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Wukong Build Guide by Pluckin Penguin

Wukong, Spin to Win!

Wukong, Spin to Win!

Updated on July 31, 2011
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League of Legends Build Guide Author Pluckin Penguin Build Guide By Pluckin Penguin 4,756 Views 4 Comments
4,756 Views 4 Comments League of Legends Build Guide Author Pluckin Penguin Wukong Build Guide By Pluckin Penguin Updated on July 31, 2011
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Choose Champion Build:

  • LoL Champion: Wukong
  • LoL Champion: Wukong

Introduction

Hello people, this is my first build, so cut me some slack.I purchased Wukong right when he came out. I was doubtful at first of his skill, yet in the end I figured out he is definitely worth the IP. My first build is a bit of a squishier Wukong with crazy damage output. Whereas, my second build is a more tanky Wukong with mild damage output. Comments are appreciated, as well as constructive criticism.
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Pros / Cons

Pros
1)Tanky Attack Damage Champion: Has more survivability then those squishy attack damage champs.
2)Very Deceptive "W" skill: There is an endless amount of possibilities that can be done with this ability(covered more in depth in the Ability section)
3)Carry: Is amazing late game
4)Ultimate:Spin to win! This can turn the tide in teamfights. You throw the other team in the air and do some crazy damage for up to 4 seconds.

Cons
1)Rough early game: He really can't do much early game.
2)Focused alot: Most of the time you'll be focused immediately after you use your ultimate... or the other team will run away from spinning monkey.
3)Poor Mana Pool: Such low mana, and mana regen.
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Runes

x3


I love not being that squishy guy who gets torn to pieces at the beginning. Therefore, I get flat health quintessences for an extra 78 health in the beginning.
Greater Mark of Desolation

x9


As Wukong you want to have a lot of damage, your staff would snap in half if you can't pierce their armor.

x9


Bonus armor is just helpful.

x9


Majic Resist makes sure early game the enemy caster can't burst you from full health to 0.
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Masteries

0-21-9


Getting some needed dodge chane, and other things that aid to your survivability from your Defense Masteries, and just a bunch of small helpful things from your Utility Masteries.
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Abilities


Stone Skin
Wukong's armor and majic resistance are increased by 4/6/8 for each nearby enemy champion.
This is a great passive it really helps in team fights. 40 armor can make a HUGE difference.


Crushing Blow
Wukong's next attack will deal 30 / 60 / 90 / 120 / 150 additional physical damage and will reduce the enemy's armor by 30% for 3 seconds.
Always try to use this ability before nimbus strike. The reason the say this is because Nimbus Strike will do more damage when you weaken their armor by 30% with your Crushing Blow. You can use this ability on turrets to do bonus damage, yet it doesn't weaken their armor.


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 70 / 115 / 160 / 205 / 250 (+60% of ability power) magic damage to nearby enemies after 1.5 seconds.
This ability can be used for the following and more:
Escape: You can use this ability to escape quite easily. It's much more effective near brush, but either way it works. Simply, use your "W" and run away from the enemy team(by the way you can flash while stealthed to gain some extra distance.
Stop Juke: When the enemy team isn't falling for your decoy consider doing a stop juke. The stop juke was well demonstrated in the champion spotlight for Wukong. When you are getting chased simplly press "S" on your keyboard. When the champion chasing you thinks the real Wukong is stealthed and looks for him then simply use your "W" to go a different direction. If he doesn't fall for the trick just use your w.
Making champions spam abilities on your decoy: Try to use your "W" when you believe someone is going to try to harass you. This works well on Ability Power Casters. They just spammed their abilities and then you have 4-5 seconds to harass before their abilities are off cooldown. This may not work sometimes, but when it does it's effective. It has a long cooldown so don't use it too often you want to make sure you have it for escape.
Chasing: This has a much higher success rate when both you and the champion you're chasing are at a low health. What you want to do is use your "W" in a place where they can see you. When they see you stopped they may go to the nearest patch of brush and try to recall, feel a bit safer and might think about going back to lane for some minions, or continue running from the monkey. If they do one of the first two options simply initiate and take them down. If they do the last option well they're a smart cookie.
1 v 1: If you are fighting 1 v 1 with someone simply use your decoy and they may use some of their abilities, and summoner spells on it. This gives you the oppurtunity to destroy them while they just wasted spells on a decoy.


