Wukong General Guide by mbwild
Not Updated For Current Season
Early Game/First Back
Carry Build (Example)
Tank Build (Example)
Not Updated For Current Season
GUIDE IS USABLE BUT STILL INCOMPLETE (10/02/21014)
Hi there fellow summoners, welcome to my Wukong jungle build. I'm mbwild and today you're going to learn how to dominate, strike fear into your enemies hearts and lead your team to victory all this whilst basking in the adulation of your team mates like every great general should! Everyone has been terrorized by the Monkey King at least once either in the top/mid lane. A well kept secret is that he is quite the formidable jungler and one of the very few that can carry their team to victory too.
With the introduction of warding trinkets in season 4 which makes successful ganks harder than ever, the requirements for junglers has shifted greatly. If junglers can't gank effectively the game will boil down to farm between junglers. As a result junglers are now either stealth/farm junglers.
Stealth junglers like Evelynn who can by pass wards are making larger appearances in solo queue.
On the other hand there's sustain/power farming junglers with fast clear times like Shyvana.
Wukong therefore requires a different play-style approach to remain viable this season, something I believe none of the other guides are currently addressing. The focus should be on a fast and safe jungle. This means Wukong needs to have good sustain and reasonable mobility.
Pros / Cons
Awesome ganks level 6+.
Superb ultimate (useful even when behind on farm)
Huge AD burst damage
Fast clear times
Relatively easy to play
Easily snowballs and never falls off
Jukes make him one of the few fun champions to play
No natural tankiness besides passive
No natural sustain
Mana hungry in the jungle
Unreliable pre-level 6 ganks
Poorly executed ulti can leave you dead
Season 3 offense masteries where more favourable to Wukong because they gave him the much needed attack damaage and armor penetration. Season 4 saw a change in the masteries and as such I believe a 4/12/14 (Offense, Defense, Utility) is more useful now.
Wukong has always had a shaky first clear that saw him forced back to base at level 3-4. This is due to mana constraints without blue buff in addition to a lack of natural sustain. The 4 points in cool down reduction in the offense mastery allows for faster clear times, whilst the 12 points in defense give Wukong a little bit more tankiness. The 14 points in utility give Wukong the much needed sustain, increased duration on buffs/elixirs not to mention the increased movement speed for mobility.
Smite is a must have on ALL junglers. Wukong carries smite to aid him in clearing camps, securing or possibly stealing objectives. Thanks to true damage camps such as Golem and Lizard will be a breeze for the Monkey King.
Flash is am all round great summoner spell. Easy getaways with decoy or over a wall. Flash in or out of ganks with ultimate. If you plan on not dieing, flash is your spell. Did I mention you could steal objectives with it. For instance flash in, smite dragon, decoy out.
Ghost is another viable summoner spell. Combine it with decoy to escape, or perhaps with your ultimate to knock up that distant enemy champion. Unlike flash it requires some foresight to be useful but is a sensible pick on Wukong.
First point goes into nimbus strike, followed by crushing blow and finally decoy. Thereafter the aim is to max nimbus strike with its attack speed buff first. This way we can hit multiple targets and clear camps faster. With nimbus strike maxed we move onto crushing blow leaving decoy last.
We always upgrade our ultimate at levels 6, 11 and 16 without fail. NEVER skip upgrading this game changing ultimate especially at level 11 where the power output spikes significantly.
Stone Skin (Passive)
Wukong's armor and magic resistance are increased by 4/6/8 for each nearby enemy champion. The amount is increased every 6 levels.
Crushing Blow (Q)
Wukong's next attack, within 5 seconds, will deal 30 / 60 / 90 / 120 / 150 (+1.1 per attack damage) physical damage and will reduce the enemy's armor by 30% for 3 seconds.
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.
Nimbus Strike (E)
Wukong dashes on a cloud toward a target enemy and sends out images to attack up to 2 additional enemies near his target, dealing 60 / 105 / 150 / 195 / 240 (+0.8 per bonus attack damage) physical damage to each enemy struck. He also gains a 30 / 35 / 40 / 45 / 50% attack speed bonus for 4 seconds after using this skill.
Wukong's staff grows outward and he spins it around for up to 4 seconds, dealing 20 / 110 / 200 (+1.2 per attack damage) damage every second and knocking up enemies once per cast. Wukong gains an additional 5% movement speed bonus every half second for the duration of the spell, with the bonus disappearing once he stops spinning. Wukong cannot attack or use other abilities while Cyclone is on, but he can deactivate it at any time. Maximum total physical damage to a single target is 80 / 440 / 800 (+4.8 per attack damage).
Who would jungle without Hunter's Machete? Damage dealt to monsters is increased by 10%, as well as your basic attacks dealing 10 bonus magic damage neutral creeps whilst healing you for 5hp. Health Potions are for sustain in the jungle whilst the Mana Potion is to help you last longer in the jungle if you ganked a lane (wasting precious blue buff time), or run out of mana (remember Wukong is a mana hog).
Early Game/First Back
Spirit Stone is a must buy first item. It increases damage dealt to monsters by 20% all whilst returning a percentage of damage dealt back as mana and health!
Spirit of the Elder Lizard is also a great buy. With 30 bonus attack damage, bonus gold on large monster kills and 30% increased damage dealt to monsters it's a great item to have on Wukong.
