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Wukong Build Guide by Toweleeeie

Not Updated For Current Season

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League of Legends Build Guide Author Toweleeeie

King Kong - Master of Wuju - Jungling Enabled

Toweleeeie Last updated on September 3, 2011
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Team 1

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Top Lane
Ranked #5 in
Top Lane
Win 51%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

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Wukong is an amazingly underrated champion. Most people don't see how much damage output he can grasp with his armor reduction followed by his ultimate. Wukong is able to fill many slots on a team. He can easily two versus one on top lane if that's the situation. He can take duo lane and do some major harassing. He can even jungle which most people don't seem to realize. He has a good initiation to close gaps, with his Nimbus Strike. Then if for some reason you need to back out, he has his decoy, which you could either use to escape while invisible. Or you could pretend to use it for about a second and get away with ease.

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I get armor penetration marks and quintessences to maximize my damage output. There's nothing more frustrating to a bruiser than armor getting in the way. With these, I get 100% damage on non tanks for most of the game and I double the amount of damage I'd normally get off on tanks.

The flat armor seals are for when I'm trying to harass the enemy early game. When the minions turn to hit Wukong, it deals significantly less damage because of the extra armor for early game.

The cooldown reduction glyphs are required to maximize the early game damage output, being able to harass the enemy frequently because his abilities don't take much mana.

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I get a 21-0-9 masteries build. I go for the ability power because I don't normally end up auto attacking like Tryndamere does, so I don't need the crit chance. Then getting the cooldown reduction with attack speed for the early game harassing. Followed by some more armor penetration and extra damage to minions for the early game farming. Then the additional attack damage for obvious reasons.

After that I proceed into the utility tree for the extra mana/health regen and the bonus experience. Improved gold and ghost are just conveniently there.

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I get boots of speed and some potions to start off. I've seen far too many Wukongs start with doran's blade. In my eyes this is just a waste of money, on melee champions, it's too risky to start lifesteal. Odds are you're going to get paired against a ranged hero and they'll keep you from getting the measly 4% lifesteal. At level 1-10 that's 2-10 health a hit.

On my first time back i try to get brutalizer and Mercs. I always get early cooldown reduction on him because his ultimate has a relatively long cooldown. Shaves a nice thirty seconds off. The bonus attack damage from brutalizer is a nice asset as well.

After this i get Avarice Blade for the gp2 and phage to lead into Frozen Mallet, which I get mostly for the health, but the slow is a nice touch.

After I get frozen mallet I aim for Atma's Impaler, because at this point i normally have about 2500 health. Which means I get an extra fifty attack damage.

Warmog's is generally my next item, whereas I have Atma's it gets me about 1300 more health and 26 more attack damage.

The last item really depends on the enemy team, if I'm doing well (not dying much), I'll pick up a last whisper. If I'm dying to magic damage, I'll get Force of Nature. If I'm dying to physical damage, I'll pick up a Thornmail.

All the elixirs are good on wukong, health, damage, cooldown reduction, ability power, crit chance, attack speed. Nothing completely useless to him. I'd buy them Red->Green->Blue if I don't have enough money for them all.

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Skill Sequence

Crushing Blow: Low mana cost; reduces armor; deals extra damage; resets attack timer: Always maximize first.

Decoy: Invisibility; escape or surprise attacks; a lot of fun to fake: Always get one level of it, no need for more.

Nimbus Strike: Closes gaps; hits multiple enemies; increases attack speed: Always upgrade after Crushing Blow

Cyclone: Wukong's CC; AoE damage; Works amazingly well with armor penetration: Upgrade every time you can.

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Summoner Spells

I personally get Ghost for those occasions when you're just out of range and need to get closer, or you're being chased by someone far faster than you and it allows you that edge of escape.

I then get flash to counter with my Ghost, if I use my Ghost to sprint in for the final hit, most of the time a flash out is perfect mix with my decoy.

If you intend on jungling with him, Smite is a must have, and I suggest getting rid of Flash for it.

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Creeping / Jungling

Jungling with Wukong is rarely seen, but I can guarantee if you follow these masteries and runes, you can do it with ease. Use my second wukong build. Not much different, just smite and Wriggle's.

Get three health potions and a cloth armor. Head over to the double golems (not blue buff). As soon as they spawn, smite one and hit it with Nimbus Strike using a potion as soon as you get hit. Nimbus strike a second time when it comes back up.

Head over to the wraiths and Nimbus Strike them, using a potion as soon as the first one wears. Kill the small wraiths first, then the big one. Head over to the wolves, using your last potion.

Wait for your smite to initiate the fight. Smite the big wolf, and finish it off. Go back to base, work towards Wriggle's. Rinse and repeat with the addition of ganks.

While some people may say that Wukong isn't meant to jungle, they don't see it the way I do. A jungler's main goal is to be ganking the enemy team. Wukong is an AMAZING gank character. Having the abilities focused on chasing and retreating.