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Spells:
Ghost
Ignite
Ability Order
Stone Skin (PASSIVE)
Wukong Passive Ability
Introduction

Pros:
Very strong burst damage
AoE disable Ult
Extremely Mobile
Strong Ganker with Decoy
-> Nimbus Strike
combo
Hard to pin down due to Decoy
Takes towers down quickly
Has built in counter to Armor stackers
Stong in Solo Top Lane
Cons:
Not as Tanky as some other Melee DPS (Jarvan
, Xin Zhao
, Warwick
)
Countered by Oracles
Slightly CD dependent
Loses some of his effectiveness late game if not fed
Very strong burst damage
AoE disable Ult
Extremely Mobile
Strong Ganker with Decoy


Hard to pin down due to Decoy
Takes towers down quickly
Has built in counter to Armor stackers
Stong in Solo Top Lane
Cons:
Not as Tanky as some other Melee DPS (Jarvan



Countered by Oracles
Slightly CD dependent
Loses some of his effectiveness late game if not fed
Marks:
Greater Mark of Desolation: This is really your only option for Marks, makes you hit harder, which is always good
Seals:
: Flat armor gives you nice survivability early game, and also stacks nicely with your passive
: Dodge isn't bad, but i would recommend that you take armor over dodge. Having more armor stacks well with your passive giving you more reliable damage mitigation
Glyph:
: I take MR per level rather then flat MR because early on, your burst damage is much higher then most mages. This, with Decoy
means that you can usually avoid most magic damage early on. If you feel that you can't dodge early game mages, feel free to take flat MR
: Wukong is Cool down dependent so I can see taking these for more Damage, but i prefer taking more survivability
Quintesence:
: Flat Health will allow you to harass easier and make you harder to take down.
Greater Quintessence of Desolation : More Armor Pen, these let you hit harder, but with Armor Pen Marks and
Crushing Blow, you will already be hitting plenty hard, so I recommend Flat Health.
Greater Mark of Desolation: This is really your only option for Marks, makes you hit harder, which is always good
Seals:


Glyph:



Quintesence:

Greater Quintessence of Desolation : More Armor Pen, these let you hit harder, but with Armor Pen Marks and

Recomended: The ones I take, both beniffiting from Mastery
Ghost: Great for Chaseing, running away, or just getting were you need to be, Ghost is a great all around spell. Great to use with
Cyclone to ensure knock ups.
Ignite: Great early game, this spell can be the difference between a zone out, and first blood. Ignite can also be used while channeling
Cyclone, to ensure kills on low Health targets. Also can be used to shut down that
Dr. Mundo or
Swain
Possible Alternatives: Good all around spells that are viable
Flash: My personal favorite summoner spell, Flash can be used to chase, escape, or what ever you may need, but the recent nerf and the fact you can improve ghost and ignite with the same mastery point made me take ghost instead. Take it in place of Ghost.
Cleanse: Wukong is in a tough spot is he is CC'ed, take Cleanse if you can't seem to get the hang of dodging it with
Decoy.
Exhaust: Wukong has no CC, other then his Ult, so Exhaust can help to get kills early game, or shut down that
Ashe owning your team late game.
Teleport: A common pick for top lanners, this gets you back to lane faster if you get ganked, or make a mistake.






