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Wukong Build Guide by EVElution

Jungle I will be the best

Jungle I will be the best

Updated on February 20, 2020
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League of Legends Build Guide Author EVElution Build Guide By EVElution 142 29 483,416 Views 4 Comments
142 29 483,416 Views 4 Comments League of Legends Build Guide Author EVElution Wukong Build Guide By EVElution Updated on February 20, 2020
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Im a dia player and play lol since season 3. i played more than thousand games and i wanna share my knowledge with you. In this Wukong guide i will show you which runes you´ll use and how you use Wukong´s abilitys and some tipps and tricks. maybe i can help you to perform better with Wukong after you read this guide.

I'll be uploading montages from time to time and I‘ll be posting my latest video in this section.


PROS + ez to outsmart enemys with his w ;)
+ hard burst
+ invisibility
+ aoe cc
+ a lot aoe
- e is only for engage (maybe with e on minions to get away but... meh)
- not a lot of cc for a jungler
- squishy in early
- no cc without ulti
CONS



SUMMONER SPELLS
-
With flash u instantly teleport 425 units. As you should know flash is the most important summoner spell which you should use on every champion. Flash will help you to secure kills or escape dangerous sitations. You can flash over almost every wall in the game. It´s better to flash to secure a kill or safe your life than beeing greedy and die at the end or let the enemy escape. U got a dash with Rek´sai but you should still take flash on her its just to
important.
You need to take smite with you on every jungler. It has a 90 second cooldown and can have up to 2 charges. If u have 2 charges you should smite something because you just waste time not using it. You cant use it twice in a row because it has a 15second cooldown between charges. You do 390-1000 damage depending on your level on monsters. You also get some HP back which can rly help you if you counterjungle or get counterjungled. You need smite or you cant buy the jungleitem. And you need the additional experience from the jungleitem to be even usefull in the game as a jungler. You should always have a smite charge left over if baron or drake is up so you can secure them. You can enhance your smite with jungleitems but more of that down below.



Start Items

As jungler you need to decide for a jungleitem, machete or talisman depends on the jungler. i would prefer the talisman because you get alot of mana back which eliminates your manaproblems in the jungles. you can hit multiple enemys with the aoe ability so you can profit a bit better from the passive which burns the enemys and you get some hp back. you need a jungle item anyways because you need it to get experience in the jungle. you cant buy jungle items without smite so dont forget it.
Now lets talk about the potions for the jungle. The refillable potion gives you 2 charges which restore 125 HP each and refill as soon as you hit the base. Normal health pots would give you 150 HP but they would be gone after using. The normal pots regenerate 150 HP over 15 seconds and the refillable regenerates 125 Hp over 12 seconds so it has a bit higher chance to save u from a ignite. As soon as you hit the base one time and refilled your refillable potion its already more worth than the 3 base potions. 3 pots heal you for 450 HP and the refillable after one back heals you overall for 500 HP. If u dont need the refillable potion anymore u can sell it for 60 gold , i definetly prefer the refillable potion.

Rush
With stalkers blade warrior you get 60 AD and 10% cooldownreduction aswell as a better version of smite. With this smite enhancement you can smite champions aswell. U do 28-164 damage on champions based on your level and you steal 20% movementspeed for 2 seconds, that means u get 20% movementspeed while he looses 20% for 2 seconds. The warrior enhancement is good for high damage which helps you to nuke the enemys away. In lategame it is often good to change to a tank jungle item as soon as you hit fullbuild because u need the tankiness especially if you only go for tank items after this one.
You deal alot more damage against squishees with draktharr because you get alot of ad and lethality. lethality is only good against enemys with low armor. against tanks you should consider buy a black cleaver. This item has a passive which gets triggerd if you were not seen by the enemy for 1 second or longer. With this passive you deal alot more damage and as a melee you slow down the enemy for 0.25 seconds for 99%. Be aware to have the passive up if u wanna burst somebody. The second passive is a wardclear passive which spots wards and lets you oneshot them in that time.

Use your brain
Black cleaver gives a lot of good stats like 40AD 20% cooldown reduction and 400 HP more. The passive is pretty good too u get more movementspeed after a autoattack. This is very helpfull to chase down enemys. You get 60 movementspeed after a kill or a assist if the enemy is marked whith the second passive of the item , while u only get 20 movementspeed on a autoattack. The second passive gives you armor penetration which gets increased the more damage you do to your enemy. The enemy loses 4% for each attack you hit on him till a maximum of 24% after 6 hits. This item is pretty good for you teammates that do AD damage.

a very expensive item but you get alot of ad too. The passive lets you damage all nearby enemys next to your primary target. With the active you get a empowerd form of this passive on all enemys nearby. Be aware to use the active between your autoattacks to get a good burst.
You get 50% base attack damage as bonus attack damage and 450 HP . THe good thing about this item is that it gives you a huge shield aswell as 30% tenacity if u get bursted. This means if you get 400-1800 damage based on your level in between 5 seconds the passive with the shield gets activated. Ranged characters cant buy this item.
you get 40 armor and 40 attack damage which makes you alot stronger against enemys with physical damage but the main reason for buying this item is the passive. You will get revived upon death with 50% of your hp. This passive has a 5 minute cooldown and after you triggerd it you can sell it at lategame if you have enough money.

