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Wukong Build Guide by Shark of Void

Top Adapt to all situations with Wuju style!

Top Adapt to all situations with Wuju style!

Updated on February 21, 2024
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League of Legends Build Guide Author Shark of Void Build Guide By Shark of Void 54 2 45,808 Views 10 Comments
54 2 45,808 Views 10 Comments League of Legends Build Guide Author Shark of Void Wukong Build Guide By Shark of Void Updated on February 21, 2024
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Runes: UNIVERSAL

1 2 3 4 5 6 7 8
Precision
Conqueror
Triumph
Legend: Alacrity
Last Stand

Inspiration
Magical Footwear
Future's Market
Bonus:

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

Spells:

1 2 3
aggressive
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

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

Champion Build Guide

Adapt to all situations with Wuju style!

By Shark of Void
Hey everyone! I’m Shark of Void#Wuju, OTP toplane Wukong! My highest elo is Grandmaster but now I'm sitting in Diamond and training limits and I would love to share my experience as a Wukong main. I wrote this guide because I want to make the BEST GUIDE EVER. I also want to add that my guide is suitable for toplane beginners, because here I explain everything-all the mechanics of the toplane. But there will also be something for good players to see here, because I tried to collect ALL information about League of Legends that is useful for the toplaners! Please upvote my guide and give me your feedback, I’d really appreciate it! Wish you a happy reading! Also, If you don't know any term from the guide, you can find it here.

If you want to back to ToC, click on Wukong's Staff at the end of the section


" Wukong is a vastayan trickster who uses his strength, agility, and intelligence to confuse his opponents and gain the upper hand. After finding a lifelong friend in the warrior known as Master Yi, Wukong became the last student of the ancient martial art known as Wuju. Armed with an enchanted staff, Wukong seeks to prevent Ionia from falling to ruin."

Well, now about Wukong in the game: this is a mobile AD bruiser with a lot of burst and constant damage against one or more targets, strong against any enemy, whether he is squishy or tanky, he is also strong on splitpush and in teamfights. He is big in the early game, shows himself well in the mid game, and also does not lag far behind in the late game. in general, the most universal toplaner in the game!

You'll even wonder why such an imbalanced hero can exist, and I will tell you - to unlock Wukong's potential you need to spend a huge amount of time, in my opinion, he is the most difficult "hard to master" champions.

But, if you don't want to spend all your time on Wukong, and want to add him to your pool, I'll show you the example of pool with Wukong:

1. All these heroes are easy to learn.
2. Gwen deals magic damage, and Wukong deals physical damage, so you can adapt to the type of damage your team needs.
3. Malphite is a tank , so you can tank for your team.
4. All these champs are good in teamfights and have the same playstyle.
5. Wukong is strong against Gwen, Malphite is good against Wukong, and Gwen is cool against Malphite.

P.S. Instead of Malphite, you can take another tank to the pool.

Pros

Easy to learn, but hard to master +
Great to play against AD champions +
Has excellent powerspikes (lvl 6, Sheen, etc) +
Good at all stages of the game +
Strong against squishies and tanks +
Good as splitpusher +
God of teamfights +
Powerful in short and long trades +
Perfectly engage and disengage +


Cons

- Very bad against AP champions
- Has bad wave clear
- If fall behind, it is very difficult to come back
- Wukong depends on his powerspikes
- Weak against disengage
- Full AD hero


Conqueror gives us a lot of AD and heal. This rune is very good for Wukong, at least because Wukong is strong in long battles, and as a maximum, which is best, each hit Cyclone stacks Conqueror, so we do it almost instantly!
We don't use vampirism and we have no problems with mana, so we just have to take Triumph. It will help us to survive more often against Ignite and after dives.
Legend: Alacrity allows you to attack faster, thereby you deal more damage and stack Stone Skin faster.
Since Wukong is an all in champion, you will often be on a small amount of health, so this rune is perfect for you! I don't take the Coup de Grace, as it gives us less damage.


Grasp of the Undying is a very useful rune against tank s, as well as in cases when you want to play through short trades. Also gives you some kind of AP damage. And you also get health, thanks to which you will have scales to late.
This is the only useful rune here. Thanks to her, you will be able to get plates, as well as destroy towers faster after the early game.
Take Bone Plating against melee champions without poke, and Second Wind against ranged champions or melee champions with poke (for example, against Gangplank).
Overgrowth will allow you to show yourself even better in the late game, as well as strengthen your Stone Skin and Sterak's Gage.



Well, if you take Conqueror, then the rules are the same as if you take Grasp of the Undying.
For Overgrowth the same thing, gives health and improves your late game.
Attack Speed is more advantageous since you stack Stone Skin faster, it's better for long trades. Take Flat Health against bruisers, Tenacity and Slow Resist against a lot of CC (and Sett to evade his W after E).


Scorch helps against bruisers in the early game when we want to poke the enemy as much as possible. Gathering Storm against tanks to scale as much as possible.
Just increasing our ability haste, which is always useful and is the best second for us here. Transcendence will also be very useful in teamfights to reduce the recharge of our skills after killing.
Take two Adaptive for short trades. Take Flat Health against bruisers or Health Scaling against tanks.


Take it only against Gwen with Conqueror since she has % magic damage and Overgrowth will only harm you. Nullifying Orb will help you block some of her damage, and Transcendence will simply increase the number of uses of your skills, thereby increasing the damage.
These are runes aimed at quickly reaching powerspikes.
Magical Footwear saves you 300 gold and also gives you an additional increase in movement speed, which is well suited for escape/chase. Future's Market.
Future's Market just lets you get Sheen, Trinity Force or other items before.
In fact, you can always take them, it all depends on your personal preferences.

FLASH: is important spell in the game, but Wukong can cope without it, so take it when you have to kill an mobile enemy or if you think you won't be able to catch up with the enemy (like Darius with Ghost).

IGNITE: almost always we take it. Gives us a lot of damage for all in, also reduces the heal of the enemy.

TELEPORT: take it in cases when you can't kill the enemy and want to farm or if you don't want to lose minions , because in certain matchups it is very important. It's also useful for backdoor or sidelaning. More information.



Trinity Force will be perfect for you as the first item, as it is the best Sheen item for Wukong! Thanks to it, you will be able to poke the enemy hard on the lane, which will be very useful before all ins. Also, during your combinations, you often use Sheen effect, so your damage will increase many times.




Spear of Shojin is just a VERY useful item that you have to buy in EVERY game! Firstly, it gives you all the necessary characteristics, secondly, it reduces the cooldown of your non-ultimate abilities, which will have a good effect on your damage and mobility, thirdly, most importantly, it increases the damage of your skills, that is, even Cyclone! You just realize that Cyclone is one of the most damageable (if not the most) AD ultimates in the game!






Take Plated Steelcaps against a team with a lot of AD or Auto Attacks. Also, the boots allows you to move around the map faster, thereby you lose fewer minions on the lane and have time for objects.

Take Mercury's Treads against a team with a lot of AP or CC . Buy boots (any, just writing it here) between the first and second items.

Sundered Sky is good for buying as fourth or fifth item when you are already starting to actively participate in teamfights. Thanks to its passive, you will live in battle for a long time, most importantly, change targets and activate it. It also increases your damage pretty well, so squishies will die quickly from your combo.

If you have mixed damage or a lot of CC against you, feel free to take a Sterak's Gage! The shield will allow you to survive from any type of damage for longer. You also collect a lot of items on HP, so the shield will be just huge!

A great item against full AD teams, fed AD Assassin , for teamfights and dives. And all this thanks to the wonderful passive of this item! Well, it also gives good stats for our hero.

Buy Black Cleaver only against enemies who have a lot of armor, and together with Trinity Force it will give you a lot of move speed, so it will be difficult to escape from you. Of course, it gives you all the characteristics you need, how else :)

Also an anti-tank item like Black Cleaver, but aimed at the enemy's health. Buy it against a large number of HP, you will not regret it! The attack speed will allow you to stack Stone Skin faster. Slowing down will allow you to catch up with the enemy.

Buy Ravenous Hydra when you need damage (usually when you fall behind) to clear waves quickly and also to be able to kill enemy carry.

This is a very rare item for you, since you are not an Assassin , but you can buy it against a large number of shields when there is no AD Assassin in your team who could buy this item.

This is a common situational item that you buy against champions with great health recovery, whether it's vampirism or healing.

A great item against mage s. (if there is only 1 mage , then I advise you to buy Anathema's Chains). The shield will allow you to take more damage, and additional vampirism will allow you to recover during the time the shield protects you.

Take this item against full AD teams or for the last, decisive teamfight, where resurrection can help you win.

Spirit Visage is a very good item if you need protection from mage s. So that you understand how strong this item is, I will explain: Because of its passive effect, your shield with Sterak's Gage will give you not 1500 shields, but 1875, it also increases the strength of your Stone Skin, Sundered Sky, some runes, and if you also have utility support , then this item is just a must have.

If the enemies have ONLY 1 champion fed, then this item will perfectly help you defeat him! It reduces a large amount of enemy damage, which makes it difficult for him to kill you.

When you have 6 items and nowhere to spend gold, I advise you to replace Plated Steelcaps with Dead Man's Plate, since you will not lose much by move speed, but at the same time you will become more tanky.





I prefer Nimbus Strike over Warrior Trickster because it increases our damage more, we can better clear the waves, and also makes us more mobile.









Use such a pre lvl 4 up if you want to inflict as much damage as possible on the lvl 2 trade. At the same time, it will be difficult for you to retreat without receiving damage in response, so use this level-up against heroes who have a weak lvl 2 (well, or if you got lvl 2 faster), for example: Kayle, Nasus, Gangplank, etc.
Use such a pre lvl 4 up if you want to trade safely on the lvl 2 trade. Of course, you will do less damage than if you upped Crushing Blow, but you will avoid retaliatory damage. This is useful against strong lvl 2 heroes, or in cases when you need to evade the skill with Warrior Trickster, for example, against Sett, Sion, Yorick, etc.








And now I'll show you the skills of Wukong and some interesting interactions!