Possible Alternatives: Good all around spells that are viable






Passive:
Stone Skin:
A decent passive, this makes you more durable the more enemies that are near by. Not a lot of strategy here, just keep in mind that it doesn't make you invincible in team fights, and you will take more damage in 1 on 1's
Q:
Crushing Blow:
This skill is great for quick burst damage. It resets your auto attack timer so make sure to use it right after a basic attack. It lowers armor by a percentage, but that doesn't mean that you should save it exclusively for high armor targets like
Rammus. Try to keep this debuff on what ever target your team is focusing. Also remeber that you can use this ability on Turrets. You won't lower the armor, but taking Turrets down quicker is always a good thing.
W:
Decoy:
My Personal favorite skill, proper execution of Decoy is how you know if you are a good Wukong, or an Amazing one. Decoy is an extremely versatile skill, able too be used both offensively, or defensively. It can be used from a bush to get in range for
Nimbus Strike. Use it as a distraction to escape being focused.
While you can't use Decoy while stunned or silenced, you can use it while rooted by effects such as
Lux's
Light Binding,
Ryze's
Rune Prison, and
Amumu's
Curse of the Sad Mummy. Proper timing on using Decoy can lead to your opponents dumping their burst damage on to your clone. Even if your opponents don't focus your clone, it's still worth using to avoid the damage until the root expires.
Decoy also can be used to block incoming skill shots, even if your opponents know that is your clone. This makes tower diving with people like
Morgana or
Amumu nearby much easier. Another notable skill that can be blocked is
Caitlyn's Ultimate,
Ace in the Hole. After you see the channel start, just make sure that the red targeting line passes between the clone and you, and your clone will take the shot.
One thing to be careful of is any visual indicators, such as Neutral Buffs, on your character to show weather it is you or your clone. You can also have visual indicators on you from enemy players such as
LeBlanc's Sigil of SilenceSigil of Silence, or
Zilean's
Time Bombs. That being said, you should still use
Decoy when you need it. Even if your opponents know that you have used Decoy, you still are stealthed for 1.5 seconds, which can give you the time you need to escape or position yourself.
One final note concerning the idea that you can juke someone using the "S" key to stop. While it's true that pressing "S" will look like you activated
Decoy, as mentioned above, any visual indicators will give you away. There is also always a chance that your opponents will still focus you, even without indicators or checking to see if you used Decoy. I would only recommend trying to juke people with stop if you have no other option for escape. If you can get away be using Decoy or
Ghost, do so before resorting to standing still, and hope you get lucky.
E:
Nimbus Strike:
Your distance closer and main harassing tool,
Nimbus Strike deals a decent amount of damage. It's cool down is short, so feel free to spam it. Don't forget that using Nimbus Strike increases you Attack Speed. This makes Nimbus Strike a very good spell to set up
Crushing Blow. Dash in, hit them with one auto attack, then immediately use Crushing Blow. You can also use the Attack Speed to help take down Turrets. Use it on incoming Enemy Minions and then switch back to the tower.
Nimbus Strike can also be used defensively by jumping to nearby enemy minions or jungle creeps to escape a losing fight. Be careful when attempting this, because it often leaves you isolated from your team, leaving yourself vulnerable if any other enemies are nearby.
R, Ultimate:
Cyclone:
Cyclone is basically
Garen's spin-to-win, but with a 1 second knock up at the start. It can be used to finish someone off, or to escape a gank with the knock up and move speed you gain from it. One way to do this, especially if your opponent has a heal or escape, is to
Decoy from the brush to get in range of
Nimbus, before hiting them with
Crushing, into
Cyclone. Due to the steath, you should be able to get the combo in before your opponents can react. Pop
Ignite on them during the knock up, and you got yourself a kill.
This Ultimate also makes
Wukong amazing in team fights.
Cyclone makes for a great follow up skill for a team mates initiation, such as
Curse of the Sad Mummy or
Unstoppable Force. You shouldn't normally try to initiate with
Cyclone, it leaves you very vulnerable to CC, and the initial knock up isn't long enough to guarantee a kill. Unlike in 1 on 1 scenarios, you generally will be hitting more then one target with your ult at a time. Do not get tunnel vision however, as if you have your cool downs up, it may still be more beneficial to end it early to burst down a carry.

A decent passive, this makes you more durable the more enemies that are near by. Not a lot of strategy here, just keep in mind that it doesn't make you invincible in team fights, and you will take more damage in 1 on 1's
Q:

This skill is great for quick burst damage. It resets your auto attack timer so make sure to use it right after a basic attack. It lowers armor by a percentage, but that doesn't mean that you should save it exclusively for high armor targets like

W:

My Personal favorite skill, proper execution of Decoy is how you know if you are a good Wukong, or an Amazing one. Decoy is an extremely versatile skill, able too be used both offensively, or defensively. It can be used from a bush to get in range for

While you can't use Decoy while stunned or silenced, you can use it while rooted by effects such as






Decoy also can be used to block incoming skill shots, even if your opponents know that is your clone. This makes tower diving with people like




One thing to be careful of is any visual indicators, such as Neutral Buffs, on your character to show weather it is you or your clone. You can also have visual indicators on you from enemy players such as




One final note concerning the idea that you can juke someone using the "S" key to stop. While it's true that pressing "S" will look like you activated


E:

Your distance closer and main harassing tool,



R, Ultimate:








