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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Stone Skin (PASSIVE)
Wukong Passive Ability
UPDATES
Fix laning phase
13/06/2013
Formatting and update items.
05/04/2013
Updates title, intro and some other stuff
27/03/2013
Build fully updated and pubished
28/12/2012
Updating Build for preseason three
12/08/2011
Here is an update on my fail calculation. It is a change in the damage out put when crushing blow is activated...
13/08/2011
A little update on how to harass and escape in laning and team fighting... Also a bit on items and a better look...
First of all, ADC can be interpreted in two reasonable ways. The first is Attack Damage Carry. This role is often a range carry at bot lane. The second is Attack Damage Caster. This is something new in Season Three due to the new
Black Cleaver. In this build, ADC means both AD Carry and AD Caster. Caster here means a champion that cast skills to deal damage instead of auto attacking. This build for
Wukong is about 80% skill usage and 20% auto attacking. This build is quite dangerous considering that your early game is quite squishy. However, it scales pretty good in late game.


Runes






Players should pick masteries base on their play style. Instead of having high sustain, I would rather have more killing power to shut down enemy carries as soon as possible.
I didn't reallize that
Summoner's Wrath
gives 5 AD and AP when
Ignite is on cool down until a friend told me so. Since then, I always take
Ignite with me for the extra damage to hunt down enemies.
I take
Butcher
to farm easier as a compensation to the armor penetration runes.
I didn't reallize that



I take

SPACESPACESPACESPACESPACESPAC
sight ward
Since the nerf of
Elixir of Fortitude and
Health Potion, I think this sustain build would be my best choice. With the squishy early game, having more sustain means more time to farm.
SPACESPACESPACESPACESPACESPAC
Please, please, please! Only do this if you are winning your lane. So, you are winning your lane for sure (Better CS, Kills, and Damage Trade), snowball as hard as you can. Wait don't I need wards to counter enemy gankers? Easy, kill them as well. So, only grab some wards if you have the extra gold.
SPACESPACESPACESPACESPACE
sight ward
Getting a little tired of all the stupid harrass, jungle ganks, and sh*tty farms you are putting up with? Throw away all hopes of getting kills and think of how to stay alive, farm, and then come back and show them you are the boss.
SPACESPACESPACESPACESPACESPACESPACES
So there is three conditions:


Since the nerf of


SPACESPACESPACESPACESPACESPAC



Please, please, please! Only do this if you are winning your lane. So, you are winning your lane for sure (Better CS, Kills, and Damage Trade), snowball as hard as you can. Wait don't I need wards to counter enemy gankers? Easy, kill them as well. So, only grab some wards if you have the extra gold.
SPACESPACESPACESPACESPACE



Getting a little tired of all the stupid harrass, jungle ganks, and sh*tty farms you are putting up with? Throw away all hopes of getting kills and think of how to stay alive, farm, and then come back and show them you are the boss.
SPACES
![]() This under appreciated item has the ability to cancel the CC on you during your ult as you speed up to fleeing enemies. |
SPACES
![]() I only make this for the sake of an early ![]() ![]() |
SPACES
![]() Who doesn't want more damage to every single skill, except ![]() ![]() |
SPA
![]() Time is money/gold |
SPA
![]() CC me, No more |
SPA
![]() Flippin Ninja? |
SPA
![]() Run, Run, Run! |
SPACESPACESPACESPACESPACESPACESPACES

So there is three conditions:
- Team is Winning: Logically, it makes no sense to fear death when your team is winning.
- Team is Losing: Well, if you die in a team fight, you come back, you are going die again.
- Teams are Equal: Take it.
Comments
SP
![]() Best passive for team fights |
SP
![]() Main damage output/source |
SP
![]() Gap close for jukes and pursuits |
SP
![]() What can't you do with this? |
SP
![]() This is the real spin to win |
Combos
Notes
-
Fury is used to indicate auto attack here because it looks cool
-
Wanderer is used to indicate movement for the pure fanciness
The Skillful




- Better jukes if things goes wrong (
Warrior Trickster and
Nimbus Strike is still available)
- Good Damage
- Range is too short
The Reckless





- Easy to execute with the good range
- Good damage
- Temporal lost of the ability to have better juke (can't dash to minions to escape)
The Police





- Amazing damage
- Harder to execute than the previous combo
- Temporal lost of the ability to have better jukes (can't dash to minions to escape)
The Trader




- Amazing damage
- Decreases chance of getting hit back
- Loses the ability to juke
The Farmer



- Only way to farm if pressure is high
- Ok Farm
- Basically means you are losing the lane
The Unexpected




- Guarantee damage
- Very good range
- Loses juking potential
The Slaughterer




- Full Combo with MAX DURATION on ultimate
- Too much damage for enemies to handle
- Vulnerable
- No going back
The Failure





- Full Combo with PARTIAL DURATION on ultimate
- Some crowd control
- Less damage output
- Means you are taking too much damage, which is bad because you shouldn't be
The Assassin





- Kill enemies when they are least expected
- Very good range
- Loses juking potential
The Fiddlesticks






- I am
Fiddlesticks, deal with it
- The range is too damn high!
- Loses juking potential
Lane-ing phase can be described in three words: farm, harass, and ward
There are Three Situations
- Winning (Better CS, Kills, and Less Deaths)
- This is what you are suppose to be doing
- Continue with what ever combo you feel comfortable with
- Recommended Combo: The Reckless and The Slaughterer
- Ward if possible
- Build more damage
- Keep cool and snowball
- Equal In Strength (Similar CS, or Kills, or Deaths)
- So far so good I guess
- Might need to use a different combo
- Recommended Combo: The Police or The Trader and The Assasin
- Ward is a must
- Tanky start build might be better than Damage start build
- Keep alert and stay alive
- Losing (Less CS, or Kills, or more Deaths)
- Things are not going so well
- Use less combos to conserve mana
- Recommended Combo: The Farmer and The Fiddlesticks
- Ward only if you are close to or out of the middle of the lane
- Build tanky first
- Stay alive and farm if possible
True Damage And Beyond





How much armor will the enemy have after your full combo?
Let X be the armor an enemy has and Y be the remaining armor of the enemy.
Equation: Y = ((X * .70 * .75) * .60) - 54 = .315 * X - 54
Solve for: Y = 0
Answer: X >= 171
Conclusion: For any enemy with less than 171 armor, they will be taking more than true damage (If they do not have damage reduction masteries).
The Fiddlesticks





With this set of equipment, you can potentially do up to 700 damage per second with your ult. Therefore, in total you can potentially deal over 2800 damage with your ult! That my friends, is equivalent to a 522 AP


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