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Spells:
Ghost
Smite
Ability Order
Stone Skin (PASSIVE)
Wukong Passive Ability
Introduction: The Hit And Run Tactic

*Application* This is a rather interesting passive. In my opinion because of this passive you don't need to focus so much on defensive items because it makes Wukong naturally battle ready. It is great for initiating team fights as well as ganking, so be sure to take advantage of the defensive bonus. Although it does not help you in the jungle, so don't bank on it!

*Application* Crushing Blow is great for dishing out damage. If you take advantage of its base armor pen % reduction in combination with the attack speed boost you gain from


*Application* This is what gives Wukong his extreme utility. It has numerous applications and can be used in many different ways.
Juking: Have low health and need to run away or being chased and need to escape? Why not juke with







Ganking: Using






Tower Hugging: As the jungler you may be asked to hold a tower or a lane for a few mins so that a team mate can go be to heal or whatnot. As Wukong this is not a problem. If it comes down to you holding the tower then make sure you have your




Blocking: Another interesting feature of








*Application* There is alot of debate as to whether




*Application* This is Wukong's only real crowd control, it gives a knock up once to every enemy it hits as well as deals a fair amount of damage. The range of the attack as well as movement speed increases throughout the duration of the move. This can be used effectively in a few situations. It is great for initiating a team fight. If you use





Start with a
Cloth Armor and 5
Health Potion at Blue Golem, Wolves, Wraiths, Lizard Elder, and Double Golem. And at that point you can gank or keep triangling around from Double golem to wraiths to wolves, and if you killed blue first he will spawn shortly after the 7 min mark. But the goal should be lvl 6 at 7 mins.


Now i will be breaking down what i mean by the "Hit and Run" Strategy. WuKong's ability sets are tuned for hitting really hard:
Crushing Blow,
Nimbus Strike, and
Cyclone. As well as running away:
Warrior Trickster. So how do we use these moves properly? There are a few ways.
Combat Combos:
+
+
+
+
+
+
+
(while stealthed get behind them) +
+
+
Ganking:
(from in a bush) +
+
+
*at any time during this combo if they either escape, or you yourself get ganked then it is a good idea to cut your losses and
Warrior Trickster out.*
Initiating the team fight/Cleaning up:
Okay this is probably the single most important thing Wukong is capable of doing. The idea behind this is to start the team fight, then GET OUT OF THE MIDDLE OF EVERYTHING, and ultimately come back and finish things up. One thing that should be kept in mind about wukong is he is not very good at continuous or sustained fighting. So you want to jump in deal a lot of damage while ensuring your safety. That means that every time you see a
Warrior Trickster you should use it to leave the fight and set up for your return.
+
+
+
+
+
OR
+
+
+
+
+




Combat Combos:













Ganking:




*at any time during this combo if they either escape, or you yourself get ganked then it is a good idea to cut your losses and

Initiating the team fight/Cleaning up:
Okay this is probably the single most important thing Wukong is capable of doing. The idea behind this is to start the team fight, then GET OUT OF THE MIDDLE OF EVERYTHING, and ultimately come back and finish things up. One thing that should be kept in mind about wukong is he is not very good at continuous or sustained fighting. So you want to jump in deal a lot of damage while ensuring your safety. That means that every time you see a







OR






Marks: I get 9 Greater Mark of Desolation because if you havn't yet noticed, armor pen is kind of a theme with this build. I will say that
Greater Mark of Attack Damage are better for the jungle but lose their usefulness shortly after, whereas the armor pen will be more useful deeper into the game especially with
Crushing Blow, the armor pen you can get from
Youmuu's Ghostblade and
Last Whisper, as well as the armor reduction you can have from
Zeke's Harbinger.
Seals: I use 9 Greater Seal of Resillience because armor runes really help in the jungle, they are almost the same as having an extra
Cloth Armor. This armor boost will free you up from building too much armor and it will help with your passive as well.
Glyphs: I use 9
Greater Glyph of Cooldown Reduction because along with building a lot of armor pen this build has a good bit of cool down. these runes will give you roughly 5-6% and that will stack with the cool down you get from
Youmuu's Ghostblade. Ontop of this while you hold the blue aura you have max cool down which is 40%.
Quints: I use 3
Greater Quintessence of Life Steal. The 6% bonus lifesteal is great for going through the jungle at a very quick rate. It also gives a good bit more sustain throughout the game in combination with masteries and
Wriggle's Lantern, what i like about these quints for those of you who disagree, is that they are relevant all game.





