Wukong Build Guide by jonbie
Not Updated For Current Season
Not Updated For Current Season
Wukong, the Monkey King Tanky DPS Build!
(FYI, 2nd build is still a WIP.)
This is my first guide on MobaFire. I don't claim be good at league of legends but i feel i have a decent understanding of the game and its mechanics. This is just a build that has worked for me and i figured it would be worthwhile to share it with the rest of the community. And since I've learned so much from coming here i think i should give something back to it.
Feel free to give me any suggestions on my guide or build, all help is appreciated.
P.S. - Excuse my horrible use of the English language, I know I'm terrible at it. (GG Public school :P)
Pros / Cons
Good burst damage
Good amount of inherent tankage
Great escape/juke mechanic
Fun to play!
No stuns or slows.
Relies on team quite a bit.
Nothing too complicated here, a pretty typical Physical damage build.
The important pieces here are:
cause more armor pen is win for early laning.
10% crit damage, yes please.
End of tier mastery, straight up 4% damage.
From here, You can go all defense tree if you want, or all utility tree if you want. I prefer the slight bit of tankyness i get from the defense tree. I do however put 1 point into because its an amazing mastery for chasing people down, or ghosting across the map to join a fight.
Again, pretty straight forward typical physical damage runes.
greater mark of desolation +1.66 Armor Pen. Amazing for AD heroes.
+1.41 Armor. This is what i use... mainly because its what i have. I see a lot of people use +.75% dodge, as well so im sure that is a suitable replacement.
+1.49 Magic Resist. Great for early defense while laning against AP Heroes. Dont want to use Resist? Feel free to try +.65% Cooldown reduction. There may be other options here, but these are typically the 2 that I use for glyphs on any hero.
Greater Quintessence of Desolation. +3.33 Armor Pen. I don't feel there is any other better option here... Sure you can go with Attack damage or health... i just don't feel personally that either of those stack up to Armor Pen.
Priority:> > >
Alternate Priority:> > >
I personally think the first is a better priority. But some people prefer the later. I think its easier to farm with the first, which is good since this build is very pricey. The 2nd is more for ganking and early single target damage (imo).
Stone Skin. Passive. "Wukong's armor and magic resistance are increased for each nearby enemy champion." This is a great passive for team fights, really beefs Wukongs defenses.
Crushing Blow. (Q) On next hit ability. "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." Great ability to bring extra damage when used in combo with Nimbus Strike. More about that later.
Decoy. (W) Dodge/Juke/Escape Ability. "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." Amazing ability to mess with your opponents or just escape from a fight. It does deal about 250 Magic damage at full rank, so good for some extra damage if you don't think you need to have that escape mechanic. There are so many uses for this ability in terms of using it to juke enemies. if a team is chasing me, a lot of times ill use Decoy and let them beat on the decoy while my team gets them low, then come back with Crushing blow/nimbus strike combo and finish them off. Also a perfect ability to use if someone tower dives you. Even at low health you can bait an enemy and finish them off with the towers help quit easily. This is the ability that makes playing Wukong FUN!
Nimbus Strike. (E) Charge/cleave/Farming ability. "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." I would say Wukong's best all around ability. Great for harass, farming, initiation, chasing, damage everything really. When combo'd with Crushing blow, can be a very potent ability.
Cyclone. (R) Ultimate/Whirlwind/Knock Up Ability. "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." Great Ultimate. Big Damage, the knock up can really ruin a teams day. Not much to say here, Spin it to Win it!
Early harass against unaggressive enemies: > let 1 melee swing go off > . Crushing blow resets Wukongs swing timer, so letting 1 melee go off before hitting Q will get an extra hit of damage in for a big harass.
Early harass against aggressive enemies: Queue up > . This will hit with crushing blow right after nimbus strike for quick big damage. allowing you to get in and out quickly without having to wait around for a melee hit.
Team fights/ganks: > > If I'm getting into a fight late, i will sometimes skip crushing blow and go straight for my Ult to knock enemies in the air and save some damage on my allies.
This item build is set up for most a balanced enemy comp, with a little Armor and a little Magic Resist.
Starting items:+ x5
Good starting tankage with some extra armor, and great staying power with the potions. Even with this i still end up getting first blood usually even without extra damage.
Alternate Starting items #1:+ x3
If you feel you need it... go ahead. with Nimbus strike and ghost i don't really think its needed.
Alternate Starting items #2:
If you feel you need the extra damage... i would only recommend this if you think your lane is going to be cakewalk.
First trip back: ~1650g
Wriggles is great early armor, lifesteal and damage... plus good for farming, jungle and a free ward every 3 minutes. whats not to love. I try to wait for 1650g, if i cant i try to wait for atleast 1300g to pick up wriggles.
After this point... if your team does not have a jungler, i start hitting the jungle when i can... depending how things in the lane are going... DONT LEAVE YOUR LANING PARTNER TO DIE.
Early-game Core Items:
Mid-game Core Items:
you can substitute in against AD teams with little stuns. outside of that i wouldn't suggest it.
Situational End-Game items:
Extra armor, crit, and with your amount of health at this point... a lot of attack damage.
Amazing Item vs AP/CC teams.
Amazing item vs AD teams. Extra Armor and damage reflect, with your tankage this will dominate a Yi or trynd.
I only get this if its a long game and you are dominating. Its a very expensive item, but gives you a lot bang for the buck. AD, AS, movement speed, health, extra damage.
Great if your team has lots of AD.
Probably the best all around damage item in the game... Get it if youre team isnt really putting out good enough damage.
Malphite or any other Armor stacking tank killer.
Typical End-game Setups:Heavy AD:
Long game? Have money to blow?Sell:
What I use:
: Amazing ability all around. good for escape and chase... with Wukongs already good escape mechanics i dont see it being worth it... plus + is a better escape anyway.
get it if youre team doesnt have one... destroys stupid heroes like mundo. and can finish off an almost dead hero thats running.
I wouldnt use any of the other spells to be honest.
I hope this is a suitable guide/build for those just starting with Wukong, the Monkey King. I've had quite a few great games using this build and i hope you do too :)