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 70 / 115 / 160 / 205 / 250 (+0.8 per bonus attack damage) physical damage to each enemy struck. He also gains a 20 / 25 / 30 / 35 / 40% attack speed bonus for 3 seconds after using this skill.
Your most reliable harass and chase skill. For harassing here is what you should do use your "E","Q", then "W"(Using Decoy is an optional part of the harass). The reason I say to use Decoy is because you can get in and get out untouched before they retaliate. When chasing it's pretty obvious just use it on the enemy champion you are chasing.


Cyclone
Wukong's staff grows outward and he spins it around for up to 4 seconds, dealing 20 / 110 / 200 (+1.0 per attack damage) damage every second and knocking up enemies once per cast. Wukong gains an additional 5% movement speed every half second for the duration of the spell, with the bonus disappearing once he stops spinning.
This is an amazing ultimate very underestimated late game you can deal about 1000 damage, and fling them in the air with this in 4 seconds. That's insane in team fights. I wouldn't use this very often when chasing. I would save it for team fights, but it's up to you.
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1st Build Items and Explanations


Doran's Blade
10 Attack Damage, 100 Health, 3 Life Steal.
I like to start off with a Doran's Blade for some health, and damage. Also, it gives you some lifesteal to stay in lane a bit longer.


Ninja Tabi
25 Armor, 12 Dodge. UNIQUE Passive: Enhanced Movement 2.
I like the ninja tabi because of the dodge chance it gives you some survivability. I would buy these boots if the other team is mainly based off of attack damage people like: Tryndamere, Master Yi, Ashe)

OR



Mercury's Treads
25 Magic Resist. UNIQUE Passive: Enhanced Movement 2, 35 Tenacity.
I would use this if the other team's make up of more magic damage people like: Karthus, Anivia, Karthus



Frozen Mallet
20 Attack Damage, 700 Health. UNIQUE Passive: Physical attacks reduce your target's Movement Speed by 40% for 2.5 seconds.
(30% for ranged attacks).This is a great item when playing with Wukong. Frozen Mallet makes life so simple when your chasing someone.


Atma's Impaler
45 Armor, 18 Critical Strike Chance. UNIQUE Passive: Physical attacks deal an additional 2% of your max Health in damage.
You just received lots of health from frozen mallet. Atma's Impaler's passive turns 2% of your max health into attack damage.


Stark's Fervor
20 Attack Speed. UNIQUE Aura: Gives nearby allied Champions 20% Lifesteal, 20% Attack Speed, and 30 health regen per 5 seconds. Reduces the Armor of nearby enemy champions by 20. 1200 range.
This gives you the attack speed Wukong lacks, and gives your teamates nearby some great aura's.


Infinity Edge
80 Attack Damage, 25 Critical Strike Chance. UNIQUE Passive: Critical hits now deal 250% damage instead of 200%.
The Infinity Edge is a very effective item. It increases your attack damage, crit chance, and crit damage. This will make it much simpler to solo an enemy champion.

The following items depend on the other team. You should get these when you need them so it doesn't necessarily have to be the last item. You should make your choice based on the other team's layout:



Youmuu's Ghostblade
30 Attack Damage, 15 Critical Strike Chance. UNIQUE Passive: 15% Cooldown Reduction and +20 Armor Penetration. UNIQUE Active: Gives 20% movement speed and +50% attack speed for 4 seconds. Attacking enemies with melee attacks increases the duration by 2 seconds to a maximum of 8 seconds. (60 second cooldown).
This will give you more damage and crit chance. I would choose this if the other team is pretty balanced.


Banshee's Veil
375 Health, 375 Mana, 50 Magic Resist. UNIQUE Passive: Blocks one negative spell every 45 seconds.
This item is great if a team has lots of slow's, cripples, and other things that make your ult less effective.


Guardian Angel
68 Armor, 38 Magic Resist. UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana. This effect can only occur once every 5 minutes.
If you're getting focused in team fights this is a must have. The second you come back to live press "W" and get the heck out(unless you feel like you can help your team without dying).


