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Spells:
Exhaust
Flash
Ability Order
Stone Skin (PASSIVE)
Wukong Passive Ability
Introduction
Thank you!
MARKS: Greater Mark of Desolationx6
x3 I choose armor penetration, cause we will be in the need of damage at the beginning of the game and Greater Mark of Desolation is perfect for the strong start this champion needs. I chose to add 3 attack runes, because of
. They stack very well with it and at the beginning they will help you to maintain the harass.
SEALS:
x9 Armor is best for me, because it will prevent Wukong from being harassed(too much) and logically - will let you stay longer on the lane.
GLYPHS:
x9 Magic resist, because most of the solo laners are Ability Power champions and it will help you to survive the harassed(Cassiopeia, Singed ...)
QUINTESSENCES: Greater Quintessence of Desolationx2
x1 2xArmor Pen for damage and 1 for attack speed. Reason?
Same as the marks.


SEALS:

GLYPHS:

QUINTESSENCES: Greater Quintessence of Desolationx2

Same as the marks.
http://www.mobafire.com/league-of-legends/mastery tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-3-0-3-0-0-0-0&tree2=0-2-2-0-4-3-0-1-0-0-0-0-3-0-0-0&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
15/15 is my choice. Several reasons for it.
- Great start. You can force your opponent to go back to base and persuade him to play defensively and lose exp and minions
- Early jungle ability. You could take the speed aura at lv. 4-5.
- Damage. You are a carry after all and the damage could help you in an early team fight.
I'm familiar with the choice of many - defensive masteries.I would rather trust the offensive ones more. You need survivability at The Summoner's Rift, but here on this little map, where you play 1 on 1 with a mage(mostly), you don't need to play defensively if you want to win.
15/15 is my choice. Several reasons for it.
- Great start. You can force your opponent to go back to base and persuade him to play defensively and lose exp and minions
- Early jungle ability. You could take the speed aura at lv. 4-5.
- Damage. You are a carry after all and the damage could help you in an early team fight.
I'm familiar with the choice of many - defensive masteries.I would rather trust the offensive ones more. You need survivability at The Summoner's Rift, but here on this little map, where you play 1 on 1 with a mage(mostly), you don't need to play defensively if you want to win.






















