Wukong Build Guide by Zettasif
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.
Wukong, the newest champion, is staff-wielding, damage dealing, offtanky DPS. If played and built properly, Wukong can be a great team fighter, able to secure a kill and escape safely. Although Wukong can be a heavy AD damage dealer, his passive isn't enough to survive and contribute as well to teamfights. There are many stronger possible builds for wukong, however this is a simple and easy (and a bit pricy) build as an OFFTANK.
Although this build is for an offtank, you still nead to be a good damage dealer regardless. Therefore you have:
Greater Mark of Desolation for damage.
Greater Seal of Resilience for extra offtankiness.
Greater Glyph of Warding for extra offtankiness.
Greater Quintessence of Desolation even more damage.
AGAIN: This is for a simple offtank build, you might want Dodge if you're planning to go heavy AD.
Here we go 9-21-0.
We go to Offense for crit and cooldown reduction, which can help you often in chases with along with getting your fast enough. The 21 defense adds to your tankiness, but will definitely help you early game in the laning phase. It can very much help you from surviving plenty of times. You can do a flip 21-9-0, but just make sure that your playing safe very early.
The way you build yourself is extremely important for a good offtanky Wukong.
You start of with the regular just for the damage and Hp. Try to farm your best. (Explanation on how to lane later on in the build) If you can tell you wont die in the lane, try to go recall when you can pick up your and
Your first goal is to get as soon as you can. Depending on your lane partner, and how aggressive your lane enemy is, Frozen Mallet will help you get kills a lot easier.
Quickly pick up your Mercury Treads as soon as you can. Continue by building
By mid game, depending on your farm and kills, you should have your Doran's Blade, Frozen Mallet, and with or ALMOST at your Warmog's Armor
Now that you're pretty tanky, you need some really good damage. Build your BLACK CLEAVER.
Finish off your build with , as his Unique Passive will be useful with your tankiness.
You can change atma's for a defensive item like , or
Your Build At the End (Main items)
Skill Sequence: How to use your skills
Now, if you wanna be a complete Proski, you need to know your skills, and importantly WHEN to use them.
Uses: -Great for chasing, lowering their Armor to deal more damage over the span of your chase.
-Also good for securing last hits on minions.
-Great to use before Ulting. Lowered Armor + Armor Pen + Ulti DPS = Super Pro Damage.
Uses: -Obviously amazing to trick enemies to attack the fake while you make your escape.
-Great for sneaking from bush to bush in Top or Bot without being noticed.
-CAREFUL!! You can also check a bush, but stealth is only 1.5 seconds, if you do see your enemies there, and you lose your stealth, you're in trouble.
-Same animation as standing in place, allowing you to Stop Juke. CAREFUL!! Stop Juking is tricky to do. Only do so when your enemy does not fall for your actual Decoy's once, and when you have a viable amount distance from enemies coming.
Uses: -Good for catching up in a chase.
-Able to jump to an enemy right next for the actual target for copy to do damage.
-Able to get multiple farm if near minions are low.
-An enemy who is not in range while you are camping in the bush is easily catchable by Decoying in the bush, getting in range and Nimbus Striking.
Uses: -Shoots enemies caught into the air, giving an opportunity to completely turn around a game.
-Does nice Damage Over Time to enemies who continue to stay.
-A good way to save an ally through knocking airborne.
-Gives a circular area around, scaring enemies from coming into you.
-Ghost + Ulti is a good way to catch up for kills.
-Ending a bit earlier can allow you to decoy out, as chances are you're going to be in between all your enemies.
Nimbus Strike is maxed out first for multiple target + chase-ability. Crushing Blow gets two points early on for the Armor lowering. Decoy's usage is just for the escaping, and is only needed one point, till the very end.
The two summoner spells I prefer the most are
Ghost: With ghost, you can easily catch up to enemies, jumping with Nimbus Strike. Also good for catching up to enemies with your ulti, along with your escapes with decoy.
Flash: Obviously it's a good way to escape, but a great way to completely turn around a teamfight. If you flash in a middle of a teamfight and ult, your enemies will be caught off guard, but your team mates will be able to pick up any slack with the one knock up.
OTHER GOOD SUMMONER SPELLS
Good for securing a kill, but Frozen Mallet slow is all that's necessary in my opinion.
Chances are your spin can bring an enemy extremely low, and ignite is what can finish it off. Another kill securing spell.
If you're really aggressive early game, and manage to escape plenty of times in teamfights with a close call, you might want to use this summoner spell. Not the best idea though.
If your team is missing a teleport, it doesn't hurt to have one on Wukong. He can be quite a nice threat to enemies.
TOO MUCH CC!!!
Just avoid EVERYTHING else. Rally, don't even bother. Save Clairvoyance for someone more of a support. Clarity, you may be mana hungry if you're very aggressive early game. Fortify isnt for Wukong, and Smite isn't the best idea either.
Early, Mid and Late game
In early game, you need to make sure you focus on your farming. Crushing Blow and Nimbus Strike can secure a lot of minion kills, but does take a lot of mana over time, so try to be as conservative as possible. Try not to focus so much on harassing, unless you have great opportunities. Nimbus Strike + Decoy or Crushing Blow is a good combination of harassment, but even just Nimbus Strike is enough.
Your lane partners is extremely important. Wukong's ult does magic with certain others.
The most recognizable in my opinion are: and If your lane enemeies are aggresive, a combo with these people will be deadly together.
Wukong by now becomes very tanky, and will be able to contribute well in Teamfights. Ulting prematurely in a teamfight can be your team's demise, hence you wait till the teamfight has begun, before you ulti in, as the enemies have committed.
You just focus on farming still, trying to take a pushed lane whenever you can. Because of tankiness, you should be able to withstand a lot of damage, along with decoying to safety. Along with your allies, Wukong can turret dive reasonable well, but only if the enemy is a bit empty-handed.
In my opinion, Wukong shines here.
You should be fully built, and so should everyone else, so focus on the utility and damage of your ult. Wukong is pretty good and cleaning up to, and he's constantly jumping to your enemies. Try to protect your AD carry or mage as best as you can. If you have your allies by your side, you can easily tower dive for a quick kill if necessary. Just don't get too cocky.
Wukong, The Monkey King
In all, if built a complete offtank, will be terrible annoying to get through. You can easy get away, leaving a simple "umad" comment. Unless you're 1v3-ing at the end, you should do fine in surviving. Your incredibly underestimated ult can completely turn around a teamfight easily if timed properly. The beauty of monkey king, aside from his facial hair, is that his quick damage output makes him a deadly threat for the squishies out there.
I believe this build is a nice even offtank build for Monkey, not necessarily focusing on the heavy AD, almost glass cannon like build, but more Survivability.
Hope this build goes as well as it has done for me.
-Changed item build. Black Cleaver in between Warmog's and Atma's.
- Force of Nature is now an optional defensive item
- Last point on Offense changed to Archaic Knowledge from Sunder.
- Put cleanse as a viable summoner spell