This Ultimate also makes





Core Build:
These are the items I most offen aim for in a standard match.
Philosopher's StonePhilosopher's Stone:
I always lead with a
Regrowth Pendant and a
Health Pot.
Wukong is one of the best early game characters in the game, and being able to stay in lane and gain some extra gold helps. Sell later to make room for your 6th item.
Mercury's Treads:
Standard tanky-dps boots, being CC'ed sucks, and these will help with that. The extra MR doesn't hurt either.
Phage:
Early Health, Damage, and a slow for a character with no CC other then their Ult is great. The fact that this is another component for
Trinity Force, makes this a must buy.
Sheen:
This item gives you the mana you need to spam your abilities more, makes your
Crushing Blow take off a quarter of a squishies health, and it is a component for
Trinity Force, need I say more?
Trinity Force:
Unleash the pain. If you can manage to get this by the 20 minute mark, no one is gonna wanna try and 1 vs 1 you. This item gives you all the damage you'll you need to dominate through mid game.
Warmog's Armor:
Lots of Flat Health, and a great item to pick up if you want to be generally harder to kill. Combine with your other Health items makes it much harder for the enemy
Annie to kill you in one burst. Getting this right after
Trinity Force will ensure you reach the bonus health cap quickly.
Atma's Impaler
Atma's synergizes well with your other items. Giving bonus Armor, Crit, and Attack Damage, especially with
Warmog's Armor.
Banshee's Veil:
I can not stress enough how amazing this item is on Wukong. This item, combine with
Decoy and
Ghost, means that your are almost guaranteed to escape any situation. Focusing carries becomes significantly easier after getting
Banshee's Veil, since you don't have to worry about being cc'ed before using
Decoy. I pick it up in late game, after some of your early game dominance has started to slack off.
Black Cleaver:
This item goes well with
Crushing Blow, since it applies on hit effects and lowers armor as well. Together, theres nothing stopping you from tearing apart opponents, even if they stack armor to counter you.
Situational:
Depending on how the game has been progressing, you may need to modify your build. If you find yourself being focused, try and grab some survivability. If you feel like you need more damage, take some extra damage items.
Survival Options:
Wriggle's Lantern:
Part of my philosophy with Wukong is that he is not ment to win a lane by out lasting his opponents. While Wriggle's gives you a lot of staying power, I personally feel it isn't worth delaying your
Trinity Force for it, when Philosopher's StonePhilosopher's Stone is cheaper and fulfills that need. If you really feel you need it, take it, but I am not a fan of this on Wukong.
Thornmail:
An excellent counter for a fed AD carry, take to counter that
Gangplank criting you for half your life
Wit's End:
Not a bad item to get if an AP melee is getting fed.
Singed and
Cho'gath come to mind.
Force of Nature:
This item has the largest flat MR in the game. I only take Force of Nature if an opposing AP carry is fed enough that just
Banshee's Veil doesn't cut it.
Cloak and Dagger:
If you choose a differnt pair of boots other then
Mercury's Treads, I would recomend picking this up. Most of your survivability comes from your mobility and
Decoy, so having CC reduction is essential.
Damage Options
Madred's Bloodrazor:
As with
Black Cleaver, your
Crushing Blow will apply the on hit. Take this in place of
Black Cleaver if your opponets start stacking health rather then Armor.
Bloodthirster:
I'm not a fan of this on Wukong, I have seen people make it work. I would recommend though only taking this if you know that you can escape team fights alive with regularity.
Phantom Dancer:
More crit, move speed, and attack speed, I like taking this to ensure that I can blitz the enemy line to get to enemy carries
Infinity Edge:
Only for those mega-fed occations, this will make
Wukong a squishies worst nightmare. Consider before buying though that this is the second most expensive item in the game, and
Trinity Force gives more then enough damage to take down a squishy.
Youmuu's Ghostblade:
I put this in here to explain why I don't recommend it on Wukong.
Wukong is meant to rush in, unload his burst and back out. The active on
Youmuu's Ghostblade is meant for people like
Master Yi or
Tryndamere who need to auto attack to bring someone down. You already have more then enough burst to take someone down. If you need a movement speed similar to the active, take
Ghost instead
These are the items I most offen aim for in a standard match.
Philosopher's StonePhilosopher's Stone:
I always lead with a




Standard tanky-dps boots, being CC'ed sucks, and these will help with that. The extra MR doesn't hurt either.