Wukong gains 5 − 9 bonus armor and regenerates 0.35% max health per 5 seconds (depending on level). These bonuses are increased by 50% for 5 seconds every time he or his clone hit an enemy champion or jungle monster with an attack or ability, stacking up to 10 times.


Wukong and his Clone's next attack gains 135 / 145 / 155 / 165 / 175 range, deals an additional 20 / 45 / 70 / 95 / 120 (+0.55 per bonus attack damage) physical damage, and removes 10 / 15 / 20 / 25 / 30% of the target's armor for 3 seconds.

This ability's cooldown is reduced by 0.5 seconds every time Wukong or his Clone hit an enemy with an attack or ability. This ability triggers spell effects upon dealing damage.

Tips
  • Poke enemy with this skill, it is especially effective at high levels of leveling this ability when the attack range is even greater.
  • Damage with Crushing Blow is blocked with Parries ( Counter Strike, Blinding Dart, etc).
  • Nothing can stop you from using Crushing Blow, even if you are stunned or even if you're in Tempered Fate, you will still cast this skill!



Wukong dashes and becomes invisible for 1 second, leaving behind a stationary clone for 3.25 seconds. The clone attacks nearby enemies Wukong has recently damaged and will mimic his ultimate, each dealing 35 / 40 / 45 / 50 / 55% reduced damage.

Tips
  • The most important thing is that you can pretend to be a clone using the "Stop" key (by default, the S key).
  • You can pretend to be a clone many times with S, sooner or later the enemy will stop reacting to this, and after that you will be able to really use Warrior Trickster and go all in.
  • Use Warrior Trickster to dodge directed skills, for example, against Fear Beyond Death. The clone will block you from everything!
    example:


  • Use S to bait the enemy to use some skill on predict.
    example:


  • Well, now one of the most difficult mechanics of Wukong and why I advise you to be OTP: you can predict the moment when the enemy will use a targeted skill to hit you, then you use Warrior Trickster and the enemy uses the skill on the clone. It works great against Demacian Justice, Shield Vault, etc, but it's very difficult, you need to understand the psychology of the enemy, and that's why being an OTP is cool, because you begin to understand the moments when the enemy will use a targeted skill.
    example:


  • Use S, and only then Warrior Trickster, so you can buy time and wait for cooldowns or just escape.
    example:



Wukong dashes to an enemy, sending out clones that mimic the dash to up to 2 additional enemies nearby. Each enemy struck takes 80 / 110 / 140 / 170 / 200 (+100% of ability power) magic damage. He and his clone gain 35 / 40 / 45 / 50 / 55% attack speed for 5 seconds.

Tips


Wukong gains 20% movement speed and spins his staff, knocking up nearby enemies for 0.6 seconds and take 8 / 12 / 16% of target's max health (+2.75 per attack damage) as physical damage over 2 seconds (max: 16 / 24 / 32 of target's max health (+5.5 per attack damage)).

This ability can be cast a second time within 8 seconds before going on cooldown.

Tips
  • You can instantly interrupt Cyclone with any skill.
  • Use Cyclone to stop dashes, so you won't let the enemy escape or initiate (for example, you won't let Zac initiate with Elastic Slingshot). Also, throwing is a control, so that enemies will not be able to use skills, this is especially useful against Ornn and his recast Call of the Forge God.


  • Since you increases your move speed during Cyclone (well, you also throw up enemies), then you can use this to escape.


Let's look at the Wukong's combos!



AA + Q + AA


My thoughts


And now you have to find out the most important thing for all Wukong combinations: his Crushing Blow can be canceled by any skill at the very beginning of the auto attack and the damage will still be inflicted!


Q + FLASH


My thoughts


AA + Q + E


My thoughts


AA + Q + W


My thoughts


AA + Q + R

0.25x speed


My thoughts



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

0.5x speed


My thoughts


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

0.5x speed


My thoughts


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

0.5x speed


My thoughts


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

0.5x speed


My thoughts





Invading is when you as a whole team go to the enemy jungle at the first level to get some advantage (killing, vision, stealing camps).


When to Invade?

• It is necessary to have a hero with control
( Amumu, Pantheon, Thresh, Pyke,
Blitzcrank, Morgana, etc.)
• If you want to know exactly where the enemy will start clearing jungler , so you need a vision
• You have strong heroes at the first level
• Your jungler want to steal the enemy buff

When not to Invade?

• Someone from your team didn't go with you
• The enemy is stronger than you at the first level
• The enemy is preparing a counter invade (this should be assumed)
• Your team does not have control at the first level
• You have weak heroes at the first level


•Blue side



•Red side


Blue and red lines indicate the color of the side you are playing for.

Sand circles and arrows indicate the places from which your hooker can use the hook ( Bone Skewer, Death Sentence, Rocket Grab.) through the wall to catch the enemy.




Counter invading is a way to counter invading of an enemy team. Now I will tell you when it is worth/not worth doing counter invade, and then I will explain how to do it in general.


When to counter invade?

• It is desirable that you have a hero with mass control ( Sion, Nunu & Willump, Rell, Alistar, Cho'Gath, etc.)
• You have strong heroes at the first level
• The enemy will not be waiting for you (for low elo)
• You want to take a risk and gain an advantage

When not to counter invade?

• Someone from your team didn't go with you
• If the enemy decided to invade the other side, don't go there, just give it away. Your jungler will figure out for himself whether to go to the enemy buff or not
• The enemy is stronger than you at the first level
• You have weak heroes at the first level
• Your team does not understand how to counter invade (more precisely, it does not know how to warding, more about it later)

Well, now I'll tell you how to PROPERLY counter invade!

1. As soon as you are released from the base, go and put totems at the points I indicated below (choose which buff you will defend, and put 2 Stealth Wards as I showed in form of yellow circles):


2. Stand with the whole team in any place that I specified in the form of blue or red (Depending on which team you are on) circles. A small note: place the Stealth Wards on the side you are on, do not go to the enemy, you will not have time to hide.
3. Wait for the enemies, and if they came, kill them! If you did everything right, then you will go into the plus.




Lvl 1 trapping in tri-brush is a very effective strategy for getting an early advantage. It consists in the fact that you, playing on the blue side (because if you are on the red side, then the enemy will come to the lane through the tower), go to tri-brush and wait for the enemy.
Usually, if the enemy helps the jungler with killing the Red Brambleback , he will go through tri-brush or a little higher to save time and not go through the tower, and that's where you will catch him and either kill him or take away a lot of HP.

Well, now remember a few rules when not to do lvl 1 trapping:
1. If the enemy has Grasp of the Undying. Usually you will not be able to kill such an enemy, and at the same time give him stacks of this rune.
2. If the enemy is stronger than you at level 1. Well, everything is logical here.
3. If the enemy began to retreat to his jungler , then go to the lane and do not chase.



In losing matchups, when you can't approach the minions and just gain experience, you can speed up the push to your tower (to get gold for minions under the tower) using the "Even minion rule".

Even minion rule works like this: to whose tower the same waves of minions are closer, then from it there will be a push wave to the opposite tower. This happens because the incoming wave of minions will start beating the enemy wave earlier, so the push will be in the opposite direction. This rule is used absolutely everywhere during the game.

Well, now about early push to you. If you know that your enemy is helping jungler , then, using the above rule, we can get closer to the enemy tower and delay the first wave of minions , which will cause a push to your tower.

But be careful, because of this, the enemy will get levels faster and will be able to somehow implement it if you get too close.

Well, now see what happens if you use this strategy and don't beat the minions .




As you can see, by the third wave, the opponent has 6 more minions , and this is despite the fact that there is no enemy in the example who would kill your minions !



If you still know that you are stronger than the enemy at level 1, then you can use Nimbus Strike and either kill him or gain an advantage due to more health taken away.
I should also point out that if the enemy has a Teleport, then you will definitely lose experience, since you will need to recall after all in. Therefore, you have to understand what is more important to you - experience, or gold.



Shortly:
• Don't let your opponent CS freely. Q them whenever possible and not risky.
• Look for mistakes (overextending with no summoner spells, use of key abilities) and punish them.
• Pay attention to your opponent ressources and think about this before fighting them (wave state, jungler 's position, damage, ressources, sustain).



• What is the "Trading Stance" about?

Trading Stance is a way to get the better of an opponent on your lane, harassing him whenever he tries the last hits. In fact, we are talking about creating pressure, ensuring security, while at the same time denying this to our enemy. This is a fairly simple, but extremely difficult concept to master.

• How do you use the Trading Stance to your advantage in a melee matchup?

As Wukong, you often have a range advantage over your opponent, thanks to Crushing Blow. Always keep an eye on your minion's health indicator. Once they are on the verge of death, just know that the enemy will try to last hit it, which of course you can't let them do freely. Your main tool of intimidation will always be a Crushing Blow. Ideally, you would like to secure cs and at the same time prohibit last hits. You should retreat immediately after the successful completion of the trade, so that they do not pursue you in return. But if you know that you can use something more than just Crushing Blow, then you can go all in and kill an enemy.

• What if I’m against a ranged champion?

Now this is more complicated. You won’t always be able to utilize this concept, just like in this case, where your opponent is the one to have a range advantage. However, depending on the matchup, what you can do is create a freeze (about it later). The enemy will be forced into a bad position and will often try to break the freeze. Then you can zone them out of the minions and try an all-in if they go for cs and wasted their main escape/CC ability {for example: Vault, Lightning Rush, Thundering Blow).



Retaliation trading is technically the opposite of a trading stance, since you are not the one who initiates the skirmish, but the one who fights back. Remember one of the most important rules of trading: if you are hit, hit back. But there are exceptions to every rule, so before you fight back, you should analyze the situation and understand whether it is worth retreating or not. Therefore, I will tell you what needs to be analyzed:

• Who deals more damage?

This is all about knowing the matchup, your damage potential but also your opponent’s. At level 6, Wukong should be able to take down most champions. But before 6, if you only lose more health in a retaliatory strike, then you should just retreat. For example, if Olaf hit you with Undertow, then you should not mindlessly attack him, because he is stronger than you and you can just die for trying to retaliation trading.

• What cooldowns do they have? Do I have any? How much mana/energy do they have?