Seals: I use 9 Greater Seal of Resillience because armor runes really help in the jungle, they are almost the same as having an extra

Glyphs: I use 9


Quints: I use 3


I like to do what i call the Executioner's Jungle with
Wukong. Its a 21/9/0 prioritizing damage dealing in the offensive tech tree while AVOIDING CRIT, and getting
Bladed Armor
in defense. This allows for extremely strong ganks throughout the entire game as well as helps through the jungle fast.


I tried to construct this build to be up to a lot of change depending on the player's style. Many things are up for alteration in this build but I would recommend keeping what i perceive as the core items of this build:
Wriggle's Lantern,
Frozen Mallet, and
Youmuu's Ghostblade. I will provide in depth explanations of all the items i use in this build and why.
Wriggle's Lantern A great first item for any jungler, the ward is useful in conjunction with ganks. I especially like it with wukong because it gives a good bit or armor which is useful with
Stone Skin in maintaining a good bit of armor, however because of
Stone Skin after
Wriggle's Lantern i do not see any reason to prioritize armor. The early attack damage will also allow
Nimbus Strike, which scales with AD, to do a little bit more damage. The lifesteal also allows for much easier jungling as well as adds a new element of survivability, which i find important with this type of play style.
Mobility Boots In my opinion these boots are especially useful with stealth characters, they allow you to traverse a farther distance while stealthed which in turn allows you to much more easily get your target within range of
Nimbus Strike, also as a jungler you can make it from one lane to another a lot faster which in turn allows you to be much more responsive to changes in the lanes.
Frozen Mallet This is the only defensive item that you will need. The health you receive from this alongside the armor you receive from
Wriggle's Lantern and
Stone Skin is a pretty nice defensive setup for "Hit and Run". What is more important, however is the offensive capabilities of this item. The slow you get from this item will make ganking a lot easier, and as a jungler you should be maintaining the red buff. What i like about
Frozen Mallet on an AD jungler is that the slow from the red buff will stack with the slow you get from using
Frozen Mallet. Also the little extra attack damage does well.
Youmuu's Ghostblade This item gives you a little bit more AD as well as a small amount of crit. What is really important about this item though is the cool down as well as armor pen. The armor pen will help in dealing more damage especially if you take advantage of the armor % reduction you can get from
Crushing Blow. The active can also be super effective if you use it right after you initiate your attack using
Nimbus Strike
Last Whisper Get this to scale more attack damage, as well as add alot more armor pen. This alongside Youmuu's Ghost blade and
Crushing Blow has devastating effects for doing a lot of damage very fast.
Black Cleaver This item is a good finisher for this build because it furthers the idea of hitting hard quickly with its bonus attack speed and its armor reduction ability. This ability with further increase the effectiveness of
Crushing Blow to devastating levels while also building off of the armor pen. granted from both
Last Whisper and
Youmuu's Ghostblade. Its all about hitting hard and hitting fast!
























Suggested:
Ghost allows you to make a quick escape or a fast kill without having to rely too much on
Warrior Trickster, but can also be used with
Warrior Trickster for a guaranteed successful gank.
Smite because you are a jungler!
Good:
Heal this is my preferred summoner skill but that is just me, It can be used for more aggressive game play as well as getting those sneaky kills or helping you survive an early counter jungle or a gank gone wrong.
Ignite makes for an easier gank
Exhaust makes ganks, quick escapes, or 1v2 a lot easier.
Flash because
Ghost wasn't enough.
Bad:
Clairvoyance The sight from this does not help you as much as it would
Nocturne or
Caitlyn who have super ranged attacks. Leave this to those people and supports.
Clarity If i have to argue this with anyone then do not use this build!
Cleanse Due to the nature of
Warrior Trickster you really dont need this one.
Revive you shouldn't ever use this unless your are a noob... or
Karthus
Surge yeah the attack speed is good, but this is more of a summoner spell for hybrids and supports.




Good:





Bad:









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