Early Health, Damage, and a slow for a character with no CC other then their Ult is great. The fact that this is another component for


This item gives you the mana you need to spam your abilities more, makes your



Unleash the pain. If you can manage to get this by the 20 minute mark, no one is gonna wanna try and 1 vs 1 you. This item gives you all the damage you'll you need to dominate through mid game.

Lots of Flat Health, and a great item to pick up if you want to be generally harder to kill. Combine with your other Health items makes it much harder for the enemy



Atma's synergizes well with your other items. Giving bonus Armor, Crit, and Attack Damage, especially with


I can not stress enough how amazing this item is on Wukong. This item, combine with





This item goes well with

Situational:
Depending on how the game has been progressing, you may need to modify your build. If you find yourself being focused, try and grab some survivability. If you feel like you need more damage, take some extra damage items.
Survival Options:

Part of my philosophy with Wukong is that he is not ment to win a lane by out lasting his opponents. While Wriggle's gives you a lot of staying power, I personally feel it isn't worth delaying your


An excellent counter for a fed AD carry, take to counter that


Not a bad item to get if an AP melee is getting fed.



This item has the largest flat MR in the game. I only take Force of Nature if an opposing AP carry is fed enough that just


If you choose a differnt pair of boots other then


Damage Options

As with




I'm not a fan of this on Wukong, I have seen people make it work. I would recommend though only taking this if you know that you can escape team fights alive with regularity.

More crit, move speed, and attack speed, I like taking this to ensure that I can blitz the enemy line to get to enemy carries

Only for those mega-fed occations, this will make



I put this in here to explain why I don't recommend it on Wukong.





Early game is when you can set the momentum for yourself. At level one, your damage is higher then most opponents, but be careful about going in against an opponent that has crowd control. Pick up your
Regrowth Pendant and head for top. To harrass, dash in with
Nimbus Strike and try to stick to your opponent for a bit. If they stand and fight, hold your ground at least until the attack speed buff from
Nimbus Strike is up, adding
Ignite and/or
Ghost as needed. It may sound risky, but I have gotten First Blood in most games from this. If you aren't confident in your ability to kill your target, dash in with
Nimbus followed by
Crushing Blow, with
Decoy to avoid counter harass. If you do this too much, you will run out of mana, so watch to see if you are doing enough damage to justify it.
This Stratagy will likely push your lane and attract the attention of the enemy jungler. Therefore, it's extreamly important to use wards to give you some warning as to when to run. If you don't have a ward, watch how your opponent is playing. If they seem to be opening themselves up too much, or standing and fighting after you have killed them, it is probally a bait. If you are ganked, it's imporatant not to panic. DO NOT pop
Decoy right away, unless you are blocking an enemy skill shot. Walk into the brush, if you can using
Nimbus Strike to gain distance. If that doesn't work, use
Decoy and use your best judgement. Run toward your turret if you think you can make it and be safe under it. If you don't think that you can, or you think they are goning to try tower diving, head toward the river.
I can not stress enough the impotantance of smart agression as
Wukong. You ussualy will not have more sustain then your opponent, but you almost always out damage them. Wukong is unique in that he can take the harrasser's stratagy and slowly chip away at your opponent, or he can take the melee stratagy and defeat opponets though straight combat. The key is to accuately judge which option to take against your opponent (see Common Top Lane Opponents). Don't over do it and give up a kill, but being as aggressive as possible will win almost every lane.








This Stratagy will likely push your lane and attract the attention of the enemy jungler. Therefore, it's extreamly important to use wards to give you some warning as to when to run. If you don't have a ward, watch how your opponent is playing. If they seem to be opening themselves up too much, or standing and fighting after you have killed them, it is probally a bait. If you are ganked, it's imporatant not to panic. DO NOT pop



I can not stress enough the impotantance of smart agression as


Akali is a tricky opponent, know for her overwhelming burst and mobility. That said, you can still beat her in a one on one fight at level 1. Most get




You most offten see Blitz go bot with an AD carry, but it isn't unheard of to seen them top. Other then a large amont of CC, Blitz is your punching bag. The only 2 things you need to be aware of is his




Cho's CC is strong, but the only major damage threat he posses is his ultimate,



Mundo will try and harrass you with






Most common to see in mid lane as a counter to a Mage, Fizz does occationally take top lane. This makes your job a lot easier, as he can't use




GP, oh GP. The up side about dealing with GP is that you don't need to worry about him breaking your CC with