Your first autoattack is a crit. This item gets better with other crititems but even without other crit items its good for an enhanced autoattack. You get 10% movementspeed for 1.75 second after a critical autoattack. You can use this pretty good to chase down enemys. The cooldown depends on your attackspeed. Sometimes its better to wait for the crit autoattack if you chase down somebody so you get the movementspeed.
You get tons of Armor and HP. You gain momentum stacks if you move but you can trigger them before they reach 100 unlike statikks. You do 1 damage per stack and if you hit 100 and you play as a melee character you slow down the enemy for 50% for 1
second. The more stacks you have the more bonus movementspeed u gain till a maximum of 60 movementspeed on 100 stacks. All stacks will be used on your autoattacks. You buy this item if u have a hard time catching the enemy.

you get like hydra 80 AD but you get a different form of lifesteal too which heals you for 15% of your physical damage. It doesnt matter if you use abilitys or autoattacks as long as you do physical damage. This item is perfect if you do a lot of damage with your abilitys but be aware that you only get 5% lifesteal from aoe damage. 30% of the damage which hits you gets split up over 5 seconds so you are a bit protected against burst and have the possibility to heal yourself.
If you dont deal enough damage in your team you can go for malmortius as a offtank if the enemys deal alot of ap damage. the magic shield absorbs 350 magic damage if your HP is below 30% for 5 seconds. If the shield gets triggerd you gain 10% lifesteal/spellvamp and 20 AD. Not the best item for a tank but pretty usefull in some situations.
Trinity gives you all kinds of stats but the strong thing about it is its passive which gives you 20 movementspeed after a autoattack and 60 after a kill. Trinity gives you a strong enhanced autoattack as well every 1,5 seconds. This does 200% of your base attack damage. Try to trigger it as often as possible in long fights.

like draktharr in terms of damage and lethality but you get 40 movementspeed out of combat and a active which gives you 20% movementspeed for 6 seconds and no collision with minions anymore. The active has only a 45 second cooldown so dont be to shy using it.



Keystone


Electrocute
  • Electrocute: Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 50 - 220 (based on level) (+ 50% bonus AD) (+ 30% AP) Adaptive damage.
    ADAPTIVE DAMAGE: Deals either physical or magic damage depending on your bonus statistics, defaulting to physical damage.

    50 - 25 (based on level) seconds


Slot 1

Sudden Impact
  • Sudden Impact: Going in combat by affecting an enemy champion within 3 seconds of using a dash, blink or Teleport, or exiting from invisibility or camouflage, grants 10 Lethality and 8 Magic Penetration for the next 5 seconds. If the triggering effect deals damage it will also benefit from the penetration.

Slot 2

Eyeball Collection
  • Eyeball Collection: Collect eyeballs for champion and ward takedowns. Gain an adaptive bonus of 0.6 Attack Damage or 1 Ability Power per eyeball collected.
    Upon completing your collection at 20 eyeballs, additionally gain an adaptive bonus of 6 attack damage, or 10 ability power.
    Collect 2 eyeballs per champion kill, 1 eyeball per champion assist or ward takedown.

Slot 3

Relentless Hunter
  • Relentless Hunter: Gain 8 out-of-combat movement speed plus 8 per Bounty Hunter stack.
    Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.

Slot 1/2

Celerity
  • Celerity: Gain 1.5% increased Movement Speed and add a percentage of your Bonus Movement Speed to your AD (9.6%) or AP (16%), adaptive.


Nimbus Cloak
  • Nimbus Cloak: Shortly after casting your Ultimate, gain 100 movement speed, decaying over the next 2.5 seconds. For the duration of the movement speed increase, you can pass through units.

    Cooldown: 60 seconds. Affected by Cooldown Reduction.


Stone Skin (Passive)


RANGE: 1400

Innate: Increases Wukong's Armor and Magic Resist for each nearby enemy champion.
Armor/Magic Resist: 4 / 6 / 8




Crushing Blow (Q)


COST: 40
COOLDOWN: 9 / 8 / 7 / 6 / 5
Active: Wukong's next attack gains 125 range, deals bonus physical damage and reduces the enemy's Armor for 3 seconds. Physical Damage: 30 / 60 / 90 / 120 / 150 (+110 / 120 / 130 / 140 / 150% total)




Decoy (W)


COST: 50 / 55 / 60 / 65 / 70
AREA OF EFFECT: 325
COOLDOWN: 18 / 16 / 14 / 12 / 10
Active: Wukong becomes Invisible for 1.5 seconds, leaving behind a decoy that will deal magic damage to enemies near it after 1.5 seconds. Magic Damage: 70 / 115 / 160 / 205 / 250 (+60%)


Nimbus Strike (E)


TARGET RANGE: 650
Area of Effect: 375
COST: 45 / 50 / 55 / 60 / 65
COOLDOWN: 8
Active: Wukong dashes to target enemy and sends out images to attack up to 2 additional enemies nearby. Each enemy struck takes physical damage. Wukong then gains Attack Speed for 4 seconds. Physical Damage: 65 / 110 / 155 / 200 / 245 (+80% bonus)
Attack Speed: 30 / 35 / 40 / 45 / 50%






Cyclone (R)


AREA OF EFFECT: 315
COST: 100
COOLDOWN: 120 / 105 / 90
Active: Wukong's staff grows outward and he spins it around for 4 seconds, dealing physical damage per second to nearby enemies, knocking them up for 1 second the first time they get hit.
At the start, Wukong gains 15% Movement Speed, and he gains an additional 10% per second over the duration.

Physical Damage per Second: 20 / 110 / 200 (+110% total)
Total Physical Damage: 80 / 440 / 800 (+440% total)





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