It’s important to know what abiliies your enemy can use against you, to know if it's worth trading or not. Look at the example on the left: I can't dive, Shen will be able to kill me if I go to trade right now. But, I baited him to use Shadow Dash and Spirit's Refuge, so I react and kill him. That's how abilities play an important role on the lane! By the way, it is for this reason that you should know how much mana/energy the enemy's skills are cost.

• Who has more sustain?

Let's imagine that you are against a Garen (yes, yes, it's him again). Even if you decide to retaliation trading and end up winning the trade, he’s just restore everything back up with Perseverance. Same thing will occur when your opponent has a potions. Therefore, you can make such trades, but not for long, as you will be exhausted quickly and you will have to retreat. I advise you to trade, and then, until the enemy has recovered, do all in.

• Where is their jungler? Is the 1v2 winnable?

This all comes down to map awareness and vision control. Knowing where the enemy jungler is at all times is impossible, but you always need to at least have an idea of where they could be. You have to know about Wukong's strengths. Sometimes, the enemy toplaner might try to bait you into what seems to be a free fight while their jungler is waiting in the brush . What they don’t realize is how good your 1v2 potential is, and how easy it is for you to kill them all!

• Who has a minion advantage?

Think about minions aggro. One trade might look good on paper but once you start it, you realize that you’ve taken more damage from the wave than from the enemy. Never fight when the enemy has a big minions wave. You can do this if you are 100% sure that you will kill the enemy and survive.

• Powerspikes

As Wukong you have to abuse all or at least some of your powerspikes on the lane, namely: lvl 1, lvl 3, lvl 6, Sheen, first item. In the example, I could have easily died, but I calculated getting level 6 and killed Trundle, thanks to Cyclone.
Also, you need to know the enemy's powerspikes so as not to screw up. Powerspikes can be from:
1. Levels.
2. Items.
3. Some stacks ( Siphoning Strike).
4. Runes (for example, Phase Rush).



Shortly:
• Ganking Junglers: strong in early game, gank early. Be mindful of their early skirmishes and ganks.
• Powerfarming Junglers: hyperscalers, can only gank effectively past certain powerspikes (levels, items).
• Control Junglers: fast clear + mobility, counter-jungle and ward. Keep your jungle warded and help your jungler when they get invaded.
• See whether the enemy bot or top leashed to determine the enemy jungler 's starting point (Blue or Red).
• The first gank after 3 camps occurs approximately at the 2:30-2-50 time stamp.
• 1 camp = 4 cs. Scuttler spawn (potential fight) = 3:30 mins. Possible gank (before camp respawn) 4:30-5:00 mins. 1st buff respawn approximately 7:00 mins.



• Ganking junglers

It is important to know which jungler you are facing in order to adjust your playing style accordingly. Champions like Jarvan IV, Nunu & Willump, Elise, etc have a very strong force in the early game and, most likely, will strive to gank more than farm.
The game plan of these jungler s, as a rule, is to first get a burst of power of the 3rd level, and then gank. However, you should always beware of level 2 cheese containers with red buff, especially against champions like Shaco or Jarvan IV. In this case, even if you're laning against someone you can abuse early on, do not play aggressive.

• Powerfarming junglers

These champions like Evelynn, Fiddlesticks, Shyvana, etc will look to farm and get their level/item powerspikes as soon as possible to start making an impact on the game. You can look to ward their jungle , and invade them to kill them and delay their powerspikes. However, make sure you're not just going into a straight 1v3 against the enemy jungle and bot. Always watch your minimap and use tab.

• Control junglers

These champions like Kindred, Rek'Sai, Graves, etc will try to make your jungler 's life a terrible. Their main goal is counter jungling and map control, with invading the side your jungler is not on, and stealing their camps. Against these jungler s, what you want to do as a toplaner is help your jungler as much as possible, by keeping your jungle warded and punishing whenever the enemy invades at a bad time.


• Red/Blue start

In most cases, you should be able to determine where the enemy jungler started. Having this information will help you better anticipate when they might gank you and from where. For example, if their toplaner entered the lane late and/or didn't have enough hp/mana, then you can assume that the jungler started from top. This often entails that if you get ganked next, it's most likely going to come from botside. Keep in mind that sometimes junglers like Kayn can get Raptors or Murk Wolves , which means that they will not need a leash, and therefore it will be more difficult to predict their jungle path.

• Jungle clear

You can determine what clear a jungler did by looking at their CS. Every camp gives 4 CS, this means that if they show up on the map and have 24 cs, then they did 6 camps, so a full clear. Knowing what clear they did will enable you to more accurately predict what their next move is, and be prepared to it. The first gank after 3 camps occurs approximately at the 2:30-2-50 time stamp. Usually, junglers would recall at 4:00 to match their camps respawn, which is 2 minutes for normal camps. This sometimes means that their next gank might come between the 4:30 to 5:00 minute window. The 1st Buff respawn should be at the 7:00 minute mark. If the enemy jungler is behind while you're fairly ahead, you can look to cheese him at his camp. Set up vision with Control Ward and Oracle Lens first, then you can surprise him at his own buff and kill him. Make sure your laners have priority, or that his allies cannot rotate quickly enough to help.

Scuttler

At the 3:30 minute mark, the Scuttler will spawn. If your jungler is doing the top Scuttler , then you know for a fact that the enemy jungler is on bot Scuttler . As this objective is coming up, you should be pinging your jungler if you cannot help them contest it. If a fight does occur and you end up winning the 2v2, then again, you can be 100% sure that the enemy jungler is heading to bot crab next.

• Debris

The debris of the plants remains after application for 30 seconds, so with the help of them you can understand that someone used the plant during the past seconds.


Blast Cone
Honeyfruit
Scryer's Bloom



At the heart of the game on top is the control of waves of minions , you must know that. So now I'm going to tell you all about it!

Shortly:
• Freeze to: prevent the enemy from farming, against champions who love short trades, against champions who love long trades, recall when you can't fast push, set up gank.
• Don't freeze against roam champions or if your enemy is stronger than you.
• Fast push when you have to leave the lane.
• Don't fast push when you are not planning to leave the lane.
• Slow push to dive, safe 1v2, when you need to leave the lane, but not immediately, but a little later.
• Don't slow push if the enemy can freeze and against champions with good wave clear.



• What is Freezing?

This is used to deny the enemy laner gold and experience. is that you know the wave will push to you, so you will not attack minions other than last hitting them.
If the place in lane and amount of extra enemy minions is correct, you can keep a freeze forever. If the enemy wave is bigger, and it's close to your tower, you will need 4 extra enemy minions to keep a freeze.
If the enemy wave is bigger but it's at the middle of lane, it can be enough with only 2 extra enemy minions because the new waves comes at the same time.

• When to Freeze?

There are many ways to use freezing, and I will list them!
1. To prevent the enemy from farming minions .
This is the main reason why you are setting up freeze, since the minions will be in the same position, the wave of minions will not go to the enemy tower and the enemy will not be able to kill them. Therefore, he will not be able to finish off the minions in any way, except with skills.
If the enemy tries to come up and finish off the minions /break the freeze, you can impose a trade on him and even kill him!

2. Freezing against champions who love short trades ( Riven, for example).
Freezing is very useful for champions who like long trades (and Wukong is one of them), against champions who like short trades. Namely, due to the fact that there is more space for battle, the enemy will not escape under the tower quickly, so you can conduct long trades and all-ins.

3. Freezing against champions who love long trades ( Irelia, for example).
As I said in Pros/Cons, Wukong is not only good at long trades, but also in short ones due to Crushing Blow and Warrior Trickster, so the previous advice can work completely and vice versa. The enemy will not be able to conduct long trades while you poke him with short trades.

4. Freeze to recall .
I'll talk about this a little later, in the chapter about recalling, but in short, if you don't have time to push the minions under the enemy tower, then it's better to just freeze.

5. Freeze to set up gank.
Since the wave will be close to your tower, the enemy will have to get closer to it in order to at least gain experience. Thanks to this, your jungler will easily be able to gank you, which will finally destroy your enemy morally! You also protect yourself from the ganks.

• When NOT to Freeze?

1. If your enemy is stronger than you.
Seriously, to create a freeze, you need to lose some health to hold the minions , so the enemy will have a health advantage over you. Also, an enemy that is stronger than you will simply destroy freeze.

2. Don't freeze against roam champions ( Kled, Quinn, etc).
This enemies easily realize that you do not push and do not hit his tower. He will go roaming and will not lose anything for it, so you have to push against such enemies so that they cannot roam or lose a huge number of Quinn and a tower.

• What should I do if enemy is freezing?

Well, first of all, if you are equal / stronger than the enemy, then just break the freeze by killing the minions and pushing them under the tower. You can also go roaming/counter jungling.
If the enemy is stronger than you, then all you have to do is call the jungler for help to break the freeze together with him, or else you just have to gain experience.



• What is Fast push?

Fast Pushing is about clearing the wave as quickly as you can, and crashing it under the enemy's turret. It's a simple concept that creates pressure, while giving you time to leave the lane for whatever reason.

• When to Fast push?

The main occasion to fast push is while the enemy is gone. Since with the help of Fast push you bring minions to the enemy tower, it will start killing them. It gives you the opportunity to leave the lane, to maybe roam, put deep ward, recall or even fight for an objective. Also because of the Even minion rule, a slow push to your tower will begin, which is why after returning to the lane you will not lose many minions . You want to punish your opponent by making them lose as much gold and xp as possible when they are missing. Moreover, by fast pushing you will be applying immediate pressure and cause someone to come pick up the wave.

Another reason to fast push the wave is to set up a dive. If you need to kill an enemy quickly, for example, he has low hp and wants to recall , or your jungler wants to help you and you don't want to waste his time.

When you're opponent is freezing the wave, you'd want to reset it. To reach that, you can look to fast push and crash the wave. If the turret kills all the minions before the next wave arrives, then both upcoming minions waves will meet in the middle, causing a reset.

• When NOT Fast push?

Before deciding to fast push to recall , you need to understand that Wukong does not push waves well. Let's say you have killed the enemy early on, but you're not able to crash the wave under turret in time. In this case, you should just freeze the wave by leaving 3 caster minions alive and held outside your turret range instead of pushing. Then you can safely recall and come back to a frozen lane in your side.