Spirit of the Ancient Golem is the alternative choice to Spirit of the Elder Lizard. Instead of 30 extra attack damage you get 350hp and 35% tenacity. This item is great when your team needs you tankier or the enemy team has a lot of CC.
Ninja Tabi with its 25 Armor and blocking 10% of damage from basic attacks makes it good vs AD enemies.
Mercury's Treads give you 25 Magic Resist, useful against AP enemies. Coupled with the 35% tenacity and you're good against CC heavy champions. These are the safe boots to buy in any build.
Boots of Mobility with their +105 Movement Speed when out of combat for 5 seconds are great if you plan on roaming to gank and secure objectives like dragon. Did I mention you can use them to chase down fleeing enemy champions!
The Black Cleaver is built for Wukong! First end game item you should purchase. It comes with extra AD, 250 Bonus Health and a passive that shreds 5% armor for every physical attack. Coupled with your crushing blow and ultimate, you will wreak havoc even on tanky champions!
Frozen Mallet gives Wukong the much needed CC on his auto attacks. With an extra 30 attack damage, 700hp and 40% slow for 1.5 seconds, chasing down that fleeing enemy champion will be a breeze.
Items will vary depending on whether you need more damage, more health, armor penetration or even magic resist. Recommended items are as follows
The Bloodthirster is a flat out AD item, pure and simple. It gives 70 AD, 12% Lifesteal with each kill (champion or creep) adding extra AD and lifesteal. It's a nice item if you need more damage output.
Last Whisper like its counter part black cleaver is great, especially for Wukong. It provides 40 AD and 35% Armor Penetration. Like he doesn't have enough armor penetration already! Now that armor is nearly irrelevant watch as all the tanks die at your feet.
Ravenous Hydra like the name suggests is deadly. With 75 extra AD, 15hp per 10 seconds health regeneration and an awesome passive that spreads a percentage of your physical damage to nearly enemies. Farming will be a breeze not to mention grouped up enemies are now easier to kill. My personal favorite snowball item!
Warmog's Armor and it's 1000hp boost with 1% health regeneration every 5 seconds will make you that much beefier.
Randuin's Omen is a superb tank item. With 70 Armor, 500 Health, active slow and passive attack speed slow your team will thank you for buying it!
Sunfire Cape gives you 45 Armor and 450 health, helping you get even tankier. All this whilst dealing 40 Magic Damage per second to nearby enemies!
Maw of Malmortius is an item I consider situational in this build. It gives Wukong a little extra magic resist, AD as well as 1 extra AD for every 2% of his health missing. Therefore in team fights, as you lose health, you do even more damage. Great for that near death initiate with your ultimate (increased damage as the enemy focuses you)! All this with a 400 magic shield for 5 seconds when you take magic damage that would bring you below 30% health. Usually exchange this item for Frozen Mallet in the build.
The following items are also great on Wukong but are very situational, as such I won't discuss them here but feel free to ask me!
[*] Always start at Blue Buff with a leash from your team mates (ask for one). Wukong has trouble starting the jungle without one.
[*] Use smite on Blue Buff and Red Buff, don't worry, it has a low cooldown
[*] Drink your health potions as you clear at about 2/3 health to maximize the heal
[*] Unlike the other guides you should have no trouble on your first clear, and finish with 1/4 health at level 5 (around 6 minute mark) assuming you didn't gank any lanes
[*] Due to mana constraints Wukong should avoid doing early ganks (level 2-5). If you however feel like you have the health and time then by all means go and gank.
[*] Decoy should be used to tank damage while clearing jungle camps. Activate it during a camp, allow the monsters to attack it for 1.5 seconds then proceed to attack the monsters as before. An added bonus is that the decoy will deliver AOE damage to all the monsters after the 1.5 seconds have elapsed!
[*] Utilize your combo from the bushes out of enemy sight (Nimbus Strike (E), followed by Crushing Blow (Q))
[*] Out of range of Nimbus Strike, don't worry. Use Decoy to walk unseen into lane before wreaking havoc on your enemy!
[*] With no CC ensure that the enemy you are ganking has pushed the lane, especially pre-level 6.
[*] Post level 6 use Cyclone immediately after your usual ganking combo (E>Q>R) or (E>R). If the enemy is still alive just proceed to auto attack before using your combo again.
Your main role in team fights will be to initiate with your ultimate and focus the main damage output champion (usually the ADC) in the enemy team. Try by all means to knock up every enemy champion but don't die by chasing down one stray enemy, or worse still, leaving the enemy ADC to shred your team. Your usefulness extends past your ultimate so stay and help the team!
To initiate either Nimbus Strike in and then activate your ultimate using decoy to get out soon after. Or perhaps you could Decoy and Nimbus Strike in! Before you do this make sure you can survive until your Decoy is off cooldwon.
If a team fight just wont start another daring combo is to Decoy, flash in and then activate your ultimate. Usually this catches the enemy team by surprise and allows for an easy fight.
Decoy is great for moving between bushes unseen, closing the gap between enemies or baiting out abilities. Be creative and have fun with it.
Thank you for reading this guide and i hope it has been of some help. For those of you that try this build and/or read this guide, please leave some feedback or better yet an up vote! Tjis is my first guide so feel free to approach me with any suggestions/criticism. Once again thank you and I hope to see more Monkey Kings in their natural habitat, the jungle!