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Wukong Build Guide by PerfectPower

Jungle [13.24] PerfectPower's Jungle Wukong Guide

Jungle [13.24] PerfectPower's Jungle Wukong Guide

Updated on December 27, 2023
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League of Legends Build Guide Author PerfectPower Build Guide By PerfectPower 147 11 299,140 Views 9 Comments
147 11 299,140 Views 9 Comments League of Legends Build Guide Author PerfectPower Wukong Build Guide By PerfectPower Updated on December 27, 2023
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Runes: Standard (check notes)

1 2
Legend: Alacrity
Last Stand

Magical Footwear
Cosmic Insight

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health


1 2
LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

[13.24] PerfectPower's Jungle Wukong Guide

By PerfectPower
Hey, my name's Alex (or PerfectPower). In Season 13, I peaked 436LP Master in NA with Wukong only. I did really well and had lots of fun with Wukong jungle in Season 12, but had nobody to watch or learn from. So, I decided that I would start streaming my gameplay at and make content out of it. I only have around 300k Mastery on Wukong, but I am ready to fully embrace my inner monkey.

If you enjoy the guide or find it useful, please give it an upvote! Thanks :D
Pros / Cons


- Strong early to mid-game duelist which means you often win 2v2 or 3v3 skirmishes
- Really good into AD matchups like Graves, Lee Sin, and Rengar due to Stone Skin
- Creative gank angles with Warrior Trickster
- Fairly simple combos and kit
- Sticks onto targets well with Nimbus Strike, Cyclone, and Warrior Trickster


- Struggles against AP matchups like Zac, Lillia, and Udyr
- No CC outside of R - Cyclone and therefore fairly reliant on teammates having CC for successful early ganks
- Typically gets outscaled
Combos / Tips

If you are in melee range:

Q + E + W + R + Q + R + Q

If you are in E range:

E + Q + W + R + Q + R + Q

If you need to get into E range:

W + E + Q + R + Q + R + Q

Important Notes:
- Ideally, you fit in auto-attacks in between almost every ability to stack Conqueror and Stone Skin faster and do more overall damage.
- You can save W - Warrior Trickster and E - Nimbus Strike to follow up on your R2 or dodge certain skillshots, it's not always the best idea to use all of your abilities during your engage.
- You can W - Warrior Trickster while your R - Cyclone is channeling to keep your clone spinning while you reposition.
- Use W - Warrior Trickster to block certain skill-shots and abilities like Dark Binding, Rocket Grab, and Nature's Grasp.
- Use R - Cyclone to cancel leaps/dashes like Leap, Quickdraw, and Elastic Slingshot.
Early Game / Jungle Pathing

Decide where to path (during champion select or loading screen):

Path Toward:

- Lanes with good gank set-up (as detailed in Build Options > Synergies). (e.g. Jhin + Karma).
- Lanes that are volatile (e.g. Riven vs. Darius).
- Snowball lanes (e.g. Draven + Pyke).

Most of all, path toward winning lanes. Solo queue is random and often times unpredictable. If you see your teammate is 5/0/0 in 8 minutes, help push their lead.

Start the game with Mosstomper Seedling or Gustwalker Hatchling and a Health Potion.

Mosstomper Seedling offers more durability which is perfect for a bruiser build that wants to be in the front lines.

Gustwalker Hatchling feels good as well. Definitely helps you keep up with faster champions and gets you around the map quicker.

Quick tip: Use your W - Warrior Trickster while clearing to take less damage. However, don't waste it if you think you will need it for a gank or enemy invade because it has a very long cooldown early on.


Red Start Explanation:

Start if you want to level 2 gank the lane beside it or level 4 gank the lane on the opposite side of the map.

I'm only showing some variations of paths and ganks.


Blue Start Explanation:

Start if you want to level 4 gank the lane on the opposite side.

A 'psycho gank' is when you forgo your pre-game pathing plan and opt for a different path in the spur of the moment. Maybe your Mid or Bot had a really big trade and the enemy is diveable or you need to counter-gank.

I'm only showing some variations of paths and ganks.


Raptors Trick Explanation:

Auto-attacking the Raptors before hopping over the wall with W - Warrior Trickster aggros them onto your clone, which makes it attack them in turn, reducing the cooldown on your Q - Crushing Blow while you're ganking. R - Cyclone hits on the Raptors also reduce the cooldown on your Q - Crushing Blow significantly.

What do I buy on my first back?

If you recall with 700g after first clear: buy two Long Swords. Double Long Sword makes your jungle clears quicker than Sheen and you do not have to rely on waiting for Sheen procs before casting your Q's and E's during fights.

If you recall with 1100g after first clear: buy Caulfield's Warhammer. This offers more sustained damage than Sheen + Long Sword which helps with clear speed and early fights.

If you get a super nice start and recall with 1400g or 1500g, Sheen + Double Long Sword is ideal. Your only other option would be Caulfield's Warhammer + Ruby Crystal or Cloth Armor.

Soloing Dragons:

You can solo every Dragon at level 4 with Double Long Swords. However, it will take roughly 45 seconds and take a lot of your HP and Mana, so only do so safely and smartly.

Soloing Dragon safely and smartly means: knowing where the enemy Jungler is and/or how much HP they have (Can they contest this?), having lane priority (Is your team stronger? Can they move if you need help?), having spent all your gold (Not sitting on 2000g) before starting it, having most if not all of your camps cleared (Can the enemy Jungler punish you by invading?), and having enough HP to soak some damage from poke or the Dragon itself.

Mountain Drake and Infernal Drake leave you pretty healthy (above 50% HP on finish).