Don't push the wave if you are not planning to leave the lane. You put yourself in a dangerous position, where you can get ganked. In some cases, you might even give your opponent the chance to freeze, which could be terrible if they are a lane bully that will harass you whenever you go for a last hit.



• What is Slow push?

Slowpushing means only attacking minions to lasthit them, this will make you have a really big minions wave. This gives you even more time for some off-lane actions than Fast push.

• When to Slow push?

Slow push is the most versatile strategy in Wave management, you can do it always, but there're cases when you have to do it:
1. When you need to do something out of lane, but not urgently (when urgent, we use fast push).
If you need to shift to Void Grubs after about 40 seconds, then you can create a slow push so that when you leave for the battle for Void Grubs the enemy had to make a choice: break the huge wave that you created, or attend the battle.
In general, this is used all the time when you need to prepare to kill epic monster.

2. To dive the enemy.
For example, your Cyclone is still on recharge, but you want to dive the enemy. To do this, you need to reduce the pressure on the wave, so the wave will not break on the tower immediately and you will have time to wait for your Cyclone to recharge. Thanks to this, you will not only kill the enemy, but at the same time he will lose all these minions that you have been saving up!
3. For a safe 1v2.
As I said, you can always use this strategy, which is why I usually use it, which is why I have a huge wave of minions . When an enemy jungler ganks me, I kill both him and the enemy toplaner, as minions do a lot of damage in the early game.

• When NOT to Slow push?

It is useless to slow push against heroes with a good wave clear ( Gangplank, Garen, etc), as they will simply kill all the minions . Also, if you need to somehow react sharply to actions on the map, then you need to start Fast push right away.
Well, I can also add that if the enemy is stronger than you and can drive you away from this big wave, then he will freeze, so it's not profitable to slow push.

• What if the enemy is already on the way to the lane, there is slow pushing to the enemy tower and you do not have time to push it, so there is a risk that the enemy will freeze?

Instead of waiting for the wave to freeze, and then do something (spoiler, you won't have time to do anything, since the enemy will already come and drive you away), you need to go through the tower and take the minions away so that your minions have time to go under the enemy tower. After that you can safely recall .



• What is zoning?

Zoning is keeping the opponent as far away from the minions as possible when he can't get gold or even experience.

• When to zone?

You should do this WHENEVER you have an advantage over the enemy. In this case, if he comes within the radius of your Nimbus Strike, you will either take away a lot of health from him or you will kill him!

• When NOT to zone?

The only time you shouldn't do this is when there is a chance of being ganked.



Shortly:
• Proxying is farming between towers, not allowing the enemy to get gold and experience for minions .
• Proxying when you are much stronger than the enemy and can fight 1 vs 2, or even 1 vs 3.
• Proxying is terrible idea if you can't 1 vs 2.

• What is proxying

To begin with, I will say that I will not consider lvl 1 proxying, since Wukong is not created for this. Proxying is the act of standing in between two enemy towers and preventing the enemy from your minions who die under an enemy tower. As a result, the enemy gets neither gold nor experience. You are also wave clearing the upcoming waves that come up to you. If the enemy tries to get past you, you just kill him and after that you can either recall , or continue proxying, or destroy the tower.

• When to proxy?

The most important thing is that you have an advantage over the enemy and you are able to kill him 1 on 1 with not a full supply of health, because minions cause damage, and you have very poor regeneration.

You should also understand that the enemy team can come to help their toplaner, so look at the map. Usually you can easily fight 1 in 2 or even 1 in 3 if you are capable of proxying, but still, be on your guard.

Besides, look at the bot, if the enemy destroys your tower soon, then you'd better finish off the toplane tower so that you and your team get gold for destroying the first tower.

• When NOT to proxy?

Well, everything is simple here. If you are not capable of 1 in 2 and 1 in 3, then proxying is a terrible idea.



Shortly:
• Recall after your minions are under the enemy tower or freeze is formed.
Recall before the spawning of epic monster.
• If you lack 50-100 gold, stay and get them, and only then recall .


It seems that there is nothing difficult here, just press recall and return to base, but if you do it wrong, you can lose even in the easiest matchup and lose a lot of gold and experience, therefore, I will teach you how to do recall correctly.

• Wave state

Firstly, come back just before the wave with siege minion , this is done because this minions takes a very long time to kill, so you will lose less experience and gold while the enemy is trying to kill him. But before that, look at the waves of minions :
If it's a slow push to your tower, then freeze it, so that fewer minions die while you go to the lane. However, remember that if the enemy comes to the lane earlier, he will destroy the freeze.
If this is a slow push to the enemy tower, then you have to fast push, so that your minions die under the enemy tower and a slow push is formed in your direction. Remember: the more of your minions die from the enemy tower and the fewer enemy minions die, the better.
If the number of minions is the same, then look at their position, and use the "Even minions rule". If the minions are on your side, then you need a fast push, if on the enemy side, then just recall .

• Objective timers

Take a look at the upcoming object respawn timers. If there are about 40 seconds left before them, then you should return to the base to be ready for battle with full resources and spent gold.

• Amount of gold

Everything is simple here: if you lack 50-100 gold to the item, it's better to stay and farm it.



The trick is to start returning to the base near the brush , and in the last milliseconds go into the brush . From the outside, it looks like you have returned to the base.



• All about cheater recall

Cheater recall is the first recall on the lane, with which you get Long Sword, while losing a maximum of 1 minion. Thanks to this, you will be able to gain an advantage over the enemy in characteristics, thereby realizing it somehow. To lose a maximum of 1 minion and not to make a mistake with this recall :
you have to slow push the first 2 waves, and on the third fast push under the tower so that this huge wave is destroyed by the tower. All this time, the enemy does not have to beat the minions for this strategy to work. While the enemy destroys the wave under his tower, you calmly make a recall and return to the lane without any losses.



• All about fast back

Surely many of you know the meme about "fast back", this is a meme justification for your execution under the tower. But I'll tell you the truth, it really can work up to level 6! When you are respawned, you appear with full health and acceleration, so the execution also saves your time to restore hp and mana after recall . Therefore, in terms of time up to level 6, execution is simply more profitable. If you can do it without dying from the enemy, then do it!

With fast back

No fast back




Shortly:
• See where the jungler s are. If the enemy jungler is near you, then play passively, if he is far away - aggressively. With your jungler , everything is exactly the opposite.
• Keep an eye on the fights near you, you can come in handy there.
• Check enemy items before going all in,
• Oversee on the midlaner, he can roam.
• Count the waves of minions .


Now I will show you how to use the map and how to learn how to use it. And no, it's not just a look and that's it, it needs a lot more skill! So, what is worth paying attention to?

• Your/enemy jungler

Since you are playing on Wukong, and he is a lane bully hero and will push the lane, it is important that you look at the map and track the enemy and your jungler s. For example, if you see an enemy jungler on the bot lane, then you can play more aggressively, or if yours is nearby, the same thing, you can play more aggressively. Also, your jungler may need help at the rift scuttler , this is a good opportunity to fight 2v1 and get an advantage!

• The Battle for the Void Grubs

If your team is preparing to take the Void Grubs, then you should prepare, push a wave, return or take the right position.

• Missing midlaner

Sometimes an enemy midlaner will want to kill Wukong, so you should notice its absence in time and not engage in battle with your laner until the enemy midlaner returns to the mid.

• Enemy's items

Well, everything is simple here, in order not to suddenly be embarrassed by the fact that you went to all in but could not kill, and it turned out that the enemy bought armor, check enemy items before initiation.

• Incoming wave

If the next wave is a wave with siege minion , then you have to use this information somehow, to do this, remember what I told you before.



Shortly:
• Roaming is an aid to the midlaner or slow down the scaling of the late game hero.
• Before roaming, be sure to push the wave.
• Do not roam if you have something to do on the lane or on the enemy modlaner is mobile.


• What is roaming?

Roaming is when you shift from the top to help the mid. Yes, for "midlane roaming" the definition is different, but we consider everything from the point of view of the toplaner.

• When to roam?

To begin with, I will say that this is a very rare strategy for toplaner, given everything I have talked about earlier, but it is also useful for gaining an advantage in the game.
You should roam when you can't get an advantage on the lane, as the enemy is playing as carefully as possible. Before roaming, you must definitely push a wave of minions under the tower so that you have time for it. You can also roam to push back the scaling of late game champion.

• When NOT to roam?

You should not roam when there is a mobile opponent on the mid, and if you have something to do on your lane.



Shortly:
• Diving is killing an enemy under his tower.
• Dive when you are sure of the murder.
• Don't dive when you aren't sure of the killing.

• What is diving?

Diving is when you kill your enemy under his own tower. This is a very useful strategy, because the enemy loses the entire wave of minions that you brought under this tower.

• When to dive?

You need to dive when you are absolutely sure that you will kill the enemy (yes, you can even die, although this is undesirable, if only the enemy would lose all the minions ). It is also advisable to dive with a jungler , because this increases your chances. For a lot of damage to the enemy, you can create a slow push before the dive so that he loses more minions .

• When NOT to dive?

Well, if you're not sure about the murder, then don't try. Also, tank s and heroes with a lot of cc are not worth diving at all, since the tower will kill you faster.
Use the button "Target champins only", by default it is on the ~ key. So you will definitely hit the enemy with your targeted skills and auto attacks, no wards or towers will prevent you from clicking on the enemy. I advise you to make it toggle in the settings so that you don't have to clamp it for the entire dive.
I can also recommend you to always use this function in minions wave, since hitting Crushing Blow is very important to you.



Shortly:
• Counter jungling is when you enter the enemy jungle and do something useful there.
• Counter jungle if you can't kill your opponent on the lane and you have nowhere to waste your time.
• Don't counter jungle if you're weak.
• You can also trap the enemy jungler .

• What is counter jungling for toplaner?

Counter jungling is when you enter an enemy jungle and steal monsters, thereby depriving the enemy jungler of gold and experience.

• When to counter jungling?

Before counter jungling, you have to push a wave of minions under the enemy tower so that you have time for it.
You should counter jungling when you can't kill your opponent on the lane, and you don't need recall . In order not to waste time just like that, you go to counter jungling.

• When NOT to counter jungling?

