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Besides, your skill sequence is a bit messy because either you want to max Q at level 9 or E at level 9. Apart from that coding looks nice and explanations are great, especially on combos etc..
I noticed 1 thing, the Trinity Force doesn't cost 4200 gold, it costs 3843 gold! ^^
After reading a bit more, I noticed a couple of things aren't updated. Probably not so important but still! ^^ Check the item pricing, some have become more expensive and some have become less expensive!
Otherwise, you explained each chapter thoroughly , although 1 more thing , adding a matchups section will increase the depth in this guide as well maybe but that's all I could say. I agree with most of the rest.
Have fun ~ let me know if you got your match ups section , it will really make it heaps better
Also, sorry, I just let in the trollvoters.
I quit playing wukong since he is out shined by almost every other solo top, but still great guide, nice coding.
- And I totally agree with you on that point. If you're saying that because of Infinity Edge, you'll find an explanation of why I take Infinity Edge in the Situational Items section. I may just make an entire section explaining my thoughts behind taking Infinity Edge at this point, since so many people have said something about it to me.
- I don't believe an effective carry Wukong could even exist. Yes, it looks like a carry build, but I think that Wukong's passive allows him to build a bit more offensively than most bruisers/off-tanks can without sacrificing defense. Also, I do have an alternate mastery page that builds into the defensive tree.
- You focus the tank first in a teamfight? Please excuse me if that doesn't sound like the best idea to me. Though yes, unless Wukong is fed, he isn't normally focused down first in teamfights. I'll make sure to take that out of the Pros/Cons.
- Good usage of Warrior Trickster is what can seperate a good Wukong from an average Wukong. Yes, the mechanic is simple enough, but the applications of Warrior Trickster are limited only by your imagination. The things I mentioned in the section specifically set aside for Warrior Trickster are only a few ways you can utilize it to escape from death, jump on opponents unexpectedly, and be impossible to hit in a teamfight. So mechanically, it is simple, but applying it to your average game in ways that are effective take practice and skill.
- I wasn't knocking cooldown reduction in the Pros/Cons section. I was saying that the length of Wukong's cooldowns early game, especially on Warrior Trickster, are slightly troublesome. I'll make sure to make that more clear.
- Thanks for the suggestion, I'm definitely going to include that in my expansion of the Runes section. However, I think we might just have to agree to disagree on the necessity of HP Quints for solo-lane Wukong.
- While Nimbus Strike does more immediate damage early game than Crushing Blow, it's mana cost also increases with level, while Crushing Blow's mana cost stays at 40 the entire game. This means that at max level, Crushing Blow deals 150 damage/40 mana used to cast Crushing Blow, which equals 3.75 damage per mana used to cast. On the other hand, Nimbus Strike deals 240 damage/65 mana used to cast Nimbus Strike, which equals 3.69 damage per mana used to cast at max level. This means that if you used all of your mana harassing your opponent with either Crushing Blow or Nimbus Strike, Crushing Blow would do the most damage. And these numbers don't even include the extra damage you would receive from your AD, of which Crushing Blow scales with better than Nimbus Strike ( Crushing Blow has a 1.1:1 damage to AD ratio, while Nimbus Strike has a .8:1 damage to AD ratio).
- You're right about Warrior Trickster not being reliable if someone has an Oracle's Elixir. But then again, I don't often find many people buying Oracle's Elixir when they're fighting against me. Maybe that's just me though.
- Thank you for correcting my mistake about Nimbus Strike.
- Refer to the 3rd bullet point above this one for my answer to this question.
- Refer to the 4th bullet point from the top of the bullet points for my answer.
- I'm not saying it's a bad option at all. I'm just saying it's not one I prefer. Also, assuming the enemy team doesn't know that you took Heal as a summoner spell is usually a bad idea. I always assume that the enemy knows as much as is available to them, and summoner spells are definitely available information to them. Therefore, if they know you have Heal, and they dive you, they are probably certain that they can kill you even if/when you use Heal.
- Fair enough. ;)
I'm really sorry, but I don't quite understand what you mean by your closing comment... It's probably just me, but it doesn't make a whole lot of sense... :/ Anyways, thanks for taking the time to check out my guide and give me some feedback!