WUKONG Easy 1v9 Build & Runes & Matchups | Wukong Season 13
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Runes: Conqueror's Runes
+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)
Ability Order Q>W>E Priority
Threats & Synergies
Nunu & Willump
Champion Build Guide
Passive - Stone Skin
INNATE: Whenever Wukong or his clone damage an enemy champion or monster, he generates a stack of Strength of Stone for 5 seconds, refreshing on subsequent hits and stacking up to 10 times.
STRENGTH OF STONE: Wukong gains 5 − 9 (based on level) bonus armor and bonus health regeneration equal to 0.35% of his maximum health, increased by 50% for each stack up to a maximum of 30 − 54 (based on level) bonus armor and 2.1% maximum health regeneration.
Crushing Blow or Q -
ACTIVE: Wukong empowers his next basic attack within 5 seconds to have an uncancellable windup, gain bonus range, deal bonus physical damage, and inflict armor reduction for 3 seconds.
Crushing Blow's cooldown is reduced by 0.5 seconds whenever Wukong or his clone damage an enemy.
Crushing Blow resets Wukong's and his clone's basic attack timer. Other abilities can be used during the attack's animation.
Warrior Trickster or W -
ACTIVE: Wukong enters invisibility for 1 second and dashes to the target location, leaving behind a clone of himself at his casting position for 3.25 seconds.
The clone is untargetable to allies and can basic attack autonomously, prioritizing the last enemy Wukong damaged. It can also gain the effects of Crushing Blow and Nimbus Strike's bonus attack speed, and casts Cyclone whenever Wukong does.
The clone deals reduced outgoing damage.
Nimbus Strike or E -
ACTIVE: Wukong dashes to the target enemy's location and sends out untargetable clones to strike up to two additional enemies near the target's location, dealing magic damage. Nimbus Strike deals 120% damage to monsters.
Upon arrival, Wukong gains bonus attack speed for 5 seconds.
Crushing Blow can be cast during the dash.
Cyclone or R -
ACTIVE: Wukong spins his staff around for up to 2 seconds, becoming ghosted and gaining 20% bonus movement speed. The staff deals physical damage every 0.25 seconds to enemies hit, and can knock them up once for 0.6 seconds. Cyclone will not knock up enemies who were already hit by either Wukong or his clone within the same cast.
Cyclone can be recast after 0.5 seconds within the duration, and does so automatically afterwards or by casting another ability.
Nimbus Strike's bonus attack speed duration is continuously refreshed while spinning.
Cyclone's damage is capped at 200 / 400 / 600 (based on level) per second against monsters.
PASSIVE: Dealing damage to enemy champions grants stacks of Conqueror, lasting for 5 seconds, refreshing on subsequent damage against champions, and stacking up to 12 times. Gain (Melee +2 / Ranged +1) stacks from basic attacks and 2 stacks from abilities, spells, and item actives.
Each stack of Conqueror grants 1.2 − 2.7 (based on level) bonus Attack Damage or 2 − 4.5 (based on level) Ability Power (Adaptive), up to 14.4 − 32.4 (based on level) bonus Attack Damage or 24 − 54 (based on level) Ability Power (Adaptive) at maximum stacks, at which you also heal for (Melee +8% / Ranged +5%) of the post-mitigation damage dealt against enemy champions.
Damage over time effects and ongoing sources of damage grant stacks only once every 5 seconds.
PASSIVE: Scoring a takedown against an enemy champion heals you for 2.5% of your maximum health (+ 5% of your missing health) and grants you an additional 20 Gold after a 1-second delay.
We're taking Triuph because it Grants us that ability or potential to 1v1 or 1v2.
Legend: Tenacity -
PASSIVE: Gain 5% (+ 1.5% per Legend stack) tenacity, up to 20% at maximum stacks.
LEGEND: Gain Legend stacks for every 100 points earned, up to 10:
[*] 100 points for champion takedowns
[*] 100 points for epic monster takedowns
[*] 25 points for large monster kills
[*] 4 points for minion kills
We're going Tenacity to reduce the CC status effects of enemy champions but also if we run plated steel caps as we dont really need to go tenacity with Mercury Treads i like to run it no matter the boots because the more tenacity stacked the better for team fights and 1v1+ potential.
Last Stand -
PASSIVE: Deal 5% increased damage (except true damage) to champions while below 60% maximum health. This increases further based on your missing health, up to 11% increased damage while below 30% maximum health.
Magical Footwear -
PASSIVE: After 12 minutes (reduced by 45 seconds whenever scoring a takedown against an enemy champion), you gain Slightly Magical Boots Slightly Magical Boots for free. Slightly Magical Boots are identical and can be upgraded as if they were Boots. If the inventory is full while receiving the boots, they will appear as soon as a slot in the inventory is available.
Additionally, your boots grant an additional 10 bonus movement speed.
You cannot purchase Boots nor any Tier-2 boots prior to obtaining Slightly Magical Boots.
We're going magical footwear because well it's free and who doesn't want free boots in exchange for a kill or assist.
Biscuit Delivery -
PASSIVE: Receive a Total Biscuit of Everlasting Will Total Biscuit of Everlasting Will at 2:00, 4:00, and 6:00. If the inventory is full while receiving a biscuit, the biscuit(s) will appear as soon as a slot in the inventory is available.
Consuming a Biscuit will instantly restore 40 mana and permanently increase your maximum mana by the same amount, in addition to its effects. You will also gain the increased mana if you sell the biscuit for 5 Gold.
We're going biscuit delivery because we are a hungry monkey but also because we need that easy mana recovery.
[*] Ability haste to spam abilities early
[*] Adaptive Force to adapt to lane match ups
[*] Last Pick can be either MR or HP Depending on matchups