Everything else is useless by my opinion.
Early Game: You must start very aggressively.
- Always jumping and attacking(Beware of gangs though).
-Attack you enemy every time you get the chance and take the creep with your spells when he is playing defensively( This will make sure you are winning, cause you will feed either of kills or creeps).
- Visit the other lane.(If he is too pushed, you could bluff a gang)
- Don't allow him/her to creep.
Mid Game: The team fights time. Your ultimate and the damage you have are the most important here.
-Jumping with 3rd and ultimate. Then you use 2nd and after some time you could jump back with 3rd.(This will confuse them and they might lose a lot of skills on your illusion)
-Use second ONCE in the battle.(You must always have an escape path.)
-Use first as much as you can.
- Focus the ranged ad/ap carry or support.(You could easily reach him with 3rd)
- Don't leave your teammates alone.(Your role is a carry, so don't forget it)
- Use second to escape if you are focused.
Late Game: If you make it till here, you are either losing or you've just stopped to do so.
- Take dragon.(You must be able to nuke him)
- Creep/Finish
- If you are loosing, try surviving long enough to buy Warmog armour
- If you win. Th Warmog armog allows you to take out their last turret, using your hero as a tank.
- Use ultimate as much as you can(The cooldown is shorter now)
I guess you've all watched the spotlike and learned the "s" trick.(You are clicking stop and making them think you just used 2nd). Don't start doing it from the beginning. Trust is build over experience. Use 2nd a few times when it is hot and later they will always leave you when they spot the stopping hero.
- Always jumping and attacking(Beware of gangs though).
-Attack you enemy every time you get the chance and take the creep with your spells when he is playing defensively( This will make sure you are winning, cause you will feed either of kills or creeps).
- Visit the other lane.(If he is too pushed, you could bluff a gang)
- Don't allow him/her to creep.
Mid Game: The team fights time. Your ultimate and the damage you have are the most important here.
-Jumping with 3rd and ultimate. Then you use 2nd and after some time you could jump back with 3rd.(This will confuse them and they might lose a lot of skills on your illusion)
-Use second ONCE in the battle.(You must always have an escape path.)
-Use first as much as you can.
- Focus the ranged ad/ap carry or support.(You could easily reach him with 3rd)
- Don't leave your teammates alone.(Your role is a carry, so don't forget it)
- Use second to escape if you are focused.
Late Game: If you make it till here, you are either losing or you've just stopped to do so.
- Take dragon.(You must be able to nuke him)
- Creep/Finish
- If you are loosing, try surviving long enough to buy Warmog armour
- If you win. Th Warmog armog allows you to take out their last turret, using your hero as a tank.
- Use ultimate as much as you can(The cooldown is shorter now)
I guess you've all watched the spotlike and learned the "s" trick.(You are clicking stop and making them think you just used 2nd). Don't start doing it from the beginning. Trust is build over experience. Use 2nd a few times when it is hot and later they will always leave you when they spot the stopping hero.
I shouldn't have added this, cause what i have to say is not very complex.
A few advices when creeping
- Use first for the big tank creep
- When there is a group of low hp creeps use the third spell
- If an enemy is near a creep, but out of you range, you could use third on the creep and hit him either
- If the enemy is playing passively don't give him a contact with the creeps.
Control the top jungle.
- When the enemy is pushed, go in the jungle and take the little creeps(if he follows you, hide in some bush)
- If you buy ward, buy vision one, so they cannot see your position around the dragon
- Take the auras
Respawn times:
Middle Small Creeps camp (Golem/Lizard or Wariths packs) - 1:15
Top Small Creeps camp (Wolves) - 1:15
Top buff camp (Warith / Wolf buff) - 3:00
Lizard Buff - 4:00
Dragon Buff -5:00
A few advices when creeping
- Use first for the big tank creep
- When there is a group of low hp creeps use the third spell
- If an enemy is near a creep, but out of you range, you could use third on the creep and hit him either
- If the enemy is playing passively don't give him a contact with the creeps.
Control the top jungle.
- When the enemy is pushed, go in the jungle and take the little creeps(if he follows you, hide in some bush)
- If you buy ward, buy vision one, so they cannot see your position around the dragon
- Take the auras
Respawn times:
Middle Small Creeps camp (Golem/Lizard or Wariths packs) - 1:15
Top Small Creeps camp (Wolves) - 1:15
Top buff camp (Warith / Wolf buff) - 3:00
Lizard Buff - 4:00
Dragon Buff -5:00
You are DPS by a role, but you could always take some extra damage. The most important is your ultimate. Make sure you have it available for every team fight.
-You are taking the focus and your illusion works as a tank(possible to take our some of the spells your enemy has available)
-Every time, when there is a teamfight you must have an Ultimate. If you ult them at the right moment, they will be left in panic and attack your illusion
-Try surviving the fight. You are as much important in the chase as in the battle. The ability to chase, your hero owns is ideal for providing some extra assistance and winning yourself an additional kill
-Time your skills well and choose your enemies carefully. Focus the ranged heroes. You have easier access to them(3rd skill)
I'll continue adding information as i play.
-You are taking the focus and your illusion works as a tank(possible to take our some of the spells your enemy has available)
-Every time, when there is a teamfight you must have an Ultimate. If you ult them at the right moment, they will be left in panic and attack your illusion
-Try surviving the fight. You are as much important in the chase as in the battle. The ability to chase, your hero owns is ideal for providing some extra assistance and winning yourself an additional kill
-Time your skills well and choose your enemies carefully. Focus the ranged heroes. You have easier access to them(3rd skill)
I'll continue adding information as i play.
I might've missed some of the builds, but i don't remember seeing good 3v3 build for Wukong. I was a little bit shocked cause this hero has a lot of potential in 3v3. Wukong has a great potential in 3v3 cause of his great harass and tanky character.
If you find something you think is wrong, please post it(I'm sure there is)
GL & HF Everyone
If you find something you think is wrong, please post it(I'm sure there is)
GL & HF Everyone
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