If you can't kill a jungle monster quickly, then you shouldn't waste time on it. Also, if there is a risk of dying, then you'd better not go into the enemy jungle at all.

• Counter jungling for killing

You can also go into the enemy jungle for the sake of the enemy jungler . If you have mastered "jungle tracking" well, then you will not have to wait for him for a long time, and then you will kill him!
This is a great strategy to gain an advantage, and also by your actions you protect your allies from the jungler and give them time to take dragon .




Shortly:
• Sidelane to not share gold and XP with allies and maximize income, to catch up when behind.
• Don't sidelane if ahead and your presence is required to win fights, unless your team is hard-losing anyway.
• Always farm waves on the sidelanes when no ally is already there.
• Splitpush if you team composition allows it (good waveclear).
• Don't splitpush if your team is not active on the map.


• What's sidelaning?

Sidelane is rotating either the bot or the top to catch and push the waves. The point of Sidelane is to put pressure on the towers, taking gold and experience on your own, instead of sharing resources with your teammates.

• Why should you sidelane?

The two main reasons you should be sidelaning as a fighter is to maximize your income, but also to create pressure, forcing someone to respond and at the same time risk their lives, given how great of a duelist Wukong is.


• When behind or even

As a toplaner, you are on sidelane all the time. However, if you lose, you need to do it in order not to fall behind even more. In that case, you'd want to Sidelane to catch up the best you can, and only build damage items.

• When ahead

When you are ahead, Sidelaning becomes more situational. If the enemy has far better engage potential, and your presence is required to win fights, then you should be grouped with your team to prevent them from dying 4v5. If your team is completely destroyed, and any fight they undertake, regardless of whether you are there or not, will undoubtedly lead to a win in favor of the enemy, then you should stay on the Sidelanes and farm. Being in Sidelane, you can put even more pressure on the map by Splitpushing.


• What's splitpushing?

Splitpushing is when you go beyond your side of the map and go along the lane to destroy towers and waves of minions . This strategy forces opponents to react to you somehow, otherwise you will destroy the entire lane and the nexus.

• When to splitpush?

You should splitpush if you aren't needed in the teamfight, and want to somehow influence the map. The most important thing in splitpush is to do it in parallel with the actions of the team (when they kill an epic monster or push another lane)

• When NOT to splitpush?

Firstly, if you are not able to fight 1 vs 1 with an opponent who will come to defend the tower from you.
Secondly, if your teammates are not doing anything on the map right now. Since they do not affect it in any way, then of all the actions the enemies can only react to you, which is why they will all come and kill you.

Baron Nashor bait

For this strategy, you need to be coordinated with your team. While you distract the enemies on the bot, your team quickly takes Baron Nashor . You will always be in a winning situation, because either your teammates will take Baron Nashor , or you will destroy the lane.



Shortly:
• Keep the wave of minions closer to your tower.
• Don't lose your health.
• Use your strengths and enemy weaknesses.
• Farm everything you can.
• Play with the team.

No one wants to be in such a situation, especially toplaner, but everything happens, even 10 0 Yasuo is on your team, so I'll tell you a few ways to get back into the game and also how to play from behind on Wukong. If anything, the playing from behind does not have to be with your enemy's feed, but also with a bad matchup.

• If you are behind in early game

1. Try to keep the wave of minions closer to your tower so that you cannot be ganked by an enemy jungler . And also your jungler will be able to help you (although they never do, because toplane, in their opinion, does not affect the game).
The biggest mistake is to continue push waves, because not only is there a risk of getting hit by the enemy jungler 's gank, but your enemy also has the opportunity to kill you in the trade.

2. Stay on a large amount of health, because so the enemy will not be able to dive you.
If your enemy can poke you, then you can only dodge his skills, so try, you can!

3. Use your strengths and enemy weaknesses.
I will give you my most frequent example: When I lose against K'Sante, then I easily come back after receiving Trinity Force, since this is one of the powerspikes of Wukong, and even with a strong lag with this item, it can kill an enemy, and against K'Sante it is it works best because after All Out he loses half the HP and I just one shot him.
Also, as an example of using the weaknesses of the enemy, I can give Gwen. Although she deals AP damage and this counters Wukong, but her weakness is that she is very squishy, which is why after level 6, along with Ignite, I just kill her for a full combo.
4. Look for opportunities to play with the team. It can be a gank of your jungler on your lane, or, for example, a battle for Void Grubs. This also includes roaming, which I talked about earlier.

• If you fall behind in the mid game

1. Farm everything you see, your own, enemy jungle . Maintaining a good farm will allow you to keep up even more.
2. Kill weak enemies. Even with playing from behind, Wukong has enough damage to kill a squishy hero, you can make a good profit on this.
3. Use Sidelaning.
4. Well, you can also help teammates on epic monsters in teamfights, but this is already coinflip.



Shortly:
• Use Teleport to adjust the position of the minions on the lane.
• Use Teleport to enter the battle.
• Use Teleport to splitpush.
• Use Teleport to end the game.

Teleport is the strongest and at the same time the most difficult summoner spell to use, which is why I decided to dedicate a separate place to it in the "Game". Teleport is used differently in each of the stages of the game, I don't want to scatter parts of its use throughout the guide, so I decided to collect everything in one place.


The only case when you can use Teleport even before the lane stage is when you are delayed on invade and do not have time for taking minions .


Now there is a great variety in the use of Teleport:

• To avoid losing minions after early all in

There are 2 cases: when you immediately killed an enemy and don't have time to push the wave to the enemy tower, so you recall and use Teleport to adjust the wave of minions .
The second case, you lose all in and use Teleport in order not to lose a large amount of gold and experience (and even kill the enemy).
By the way, that's why I love to play with Teleport+ Ignite, since I get everything and lose nothing.

• To freeze

If you see that you can freeze the wave in front of your tower after using Teleport, then do it, but do not forget about what I told you about the freeze.

• To kill a large wave of minions that approach your tower

If you see that you can freeze the wave in front of your tower after using Teleport. Without going far from the above rule, if you can't freeze because the wave is too big, then you should still use Teleport so as not to lose all these minions . Simply put, if a large number of minions are dying under your tower, then you need to use a Teleport.

• To break the freeze

If you see that the enemy has frozen the wave, considering that you are not weaker than him, then you should use Teleport and destroy the freeze by killing minions so as not to lose them in large numbers.

• To push the wave under the enemy tower to the end

If suddenly you see a slow push to the enemy side, which means that the enemy will be able to create a freeze, and you will also lose a large number of minions due to the fact that there will be more of them on your side, then you need to use Teleport to bring the minions under the enemy tower, where they will die and a slow push is formed in your direction.

• Don't use Teleport for an early roam on botlane!

It will never be profitable for you to use Teleport not on your lane before the destruction of the first tower, since the minions that you will lose for such an early roam will cost much more than these 2 kills (which you will get at best case).


And now using Teleport ONLY in mid game:

• Roam on the botlane

After destroying the first tower, you can use Teleport to outflank the enemy botlane and kill both.
This way you will not only get an advantage for yourself, but also be able to destroy the tower on the bot, and even take the dragon
If you are preparing such an application of Teleport, then ask your botlaners to put a deep ward so that you can outflank the enemy.


And now using Teleport in mid or late game:

• To enter the battle

If you see some kind of collision happening on the map (be it 2v2 or even 4v5), and you know that you can come in handy, then use Teleport to get into it!
It will also give you an advantage in numbers if you was splitpushing before this teamfight and the enemy shifted to protect the tower from you.
I advise you to always go to the opposite side before the spawning of epic monster and create pressure thereby you will always be in an advantageous position.

• On Zac

I also want to add that we can use Teleport on objects created by champions ( Dark Passage, Tunnel, Demacian Standard, etc), but the most important thing is that we can use Teleport on Cell Division, thereby he will be guaranteed restored. This can be a crucial moment in a teamfight, so you should be aware of this interaction!

• To splitpush

If you know that your team can handle 4v5 or you are so weak that you will not affect the outcome of the teamfight in any way, then use a Teleport to the lane to destroy it while the teamfight is taking place.


• To backdoor

I'll tell you about the backdoor itself a little later, but you can use Teleport on ward, located on an enemy base and commit backdoor. Click to move to the "Backdoor".


Shortly:
• Before the teamfight, it is advisable to create a slow push on the opposite side, deprive the enemy of the view by destroying all the wards, and also put your own.
• Choose one of the roles, depending on the situation: initiator, killer or defender of carry.
• Focus on the squishy carries of the enemy.


To conduct a good teamfight, it is worth doing a few things before it:
1. Start slow push on the lanes (preferably on all, but enough on mid). To do this, it is enough to kill 3 caster minion s. Thanks to this slow push, the enemies will either have to leave and kill the minions without being present in the teamfight, or the minions will simply destroy their tower. And also, if the enemies decided not to kill this wave of minions and also lost in a teamfight, you can come and destroy inhibitor with this wave, or even finish the game!

2. Destroy enemy ward s to deprive him of vision. This is an important rule, because in most cases the team that has an advantage in vision wins. Due to the enemy's lack of vision, you can easily trap him, thereby depriving the enemy team of an ally. Look at the example, Darius wanted to join the team in the battle for Dragon , but since they weren't ward in the brush , I killed him. Remember: Oracle Lens and Control Ward - best Wukong's friends!

3. Put your ward s. This should be handled by support , but it is desirable that your entire team has Control Ward, to provide vision. This is a continuation of the previous rule, because by depriving the enemy of vision, you will place your own, thereby gaining full control over the part of the map in which there will be a teamfight. Thanks to this, you will know all the movements of the enemy, and no one will be able to outflank you.

These were 3 rules that should be followed before the teamfight. I understand that it is not always possible to comply with them, but I have described to you an ideal situation to strive for.


When to Teamfight

• You have a better teamfighting comp
• Your team has a numbers advantage
• Your team has a resources advatange
• Your team has hit Item/level powerspikes
• You have a massive lead over your opponent
• The enemy's carry has no way of joining the fight

When NOT to Teamfight

• You're missing your main carry
• There are no objectives to fight for
• Your team is not in a good position
• Your team didn't spend the gold
• You don't have a good teamfighting comp
• You don't have vision of every single enemy


Wukong is such a good hero that he has as many as 3 fighting styles in teamfight, so he can adapt to any team composition.