Garen is a tough opponent, who is very straight forward. His






This guy can be annoying if you let him. He has great escapes with







Anyone who has seen a farmed Irelia knows why you she is such a common pick for top lane. Luckly, you are the right monkey for the job to make sure she can't get minion kills. You out damgage her in a standing fight, even with the stun from



Jarvan can be argivating if you don't know what you are doing. His passive,








Most common in the jungle, he can give you problems if he takes top. His damage is solid in both bursts and sustaind fights, so you need to be careful when attacking. The biggest thing to keep in mind is that 2 of his skills,





Morde is reletively easy to beat thanks to his mega-nerf. Just


Easy mode. Nasus has no relible harrass and will not be trying to fight back as much as farming his






Every one of Reneketon's abilities is annoying to you. His




Depending on how the first few levels go, Riven is either annoying as hell, or a pushover. Her




Rumble's are typically agressive if you get close to the minion line. Use this to your advantage by kiting






You are accually a decent counter to Singed as long as you play smart. At level 1, try to see what he got first. If he picked up







Skarner is agrivating due to his






Tryn is agrivating for anyone without range to lane against, which means he is hell for you. Theres no question that he deals more damage then you in sustained fights, and he can heal through your poke from his


Kinda simalar to




Xin is only strong is he can land the knock up portion of


More Coming Soon
This is when team fights begin. By this point, your goal should be to have your
Trinity Force complete, and started on your
Warmog's. Typically, you want to be near your team at this point, taking farm were you can, covering when lanes need to be covered, and ganking as much as you safely can.
With
Nimbus Strike, you can quickly push a lane and take a tower if given the opportunity. Watch your mini-map so you know when you can safely push, but also keep alert for ganks. Keep in mind that turrets can see your stealth if you use
Decoy, so if an enemy comes to stop you, try and save it till u get out of turret range.
If attempting to gank another lane, keep in mind that you can
Decoy from brush to get into range to use
Nimbus Strike so that your opportunity doesn't see you coming. After that, just follow up with your
Crushing Blow, using
Cyclone and
Ignite as needed to ensure the kill.
You also can clear out the Jungle very quickly at this stage of the game, using your
Nimbus Strike and
Decoy to do AoE damage to the entire camp. If you get the chance, try and take your opponents Jungle as well, especially Blue and Red buffs.


With


If attempting to gank another lane, keep in mind that you can





You also can clear out the Jungle very quickly at this stage of the game, using your


Wukong is amazing at rushing past the front line to get to enemy mages and carries. Stay near your tank until the initiation, then
Nimbus Strike->Auto Attack->
Crushing Blow the squishiest target in range before starting
Cyclone. Use
Cyclone's movement speed and/or
Ghost as needed to get in close with the enemy carries. As your Ult ends, follow up with
Nimbus Strike,
Crushing Blow, and
Ignite as needed, targeting the most important squishy target. Remember to watch for incoming CC, especially if
Banshee's Veil is on cool down. If you see the CC or focus fire coming,
Decoy out of combat long enough for your cool downs to come back up, before jumping back on the squishiest target with
Nimbus Strike and
Crushing Blow.
Keep up the pressure as long as possible. If you need to retreat, try to to use
Decoy at an intersection. This will give you the most time to get away, and occupie your persuers. If you manage to force you target to fall back, use your best judgment on whether to follow. Chasing down a kill does NOT, I will say it again, NOT take priority over helping your team take down the remaining enemies if they need help. As a rule of thumb, before you follow ask your self the following questions; Do I know were all of the opposing players are?, Are 1 or more of my teammates being pressured by an opponent?, Is there a reasonable chance that you can even catch the runner? Think about these things before you leave your team to chase.












Keep up the pressure as long as possible. If you need to retreat, try to to use

By this point, you should have finished your
Warmog's and
Atma's Impaler. You also are most likely not the biggest threat in terms of damage, but that doesn't mean that you can take down carries and squishies by blitzing the front line, and
Decoying through CC. Stay with your team, don't be afraid to take a bullet to save an ally carry, and watch for an opportunity to disable the opposing team with
Cyclone. Keeping Baron warded is a priority at this point, so if you have spare gold, pick up a ward or two. You also can push lanes quickly and take towers so keep an eye out for opportunity to do so. Stay smart, don't tunnel vision and get that Ace for the final push.




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