Cloud Drake , Hextech Drake , and Ocean Drake hurt a lot (you reach nearly 20% HP before finish).

Chemtech Drake nearly kills you, but takes only 35 seconds.
Mid Game / Team Fighting

If early game went well, keep playing agressive:

Squishies get very scared when you Nimbus Strike onto them. You can use this to bait out Flash, Exhaust, or other long cooldown defensive abilities like Rocket Jump.

Divine Sunderer is a massive spike. You basically beat anyone with Cyclone up at this point.

Look for invades with champions with lots of damage and lockdown (e.g. Lissandra, Nautilus, Camille, etc.).

Take Dragon if your Bot and/or Mid are ahead and have priority. Champions like Kai'Sa, Heimerdinger, and Brand do it really quick.

Take Rift Herald if your Top and/or Mid are ahead and have priority. You can solo it super healthily at lvl 6 with Caulfield's Warhammer in roughly 30 seconds.

What do I build?

Purchase your tier 2 boots:

Plated Steelcaps if the enemy has lots of auto-attack reliant champions or AD damage (e.g. Graves, Kindred, etc.). They also reduce the damage of turret shots.

Mercury's Treads if the enemy has lots of CC or AP damage (e.g. Elise, Leona, Evelynn, etc.).

Get your core items:

Divine Sunderer is your bread and butter item, offering tank shred, sustain, and ability haste all in one item.

Spear of Shojin seems to be a very powerful 2nd item for Wu as of the 13.17 buffs. It gives bonus ability haste to all of his basic abilities and the movement speed, HP, and AD stats are very nice.

Black Cleaver can be purchased 2nd, 3rd, or even 4th depending on how much armor the enemy team has.

Sterak's Gage pairs very well with your other HP items and gives you a nice shield along with Tenacity to prevent you from being bursted in those mid-game Dragon fights and sieges.

If you need anti-heal, Chempunk Chainsword can be purchased 2nd because Wukong applies Grievous Wounds very easily. (Keep in mind that the item itself is pretty bad as of 13.10, so your teammates can buy either Morellonomicon or Chemtech Putrifier instead).

Ravenous Hydra is a good "win more"/snowball item that you can build for pure damage and sustain. I personally don't like stunting my Sunderer spike for Tiamat, but I've seen other Wukong players do so.

Death's Dance if the enemy team has lots of AD damage. It also allows you to stall for your passive stacks, Triumph, and Sunderer procs.

Maw of Malmortius instead of Sterak's if the enemy has lots of AP burst damage. Similarly to Death's Dance, the Maw passive allows you to stall for healing from other sources.

During team fights:

Play towards your team's strengths:

Peel your fed ADC and/or Mid (e.g. Caitlyn, Varus, Xerath, etc.).

Kill the enemy backline with your fed Assassin (e.g. Qiyana, Talon, Yasuo, etc.).

Engage with your Tanks (e.g. Galio, Ornn, Maokai, etc.) and stay in the front line if your back line is safe.
Playing From Behind
Imagine your early skirmishes and/or mid-game fights turn out really bad. Knowing League players, your team will want to FF.

However, if they actually want to play it out, go for cross-map trades:

Take Rift Herald if the enemy is taking Dragon , play for Bot lane if your Top lane is losing, go Mid if they 5 man dive Bot, etc.

Your pick potential is crazy with Cyclone and a little bit of CC from a teammate. Try to get champion bounties.

You also take turrets very fast with Crushing Blow + Divine Sunderer, so try to claim objective bounties and/or turret plates. You can also Nimbus Strike the minions next to the turret for attack speed.
Late Game

What do I build?

Wukong can utilize Serpent's Fang very nicely, so buy it if the enemy team has multiple shields (e.g. Karma, Ivern, Lulu, etc.).

Guardian Angel would typically be your last item and then sold once the passive has been used.

Quick Tip: After using the Guardian Angel passive, you can sell it and purchase a situational tank item:
Randuin's Omen if the enemy team has lots of critical damage, Frozen Heart if the enemy has lots of AD, Spirit Visage if you have an enchanter, or Force of Nature if you prefer flat MR and a bit of movement speed.

Serylda's Grudge should only be purchased if you're really greedy for damage and sticking potential.

Remember, squishies get very scared when you Nimbus Strike onto them. You can use this to bait out Flash, Exhaust, or other long cooldown defensive abilities like Rocket Jump.

Keep playing to your team's strengths as mentioned in Mid Game:

If you have a strong side laner (e.g. Yasuo, Kassadin, Jax, etc.), shadow them.

If you have a strong botside (e.g. Jinx + Lulu, Varus + Ashe, etc.), play with them.

If your team has better teamfight, look to engage.

Otherwise, refer to Playing From Behind.
Not Obvious W Wall Hops
Green = They take some getting used to

Orange = If the enemy turret is up, you need at least Slightly Magical Boots in order to cross without taking 2 turret shots.

Red = Super hard wall jump, DO NOT ATTEMPT (but it's possible)

Social Media Plugs
Again, if you enjoyed the guide or found it useful, please give it an upvote!

Follow my twitch: where I stream live. (I've been busy with school and other hobbies lately, so don't expect to see me live any time soon).

Join my Discord Server to chat in or ask me questions.

Subscribe to my Youtube channel where I post #shorts and slightly edited full gameplays.

Follow my TikTok for content as well (same vids as the Youtube #shorts).

Follow my Instagram for Instagram reels (same vids as the Youtube #shorts).

Thanks to all my subscribers, followers, friends, and family.

Thanks for reading!
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Teamfight Tactics Guide