Wukong Build Guide by xxScarecrow08xx
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 can be a very versatile champion. He can be an awesome AD nuke, or a tricky off tank. Some of you have heard that Wukong sucks he isn't good don't get him. Well I disagree entirely. When I first bought Wu I knew what I was doing I did some research and found that Wu relies heavily on basic attacks. Wu also is best in team fights because he isn't a very good 1v1 champ. He can, however, 1v1 a Twitch or someone else squishy like that. To ever succeed with Wu you need quite a bit of attack speed and defensive items, but you can learn more about my build below along with some tips.
Pros and Cons of Wukong
- Wukong is a very strong champion
- He is able to catch up to most champions
- He easily tricks other champions
- Can get in and out of battle
- Looks sweet :)
- Squishy if not built right
- Targeted quite often
- Needs assistance to fight most of the time
If you think you can kick butt with attack masteries I shame you, because then Wukong would be way to squishy and underfed to do anything. With Utility for an AD/OT champ what on earth are you thinking. This is why I build defense for my masteries, it allows me to take a couple hits as well as stay in the lane longer to gain experience and get more gold. With the runes that I use it is also easy to deal damage too.
For my runes I go armor pen marks which allows me to damage tanks better than I normally would be able to. For seals I take attack speed which helps a lot early game doing more damage to opponents and turrets. Glyphs are magic resist, with the magic resist I can penetrate a magic dependable champion's armor and not be affected by there abilities as much as others, which is where the armor pen comes in. Last and definitely not least where would we be without them quintessences, I personally almost always use health quints just because of the nice bonus health early game.
Flash If you are in trouble you can use this to teleport towards you mouse cursor away from enemy champions
Exhaust Using this on enemy champions slows them and is very nice for ganks and turret diving
Ignite This spell is very useful for finishing off an enemy champion that is getting away on low health
Ghost Upon using this spell you gain more move speed and is normally used to get out of battle
Heal Heal is used most commonly by tanks, and they use it in team fights when there team is losing health fast
Smite This summoner spell is used to jungle, jungleing is when a champion goes into the jungle to level instead of laning, it helps to kill the monsters in the jungle faster than you normally would
Clairvoyance This spell reveals a spot anywhere on the map and you can see champions around that spot even if they are in a bush
Clarity I mainly see support champions use this spell because it returns mana to the caster and allies around him/her
Fortify I rarely ever see this being used because I find it a very pointless spell, what it does is shield any turret for a short while so that it is invulnerable to any attacks
Revive This spell is rarely used as well except for the newcomers it is one of the only spell there is, but what it does is upon dieing the caster may cast revive and the caster is instantly resurrected and gain bonus movement speed
Teleport I come across teleport quite a bit and it is very useful to get you pretty much anywhere right away, in my opinion I don't like it because Wukong should be fast enough to get somewhere in a short amount of time anyways
Cleanse Cleanse is nice for slow champions that are even slower with exhaust because cleanse get rid of all slows, fears, stuns, and snares
I choose to build Wukong as a heavy AD off tank going from Doran's Blade into Mercury's Treads. When I get my boots they normally can last me til I get phage which leads me to sheen and finally into Trinity Force. From there it's FoN to Thornmail. Depending on the opponent team I choose to either get Atma's Impaler or Frozen Mallet. If the opponent team relies on basic attacks then i would get Atma's if not I normally go with Frozen Mallet. For my last item I'll get Bloodthirster for the damage and the lifesteal helps too.
Some helpful hints I found while playing Wukong are that early game his health regen is faster than most champs I've played in the past. By using this to my advantage I am able to harass early game will Nimbus Strike and Crushing Blow. Upon reaching level Four I am able to turret dive an enemy champion will 300 or less health. However if the enemy's partner is trying to help Nimbus Strike in Crushing Blow for kill and decoy once out of range of the turret. When using Decoy keep going down the opponents land and decoy into the jungle.
Team Fight Tips and Tricks
During a team fight I try to single out the weakest champion or the champion with the lowest amount of health to dash in and deal damage to. The combo I use to deal the most damage is basic attack, Nimbus Strike,basic attack, Crushing Blow, and then Cyclone Wukong's Ultimate. The reason for this combo is because Nimbus Strike resets the basic attack timer and using Crushing Blow after Nimbus Strike does more damage than by itself. I use my Ult to do damage and also to prevent the opposing team to dash in and kill me because if they try they get knocked airborne. If i feel threatened I will throw a Decoy and walk back to my nearest turret or to the nearest bush.