Wukong as initiator

The first style of combat is when YOU initiate a battle by cnocking up as many enemies (or carry) as possible with Cyclone. While the enemies are thrown, your teammates can use their massive skills and eventually get a combo, because of which all the enemies will die.
Usually you die with this style, since you are not a tank , but if you gave CC and caused a lot of damage, then you fulfilled your function as an initiator, so your team should cope without you.

Wukong as assassin (killer of important target)

In this role, you have to wait for an important target to appear in the teamfight to kill her. Usually the teamfight is already underway, but you should wait for the best moment to kill the carry, for example, when he spent an important defensive skill (In the example, I just outflanked and killed Viktor and Kai'Sa).
You can also combine the role of the initiator and the killer by starting a teamfight by killing an important carry who was framed for you.

• Target Selection

Before initiating an engage in a fight, you should always have a target in mind. Who does the enemy most rely on to deal damage? Can you one-shot? Asking yourself these questions will help you figure out who's the highest priority target in the enemy team, and set a win condition. Keep in mind that if the enemy has a healer like Soraka or shielder like Lulu, then it's better to kill them first, otherwise these support s will make it a lot harder for you to murder their carries.

Never focus a tank s in a teamfight. Don't waste your time on them. Instead, you must be putting pressure on the enemy backline, as they are a lot squishier and easier to kill. As stated earlier, you should be flanking from behind to catch the enemy. Hide in a brush , and keep an eyes on your target. Look for opportunities to engage: Keep track of your enemy's important CC cooldowns, wait for your target to use their key ability.

Wukong as defender of carry

This is a VERY rare role, but still very rarely you can protect carry in a teamfight from enemy Assassin and other dangerous targets with Cyclone, since this is 2 throws, you just won't let the enemy kill your carry. Well, or you'll just kill the enemies faster than they have time to deal damage to him.



Shortly:
• If you are strong, you can stand in a brush near an important object and trap an enemy who will go to check.
• If you need a teamfight, start killing epic monster.
• If you are weak, then while the enemy takes the object, you can take the opposite one.
• On rare occasions when enemies are on Baron Nashor, you can quickly destroy the lane or even end the game.

Imagine, you can use Epic Monsters not only by killing them, but even without killing them. So I'm going to tell you about a few strategies that you can use.
P.S. I will consider everything from the point of view of Baron Nashor , but you can use strategies with any epic monster.

• Trap

First, you need to completely deprive the enemy of the view on Baron Nashor . So they won't know what you're doing there. After that, you need the whole team to place wards on the approaches to Baron Nashor to know where the enemies are coming from. After that, before the enemies started going to check what you are doing there with Baron Nashor , you get up in the brush and start waiting. If an enemy (usually support ) decides to scout Baron Nashor , you can easily trap him with the whole team and you kill. After that, with a numerical advantage, you can kill Baron Nashor .

• Teamfight imposition

Well, everything is simple here. If you are strong and the enemy is afraid to teamfight with you, you can start hitting Baron Nashor , and then the enemies will be forced to fight with you, otherwise you will freely take away a very important object.

• Exchange of Epic Monsters

If you are weak, then while the enemy is killing Baron Nashor , at the same time you can kill Dragon . So your enemies simply will not have time to react to the fact that you are killing him.
You can also try to quickly kill Baron Nashor while strong enemies are killing Dragon , but remember that this is very risky, but it can still turn your game around.

• Fast destroying a lane or the Nexus

While the enemies are trying to kill some object, you can push through some lane with the whole team or even finish the game. Although this is a very rare strategy, but you can still use it sometimes.



• 1 3 1

I explain it to make it clearer. 1 3 1 means that 1 player goes to the top, 3 players go to the mid and 1 player goes to the bot (there may be another arrangement, for example 3 to the top, 1 to the mid and 1 to the bot). On the bot and the top, you need to send strong champions who can 1 vs 2 (well, or at least so that one of them can 1vs2). Thanks to this arrangement, all lanes will be reinforced with Hand of Baron minions . The enemy simply does not have enough strength and heroes to defend all the lanes, so sooner or later, one of them will fall.

• 1 4

This is another strategy for using Hand of Baron . It is usually used if there is only 1 strong player in your team who goes alone to some lane. Alternatively, this arrangement is used if inhibitor has already been destroyed on one of the lanes, so there are no minions needed to destroy towers. Here, as in the previous rotation, the enemies will not have enough strength to restrain the onslaught on any of the lanes, and therefore you will break through the defense! That is why "5 on mid" is a bad idea after Baron Nashor , because enemies will easily kill improved minions on the same lane.




Backdoor is a very sneaky strategy, but after all, winners are not judged? It consists in the fact that if the enemy has an open Nexus, then you can come to their base and destroy it. Here are some rules for Backdoor:

1. Backdoor only if you are sure that the enemies are not defending the Nexus (for example, your team takes Baron Nashor and the enemy is forced to move. Of course, usually 1 enemy remains to defend the Nexus (and it will be easier for your team to win 4 vs 4), but you will kill him, or if it is tank , you will just spin around the Nexus without letting yourself get.
2. Take Oracle Lens to pass unnoticed. But you can take Stealth Ward if you have an ally with Teleport that will help you destroy the Nexus.
3. Pass only through jungle , because on the lanes you will be revealed minions .
4. You can use Teleport on ward placed on the enemy base to end the game.


And now I'll show you dragon buffs, from best to worst for Wukong.

This is the best buff for Wukong, Tenacity helps us great in teamfights, but the most important thing is an increase in healing! Thanks to this, we will get even stronger with Sundered Sky and Spirit Visage!

The increased regeneration goes well with us, as we buy a lot of HP. And if we also take into account Stone Skin, then we generally become a regeneration machine!

It goes well with Stone Skin, but we don't buy items on armor and magic resist, so it's lower than ocean dragon buff.

Simply increases our damage by increasing the number of uses of our skills and the number of our auto attacks.

And it just increases our damage.

Useless!



And now I'll show you dragon souls, from best to worst for Wukong.

Like buff, it's the best soul for Wukong. Not only will we receive less damage from the enemy, we will also deal more damage! Also perfectly combined with Last Stand.

It increases our teamfight survivability well, and also we will never be on a small amount of resources.

Allows us to quickly reach our goal with R, and we will also be able to catch up with her if she runs away.

Well, it's just a shield...

Just slows down our target and deals a little bit of damage.

Useless!

In this section I will tell you about the light/advanced mechanics of the League. I am sure that most of you already know almost all of them, but I will tell you about everything so that the minority also gets better.



League of Legends has buffering mechanics. This means that if you use a skill or auto-attack during the action of some skill (which will not be interrupted when using other skills or auto-attacks), then it is buffered and applied IMMEDIATELY after using the previous skill. So the enemy will not have time to react to this in any way by using his Flash.
Usually you need to use this to finish off an enemy with Crushing Blow + Flash, but you can also use this for Ignite + Flash or Nimbus Strike + Flash.
Buffering also makes it easier for you to play by the fact that you need to perform fewer actions. So you just press AA + Flash, and without it you have to press Flash, then click a place next to the enemy, and then AA.

With buffering

No buffering



Wukong can pass through midlane towers without taking damage, unfortunately, only using Warrior Trickster. Now I'll show you how to do it:
1. Click on the place between the three stones.
2. Click on the edge of the leaf and use Warrior Trickster at the same point.
3. Congratulations, you passed without damage!
P.S. in the opposite direction, do the same, only in reverse order.




I'll tell you about plates. I must say right away: they should not be taken up to 8 minutes. Since to pick them up, your enemy should not be on the lane, and this usually happens after his death. To kill him, you spend resources, after that you spend more resources to push the lane. In the early game, you do very little damage to plates, so you will beat them for a long time. During all this time, while you are pushing, hitting the tower, an enemy jungler will already have time to come to you and kill you. So just do the right recall .


Even the auto-attacks have a cooldown (to reduce the "cooldown auto-attack" we increase our attack speed). While it's recharging, you can move and use skills. Therefore, you MUST move and use your skills after the auto-attack to use this time usefully. This is especially useful in the early game, as our attack speed is very low there.
And now imagine 2 situations when you are fighting with, for example, Renekton: in the first case, you do not move during the auto-attack recharge to your tower, and in the second case you move. As a result, in the first case, first of all, you will lose more health, since he will not be afraid of the tower (you may even die!), and in the second case, you will evenly trade him and even go to the plus.


All auto attacks have 2 phases: before dealing damage and after dealing damage. Each champion has different times of these phases, for example, Karthus has a very long swing (phase before dealing damage), and Wukong has a very long phase after dealing damage (well, or the phase after firing the shot, if you play for the ranged champion). But we're talking about Wukong. Therefore, I will move on to the most important thing: the phase after dealing damage is absolutely not needed, so it needs to be interrupted with movement or skill.
How will this improve our game, you ask? Thanks to the interruption of the second phase of the auto-attack, we can either apply any skill faster, or just take a micro step in the direction we need. Combining this with the advice above, you will be able to inflict 3-4 auto attacks more than some noob who does not use these tricks.
With interrupting the second phase

Without interrupting the second phase


If your enemy has been passive all the time and suddenly became aggressive or began to behave unnaturally, then most likely you are being ganked by an enemy jungler , so it's better to retreat right away, do not take the fight. In the example, I saw how Yasuo started getting too close, so I reacted and was able to avoid gank. You have to always think before use Nimbus Strike. Usually this will happen, the enemy will be standing outside the Nimbus Strike radius all the time, but when he needs you to use it, he will specially approach.


Here you need to know your limits. If you know that you will easily kill the enemy, for example, by 60% of health, then do not be aggressive, play as if you are afraid of the enemy, then he will try to damage you himself and then you will kill him. In the example, I was running away from Ornn and Kha'Zix, so they thought they were strong and Kha'Zix used Leap aggressively, and couldn't escape because of it, so, i one shoted him and Ornn after.


This advice is that you need to retrain yourself to upgrade your abilities using the keyboard. A large amount of all in is lost due to the fact that you do not have time to up Cyclone and kill the enemy with this when you get level 6.
As you can see in the example, if I hadn't upped Cyclone using the keyboard, then Lee Sin would kill me with Tempest.