Thornmail
100 Armor. UNIQUE Passive: On being hit by standard attacks, returns 30% of damage taken as magic damage. A minimum of 15 damage must be received.
Purchase this item if the enemy team is made up mainly by attack damage champs.


Quicksilver Sash
56 Magic Resist. Active: Removes all debuffs from your champion. 90 second cooldown.
Purchase this if the enemy team is made up mainly by ability power champs.


Sunfire Cape
45 Armor, 450 Health. UNIQUE Passive: Deals 35 Magic Damage a second to nearby enemies.
If you feel that you don't have enoguh health this a great item.
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2nd Build Items


Doran's Blade
10 Attack Damage, 100 Health, 3 Life Steal.
I like to start off with a Doran's Blade for some health, and damage. Also, it gives you some lifesteal to stay in lane a bit longer.


Ninja Tabi
25 Armor, 12 Dodge. UNIQUE Passive: Enhanced Movement 2.
I like the ninja tabi because of the dodge chance it gives you some survivability. I would buy these boots if the other team is mainly based off of attack damage people like: Tryndamere, Master Yi, Ashe)

OR



Mercury's Treads
25 Magic Resist. UNIQUE Passive: Enhanced Movement 2, 35 Tenacity.
I would use this if the other team's make up of more magic damage people like: Karthus, Anivia, Karthus


Trinity Force
30 Attack Speed, 30 Attack Damage, 30 Ability Power, 15 Critical Strike Chance, 250 Health, 250 Mana, 12 Movement Speed. UNIQUE Passive: 25% chance on hit to slow the target by 35% for 2.5 seconds; on cast, increases your base Attack Damage by 150% for one attack.
This is great if you want to play more of a hybrid Wukong, but gives up some health that the frozen mallet would provide.


Frozen Mallet
20 Attack Damage, 700 Health. UNIQUE Passive: Physical attacks reduce your target's Movement Speed by 40% for 2.5 seconds.
(30% for ranged attacks).This is a great item when playing with Wukong. Frozen Mallet makes life so simple when your chasing someone.


Atma's Impaler
45 Armor, 18 Critical Strike Chance. UNIQUE Passive: Physical attacks deal an additional 2% of your max Health in damage.
You just received lots of health from frozen mallet. Atma's Impaler's passive turns 2% of your max health into attack damage.


Banshee's Veil
375 Health, 375 Mana, 50 Magic Resist. UNIQUE Passive: Blocks one negative spell every 45 seconds.
This item is great if a team has lots of slow's, cripples, and other things that make your ult less effective.


Stark's Fervor
20 Attack Speed. UNIQUE Aura: Gives nearby allied Champions 20% Lifesteal, 20% Attack Speed, and 30 health regen per 5 seconds. Reduces the Armor of nearby enemy champions by 20. 1200 range.
This gives you the attack speed Wukong lacks, and gives your teamates nearby some great aura's.
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Summoner Spells


I use this summoner spell on every champion I play. It is an amazing escape spell, and catch up spell. Some may say you don't need an escape spell because of Wukon's Decoy ability. I don't like relying on abilities for escape. You might come out of a team fight out of mana with no way to escape other than the stop juke which isn't always reliable


I always tend to get people down to 10 health before they escape. Therefore, ignit comes in handy for me. Another thing that is great is when in teamfights you can ignite someone who is running away due to their health, and not waste your time chasing them while the rest of your team is in the team fight. This bring up a point if you don't think you can catch up or finish him off don't keep chasing. He's not going to come back and help his team fight, he's at low health. Whereas, you're still an incredible source of damage in team fights that was just taken away since you decided to chase someone who is of less value to their team due to his health. It's kind of like a basketball game which is more important shutting down their superstar, or some guy who isn't of much aid to their team.


Why no exhaust? Well if your getting frozen mallet they'll be slowed by your basic attack. Then you probably don't need to double slow them. Although it can work well for escaping.
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Myths

Jungle Wukong: He's a super slow jungler, you'll be very underleveled.
AP Wukong: Just no his decoy is the only thing that scales off AP.
Tank Wukong: It could work not that bad of an idea.
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Closing Comments

Here is an example to show that my build actually works:Suggestions are great :D

Updated:
7/30/11: Added a tanky Wukong build with mild damage output.
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