bonus Physical Damage: 30 / 60 / 90 / 120 / 150

This ability also resets your auto attack timer. However this ability is bugged atm. because it only reduces base armor.
(Active): 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.
Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 18 / 16 / 14 / 12 / 10 seconds
Magic Damage: 70 / 115 / 160 / 205 / 250

Your Escape ability and you can use it to engage.
(Active): 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.
Cooldown: 8 seconds
Cost: 45 / 50 / 55 / 60 / 65 mana
Physical Damage: 70 / 115 / 160 / 205 / 250 (+0.8 per bonus attack damage)
Attack Speed Bonus: 20 / 25 / 30 / 35 / 40 %

Your main ability and Gap Closer, and the increased ATK speed gives you a good burst afterwards.
(Active): Wukong's staff grows outward and he spins it around for up to 4 seconds, dealing damage every 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.
Cost: 100 mana
Cooldown: 120 / 105 / 90 seconds
Physical Damage Per Second: 20 / 110 / 200 (+1.0 per attack damage)

Your Ultimate and only real CC. Really useful after having used your Nimbus Strike.

Order of Use


If your the initiator:


Auto AttackAuto Attack

If your not the initiator.


Auto AttackAuto Attack


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Laning Partners

Wukong need laning partners with Stun/snare effect to be as effective as possible, but he also need farm, to be successful in Mid/Late game.

Okay after using all my paint skill i got this screenshot done here is explanation:
GREEN:Good laning partners.
YELLOW:In this category some are better than others. Try to get those that have stun/snare effects but don't need all the farm.
RED:Avoid those Champions in your lane. Either they take/need alot of your farm or they dont have any stuns/snare effects.


IMPORTANT: I haven't tried laning with all of the champions yet, but i used my brain and knowledge of the champions to make as accurate a list i could.

Please come with feedback if there is something in the list you wanna change.


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Farming

Because of the masteries and Philosopher's Stone you can use your to farm with.
When there only is 1 creep. But when there is 3 minions you can Auto Attack all 3 of them down so your to get 3 kills with 1 ability.


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Scoreboard

Some people likes proof if the build is working or not. This screen shot don't show any ranked games because i haven't had it tested yet but post a screen shot or something if you do.


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Summary

Is a very fun champion, and overall i find even though he maybe lack some real CC, he is still very viable imo.
I will try to keep this guide up to date, as i try different things and builds.

Hope you Enjoyed the read and throw a vote positive or negative(however come with an explanation in a comment instead of just writing, its not my build so its bad)


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Updates

28/7-11
Updated some things in the guide, corrected some mistakes etc.

30/7-11
Updated following Sections: Items, Summoner Spells, Masteries.
Added "Laning Partners" Section.