It's hard to explain it textually, but I'll try. Many players are afraid to spend hp when they can do it. I'll give you some examples to make it clear to you.

1. If you know that you will kill the enemy at the sixth level, provided that he will have 80% HP, then why didn't you try to trade him that is unprofitable for you at the fifth? It is better to lose 40% hp and deal 30% to the enemy Gangplank on the fifth level to kill him on the sixth.

2. If you are going to recall , then why not trade health with the enemy? You will still return to the base and restore it completely when the enemy remains with incomplete health on the lane, since recall is unprofitable for him.

In the example, I imposed Trundle two trades, which, although bad for me, he spent Subjugate, and after that I was able to kill him. If I was afraid to spend hp, Trundle would just go back to base.

I hope you understand my message, there are a lot of such situations in the game, so you yourself should understand when it's worth tating your hp, and when not.


If you could not immediately kill a weak mobile hero, for example, 0 10 Riven, then you should not chase her, so she will simply lead you to her team and you will die.


If you go all in, then use Ignite immediately to reduce all enemy health regeneration. Even if it's not Gangplank with his Remove Scurvy, but, for example, Sett, then you still use it, because no one canceled the basic health regeneration, and Sett also has Pit Grit.


Imagine, on both bases there is a place invisible to enemy towers in which you can hide when escaping. Use Warrior Trickster to enter it. If the enemy does not think of going through the gate, you would calmly do recall .



The northernmost brush on the map differs from its counterparts in the south, west and east. Only you can't enter it without giving out your position.



Just useful information about the levels. You get level 3 when you kill two waves and two melee minions . You get level 6 when you destroy the first 6 waves of minions .



The brush es on the top are a strategic object! Moreover, they are important in any matchup, even against melee. Let's look at all their usefulness:

• Against melee

Against melee champion, the main advantage that gives you control over brush is free trading, that is, you can exit the brush and use a quick combo on the enemy, and then return to brush with Warrior Trickster and he will not be able to beat you in any way.

• Against range

Against the range champions, brush es are a very important part in winning the lane! Since thanks to the brush , the enemy will not see you and will not be able to poke you, so he will have to use the Stealth Ward in the brush , either enter it (which is dangerous for him), or ignore you, which is the best option for you, since you do not want to take damage.

• To evade jungler

Also, being in the brush removes you from the map, so you are unlikely to be ganked by an enemy jungler .

• To trap

You can use the brush to ambush, well, that makes sense.

Well, in conclusion, about brush es, I will say that the enemy can neutralize all your advantage using Stealth Ward, so keep your Control Ward in order to get this advantage again.

With brush




No brush



It's a very simple rule, but my God, how many players don't follow it! Remember, if you take an object and your Control Ward blocks the view of an enemy ward, then in no case do not hit him, as he will give an overview around him and the enemies will know that you are contesting the object.



The first honeyfruit appears at 6:00-6:30. Be ready to go to the river and destroy this plant, this will give you an advantage on the lane, and maybe even be the main decisive moment in your victory on the lane!


Many people play with a fixed camera, but this significantly reduces the effectiveness of the game! Urgently retrain if you play like this. Without a fixed camera, you will be able to better control the map, get more information, and also get skills easier.


I'll tell you right away, this is not an advertisement Porofessor! You can use any other program if it has the same functionality, namely:
1. Tracking the enemy's summoner spells (it helps very well to understand when it is all in and when it is not).
2. Information about the cooldown of each enemy skill (allows you to trade better when the enemy used ability).
3. Accurate timers of jungle camps (it is more convenient to go to counter jungle with them).

Disclaimer: All matchups and synergies are based on my personal experience and if such tips are written in the matchup, then they work for me, so remember that this section is very subjective. To go to the champion, click on the icon.









Preface: Most skills begin to recharge after the final application (as an example: Decisive Strike after an auto attack or The Darkin Blade after the third application). But there are several skills that begin to recharge immediately after pressing the button to apply them. Namely: Precision Protocol, Broken Wings, Barrel Roll, Test of Spirit, Jousting, Flamespitter, Abscond / Abduct. In the matchups themselves, I will also indicate this.




Amumu


EARLY GAME:

• He ganks well and has a lot of control with Bandage Toss and Curse of the Sad Mummy, so you will easily kill any enemy with his ganks.
• He deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

The best synergy with you lies in your ultimates. A bunch of Cyclone + Curse of the Sad Mummy will keep the enemy in CC for a very long time, while you will also cause a lot of massive damage. So it also doesn't matter who initiates, either you start and Amumu continues, or vice versa!

Anivia


EARLY GAME:

• She lives for a very long time thanks to Rebirth, so you can always come to the rescue.
• She deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You can hold enemies for a long time thanks to Cyclone in her Glacial Storm, so you will cause a lot of massive damage. Also, at the same time, you will also deal a lot of single target damage due to Crushing Blow and Frostbite.

Annie


EARLY GAME:

• She can roam well, and also you can roam to her, since she has a targeted stun with Pyromania.
• She deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of burst damage and CC together thanks to Cyclone + Summon: Tibbers, it also doesn't matter who starts the initiation, you or Annie, you can both continue each other's combinations.

Aurelion Sol


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + his abilities, it also doesn't matter who starts the initiation, you or Aurelion Sol, you can both continue each other's combinations.

Bard


EARLY GAME:

• He can roam to you, also if he knows how to use Tempered Fate, then you will easily dive the enemy.
• Also he can heal you with Caretaker's Shrine.

TEAMFIGHTS:

Thanks to his Magical Journey, you can outflank the enemy.
If he hits Tempered Fate on enemies, then you will easily hit your Cyclone, however, if he uses Tempered Fate during your Cyclone, then everything is gone, he has ruined your game.

Cassiopeia


EARLY GAME:

• You can easily roam to her, since her Miasma will not let the enemies leave, well, she can also stun the enemy with Petrifying Gaze.
• She deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

Thanks to her Miasma, enemies can't avoid you. You have a lot of massive damage and CC together thanks to Cyclone + her abilities, it also doesn't matter who starts the initiation, you or Cassiopeia, you can both continue each other's combinations.

Diana


EARLY GAME:

• She deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Moonfall, it also doesn't matter who starts the initiation, you or Diana, you can both continue each other's combinations.

Ekko


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.
• He can easily roam to you.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Parallel Convergence + Chronobreak, but you have to start the initiation, so you will give Ekko time to get in with your skills.

Fiddlesticks


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.
• He has a target control with Terrify, so he can gank you easily.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Crowstorm, it also doesn't matter who starts the initiation, you or Fiddlesticks, you can both continue each other's combinations.

Galio


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.
• He can easily roam to you with Hero's Entrance.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Hero's Entrance, it also doesn't matter who starts the initiation, you or Galio, you can both continue each other's combinations.

Hecarim


EARLY GAME:

• He can easily gank you with Devastating Charge.

TEAMFIGHTS:

You have a lot of CC together thanks to Cyclone + Onslaught of Shadows, it also doesn't matter who starts the initiation, you or Hecarim, you can both continue each other's combinations.

Hwei


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + his abilities, it also doesn't matter who starts the initiation, you or Hwei, you can both continue each other's combinations.

Kennen


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Slicing Maelstrom, it also doesn't matter who starts the initiation, you or Kennen, you can both continue each other's combinations.

Lulu


TEAMFIGHTS:

She has a lot of utility for you, also you have a good combination thanks to Cyclone + Wild Growth.

Miss Fortune


TEAMFIGHTS:

You have a lot of massive damage together thanks to Cyclone + Bullet Time, but you have to initiate and hold the enemies in her ultimate.

Morgana


EARLY GAME:

• She deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

Thanks to her Black Shield, you will be guaranteed to start initiation.
Also you have a lot of massive damage and CC together thanks to Cyclone + Soul Shackles, it also doesn't matter who starts the initiation, you or Morgana, you can both continue each other's combinations.

Nami


TEAMFIGHTS:

She has a lot of utility for you and also you have a good combination thank to Cyclone + Tidal Wave.

Neeko


EARLY GAME:

• She deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Pop Blossom, it also doesn't matter who starts the initiation, you or Neeko, you can both continue each other's combinations.

Nilah


TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Apotheosis, it also doesn't matter who starts the initiation, you or Nilah, you can both continue each other's combinations.

Nunu & Willump


EARLY GAME:

• He can gank you easily.

TEAMFIGHTS:

You have a lot of massive damage together thanks to Cyclone + Absolute Zero, but you have to hold an enemies in his ult.

Orianna


EARLY GAME:

• She deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Command: Shockwave, but you have to carry a ball to the enemy.

Pyke


EARLY GAME:

• He can roam to you easily.

TEAMFIGHTS:

You have a lot of massive damage with Cyclone so he can finish off all of the enemies with Death from Below.

Qiyana


EARLY GAME:

• She can roam to you easily.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Supreme Display of Talent, it also doesn't matter who starts the initiation, you or Qiyana, you can both continue each other's combinations.

Rakan


EARLY GAME:

• He can roam to you easily.

TEAMFIGHTS:

You have a lot of CC together thanks to Cyclone + The Quickness + Grand Entrance, it also doesn't matter who starts the initiation, you or Rakan, you can both continue each other's combinations.

Rell


TEAMFIGHTS:

You have a lot of CC together thanks to Cyclone + all her abilities, it also doesn't matter who starts the initiation, you or Rell, you can both continue each other's combinations.

Renata Glasc


TEAMFIGHTS:

You will be able to live longer and be useful thanks to Bailout.
You also have a lot of CC together thanks to Cyclone + Hostile Takeover, you just have to hold the enemies until her ult get them.

Rumble


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You also have a lot of massive damage together thanks to Cyclone + The Equalizer, but you have to hold the enemies in his ult.

Samira


TEAMFIGHTS:

You also have a lot of massive damage together thanks to Cyclone + Inferno Trigger, but you have to initiate.

Seraphine


EARLY GAME:

• She deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Encore, it also doesn't matter who starts the initiation, you or Seraphine, you can both continue each other's combinations.

Shyvana


EARLY GAME:

• She deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Dragon's Descent + Flame Breath, it also doesn't matter who starts the initiation, you or Shyvana, you can both continue each other's combinations.

Sona


TEAMFIGHTS:

You have a lot of CC together thanks to Cyclone + Crescendo, it also doesn't matter who starts the initiation, you or Sona, you can both continue each other's combinations.

Taric


TEAMFIGHTS:

You can use Nimbus Strike to put his Dazzle on enemies.
You'll live a lot with his abilities, so, carry the game!

Varus


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You also have a lot of massive damage and CC together thanks to Cyclone + Chain of Corruption, but you have to hold the enemies in his ult.

Veigar


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of CC together thanks to Cyclone + Event Horizon, it also doesn't matter who starts the initiation, you or Veigar, you can both continue each other's combinations.

Vladimir


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage together thanks to Cyclone + Hemoplague, it also doesn't matter who starts the initiation, you or Vladimir, you can both continue each other's combinations.

Volibear


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.
• He can easily gank enemy.
• You can dive with Stormbringer very well.

Yasuo


TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Last Breath, but you have to initiate.

Yone


TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Fate Sealed, it also doesn't matter who starts the initiation, you or Yone, you can both continue each other's combinations.

Yuumi


It's just a buff for you.

Zac


EARLY GAME:

• He deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Let's Bounce!, it also doesn't matter who starts the initiation, you or Zac, you can both continue each other's combinations.

Zilean


TEAMFIGHTS:

He protects you VERY well, so you can easily destroy the entire enemy team!

Zoe


EARLY GAME:

• She deals AP damage, so you won't have a full AD team.
• She can easily roam to you.

TEAMFIGHTS:

You easily force the enemy to spend summoner's spells, so she will be able to run around the teamfight like crazy with the help of Spell Thief.

Zyra


EARLY GAME:

• She deals AP damage, so you won't have a full AD team.

TEAMFIGHTS:

You have a lot of massive damage and CC together thanks to Cyclone + Stranglethorns, but you have to initiate.



Gragas


TEAMFIGHTS:

His Explosive Cask just makes your Cyclone useless.



Aatrox


3/10

WHAT CAN HE DO TO YOU:

• Nothing.

TRADING TIPS:

• It's better to trade after he uses The Darkin Blade.
• Use Warrior Trickster to make his Infernal Chains hit the clone, or to remove the chains from yourself.
• You should know that he has 4 seconds to apply Q2 after Q1 and Q3 after Q2.

WAVE MANAGEMENT PRE LVL 6:

You can impose lvl 1 trade on him. It would be nice for you to keep the wave on your side to kill him with a long trade.

GAMEPLAY AFTER LVL 6:

If you can dodge The Darkin Blade, so there are no problems against him, just use an Ignite before all in to reduce his healing. Also, if you have a good reaction, you can interrupt his Umbral Dash with Cyclone.

Akali


8/10

WHAT CAN SHE DO TO YOU:

• She can avoid your damage and still deal you a lot of damage during her Twilight Shroud. So if she uses it after your Nimbus Strike, I advise you to use Warrior Trickster and leave.
• If she has a good reaction, then she can use Shuriken Flip on you during your Nimbus Strike.

TRADING TIPS:

• I advise you to use short trades Nimbus Strike+ Crushing Blow+ Warrior Trickster, so your clone will absorb her Shuriken Flip, and also she will not be able to deal a lot of damage.
• If you manage to bait her to use Five Point Strike, then it will be very good for you, you will have time for a long trade.

WAVE MANAGEMENT PRE LVL 6:

You can impose lvl 1 trade. You need to get an advantage up to level 3 so that you can be on the lane at all. So while she doesn't have a Twilight Shroud, you need to deal as much damage to her as possible. Then you can safely conduct Nimbus Strike+ Crushing Blow+ Warrior Trickster trades and even kill her. It doesn't matter to you where the wave is, but it's still better to have it under your tower.

GAMEPLAY AFTER LVL 6:

You can stop her Shuriken Flip and Perfect Execution with Cyclone. I advise you to continue to conduct Nimbus Strike+ Crushing Blow+ Warrior Trickster trades, and then you can go all in, but you still need to have a reaction to prevent her from escaping from you with the help of Perfect Execution. If you do everything right, you win. Remember, if she hits you with her combos, then you will die, because she deals AP damage!

Akshan


6/10

WHAT CAN HE DO TO YOU:

• He can use Avengerang on minions to hit you, so don't stand behind them.

TRADING TIPS:

• You need to use brush es so as not to lose a large amount of health after retreating after the trade.
• Your trade is COMPLETELY dependent on his Heroic Swing. If he can use it normally, then it will be bad for you, so you need to either just block him with your body, or use Warrior Trickster so that he can't use Heroic Swing.

WAVE MANAGEMENT PRE LVL 6:

You can impose lvl 1 trade, but only in tri-brush. He can easily punish you for trying to farm, so stand behind or in the brush es and just get experience. Wait for level 3. After the third level, you can start trading using my advice about Heroic Swing, you will win.

GAMEPLAY AFTER LVL 6:

You can easily one shot him, the main thing is not to let him escape with Heroic Swing, either use the body, or Warrior Trickster, or stop it with Cyclone.

Bel'Veth


5/10

WHAT CAN SHE DO TO YOU:

• She can use Above and Below to stop your Nimbus Strike.

TRADING TIPS:

• Use Warrior Trickster to evade her Above and Below.
• Use Warrior Trickster, so her Royal Maelstrom will beat your clone.

WAVE MANAGEMENT PRE LVL 6:

You can't impose lvl 1 trade. She has a lot of damage, so be careful. If she spends Void Surge and Above and Below, then you can go to trade. For good trades, you need to keep the wave under your tower, as she is strong in long trades.

GAMEPLAY AFTER LVL 6:

You can easily one shot her with a combo, but, do it only after she spends Void Surge, otherwise she will just run away. However, if you have a good reaction, then you can interrupt her Void Surge using Cyclone. Don't forget to protect the Void Grubs and Rift Herald , as she needs it.

Briar


4/10

WHAT CAN SHE DO TO YOU:

• She can use Head Rush and then Chilling Scream so use Warrior Trickster right after the control ends!

TRADING TIPS:

• Buy Executioner's Calling as early as possible. After that, you will win trades.
• If she uses Blood Frenzy, and you don't want to trade, then use Warrior Trickster, so she will beat the clone, and you can escape.

WAVE MANAGEMENT PRE LVL 6:

You can't impose lvl 1 trade. She has a lot of damage, you can't beat her without Executioner's Calling. But if she lose her Head Rush + Chilling Scream combo, then you can trade.

GAMEPLAY AFTER LVL 6:

Use Warrior Trickster to dodge her Certain Death. All in only after her Chilling Scream.

Camille


3/10

WHAT CAN SHE DO TO YOU:

• Nothing.

TRADING TIPS:

• Use Warrior Trickster to evade her Wall Dive.
• If you can, then trade after she spends Tactical Sweep.
• You should know that her Precision Protocol starts recharging immediately after the first auto attack. She has 5 seconds to auto-attack Q1, then she has 1.5 seconds to prepare for enhanced Q2 and after clicking on Q2 she has 2 seconds to auto-attack.
• She also has 1.5 seconds to use E2 after E1.

WAVE MANAGEMENT PRE LVL 6:

You can't impose lvl 1 trade if she has Grasp of the Undying. She has stronger short trades, so you have to use only long ones. The cooldown of her skills is more than your Nimbus Strike, so you need to get her to spend them, and then go to trade/all in.

GAMEPLAY AFTER LVL 6:

You can easily one shot her, but you have to interrupt her Wall Dive with Cyclone.

Cassiopeia


8/10

WHAT CAN SHE DO TO YOU:

• She can use Miasma after your Nimbus Strike and you won't be able to use Warrior Trickster.
• Also she can use Petrifying Gaze after your Nimbus Strike. Combining this together with Miasma, she will easily defeat you.

TRADING TIPS:

• You can only try to dodge her Noxious Blast.

WAVE MANAGEMENT PRE LVL 6:

You HAVE TO impose lvl 1 trade. You NEED to kill her on lvl 2 or lvl 3. Let her push, receive lvl 2 or 3 and kill her.

GAMEPLAY AFTER LVL 6:

You can kill her, but she can kite you easily. Wait for her mistakes.

Cho'Gath


7/10

WHAT CAN HE DO TO YOU:

• He can use Feral Scream on you during Nimbus Strike.

TRADING TIPS:

• Use Warrior Trickster to evade his Rupture.

WAVE MANAGEMENT PRE LVL 6:

You can't impose lvl 1 trade if he has Grasp of the Undying. I advise you to keep the lane on your side, bait him to use Rupture, and then go for a long trade.

GAMEPLAY AFTER LVL 6:

If you can't kill him, then don't try, just farm. When you get some % damage, it will be much easier for you against him.

Darius


4/10

WHAT CAN HE DO TO YOU:

• He can use Apprehend to interrupt your Nimbus Strike.
• He can heal from your clone with Decimate.
• He will understand exactly where the clone is and where you are, because his Hemorrhage stacks remain only on you.

TRADING TIPS:

• Use Warrior Trickster to evade his Decimate.

WAVE MANAGEMENT PRE LVL 6:

You can't impose lvl 1 trade. I advise you to keep the lane on your side, bait him to use some ability, and then go for a short trade. You can't conduct long trades, because of his Hemorrhage.

GAMEPLAY AFTER LVL 6:

You can kill him, but he can kill you. You kill him, if you dodge Decimate, otherwise he kills you.

Dr. Mundo


5/10

WHAT CAN HE DO TO YOU:

• He can heal from your clone with Infected Bonesaw or Heart Zapper.

TRADING TIPS:

• Don't trade with him.

WAVE MANAGEMENT PRE LVL 6:

You can't impose lvl 1 trade. Try to hold the wave under your tower. Keep farming. Stay behind minions to evade his Infected Bonesaw. Keep an eye on the health of your minions and do not expose yourself to them so that he does not hit you with Blunt Force Trauma.

GAMEPLAY AFTER LVL 6:

You can't kill him, just farm.

Fiora