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Choose Champion Build:
Spells:
Flash
Teleport
Ability Order
Stone Skin (PASSIVE)
Wukong Passive Ability
Introduction
Build 1:Skillkong
build 2:ADkong
PROS--Great harass
-SPIN TO WIN(With CC)
-Trickery
-AMAZING TURRET DESTROYER(with your Q)
-Great all game
-Tanky with good DPS
-Dash
-Fun to Play
-MOST IMPORTANTLY OF ALL HE IS A MONKEY!!!!!!!!!!!!
Cons
-Cant jungle
-Oracles ruins your trickery
-CC cancels his ult
-He dosnt have a Son Goku skin :(
-SPIN TO WIN(With CC)
-Trickery
-AMAZING TURRET DESTROYER(with your Q)
-Great all game
-Tanky with good DPS
-Dash
-Fun to Play
-MOST IMPORTANTLY OF ALL HE IS A MONKEY!!!!!!!!!!!!
Cons
-Cant jungle
-Oracles ruins your trickery
-CC cancels his ult
-He dosnt have a Son Goku skin :(
For Wukong I like to use a late game rune page consisting of (My general runepage but you can play whatever you think is best :D :
-Armor Pen reds(More Poke and More burst)
-Health per lvl yellows(More durability for late game teamfights)
-Magic Resist per lvl blues( Because come on who likes mages xD)
-Armor pen Quints(More Poke and More burst make them regret playing that squishy!!!!)
-Armor Pen reds(More Poke and More burst)
-Health per lvl yellows(More durability for late game teamfights)
-Magic Resist per lvl blues( Because come on who likes mages xD)
-Armor pen Quints(More Poke and More burst make them regret playing that squishy!!!!)
For masteries I like a 21-9-0 focusing on wacking them as hard as you can :D.
ALTERNATIVES:
1.In the defensive tree you could go for the dodge mastery if you use dodge runes and rotate swiftness boots for a ninja tabi.
2.You could go a 21-0-9 getting the XP increase and buff duration to keep the buffs timing longer.
ALTERNATIVES:
1.In the defensive tree you could go for the dodge mastery if you use dodge runes and rotate swiftness boots for a ninja tabi.
2.You could go a 21-0-9 getting the XP increase and buff duration to keep the buffs timing longer.
•
: Wukong swings his mighty staff with incredible speed, crushing his opponent. This attack deals additional physical damage and reduces the enemy's armor for a short duration.
• : Wukong utilizes his cleverness to trick his foes. He becomes stealthed for 1.5 seconds and leaves an uncontrollable decoy behind that will deal Magic Damage to enemies near it after 1.5 seconds.
• : Wukong dashes on a cloud toward a target enemy and sends out images to attack up to 2 additional enemies near his target, dealing physical damage to each enemy struck.
• (Ultimate): Wukong's staff grows outward and he spins it around, dealing damage and knocking up enemies. Wukong gains movement speed over the duration of the spell.
• (Passive): Wukong's armor and magic resistance are increased for each nearby enemy champion.
• : Wukong utilizes his cleverness to trick his foes. He becomes stealthed for 1.5 seconds and leaves an uncontrollable decoy behind that will deal Magic Damage to enemies near it after 1.5 seconds.
• : Wukong dashes on a cloud toward a target enemy and sends out images to attack up to 2 additional enemies near his target, dealing physical damage to each enemy struck.
• (Ultimate): Wukong's staff grows outward and he spins it around, dealing damage and knocking up enemies. Wukong gains movement speed over the duration of the spell.
• (Passive): Wukong's armor and magic resistance are increased for each nearby enemy champion.
Begin the game with a Doran's sword. Once you harve around 400-500 gold and your lane is fairly pushed Recall to your base and buy healing and mana potions. Continue farming your lane, Helping your team and profiting until you reach 1260 gold at this point recall and buy your sheen. This is the point when you should be entering teamfight stage. After a few teamfights you should be ablke to complete the items needed for and then the trinity. After more fights and more farm you should be able to obtain a sunfire cape this is the point at which the game will normally end. If it continues buy an atmas to turn that high health of yours into damage. The last 2 items are up to you buy I tend to favor ghost blade and warmogs.
Trinity Force -good item for wukong has a slow for chaseing, a run speed boost for chaseing players and his ultimate, AND a build in sheen for double damage on an attack (+ in his Q dmg which aslo toggles sheen on).
Boots of Swiftness -Wukong is naturally a slow champion BUT if you get him boots of swiftness and Trin force I you will turn into a speeding monkey perfect for getting in range of your dash, making an escape after you decoy, and importantly getting more out of your ult(Distance wise, chaseing, useing it as an escape).
Youmuu's Ghostblade -attack speed crit ,dmg, and cdr. It also has an active that is the same as a master yi ult but without the immunity to slows.
Atma's Impaler - turns you high amount of hp into attack damage + gives u crit AND def. The base staple tanky dps item.
warmong's armor -Tanky item gives you HP if you have atmas will also give you a fair amount of AD, and gives you more hp regen.
Sunfire Aegis -Tanky item gives you health and defence, more damage from atmas, works off your decoy, AND works well with infernape the monkey king :D.
Bloodthirster - More damage, alot of lifesteal i tend to buy this if we have a tanky team and need more dps.
Infinity Edge -More damage, helps your crit rate, makes more crit dmg, pretty much if u making critkong, or if u going full dpskong and want crit dmg in there.
Thornmail - good for fighting heavily dps warriors like trynda,xin,and GP returns 30% of their damage to them and best of all it works off your decoy :D.
Banshee's Veil - good for M def more, more hp, more mana, more dmg off atmas, Gives u immunity to one hostile spell (makes them have to cancel it before they can CC to stop your ult).
Force of Nature - good for magic defence more run spd and hp regen.
Phantom Dancer - More for critkong, the runspd and attk spd are nice but most of your dmg in fights should be coming from your skill spam.
Hexdrinker -good for living through mages while adding more damage.
Boots of Swiftness -Wukong is naturally a slow champion BUT if you get him boots of swiftness and Trin force I you will turn into a speeding monkey perfect for getting in range of your dash, making an escape after you decoy, and importantly getting more out of your ult(Distance wise, chaseing, useing it as an escape).
Youmuu's Ghostblade -attack speed crit ,dmg, and cdr. It also has an active that is the same as a master yi ult but without the immunity to slows.
Atma's Impaler - turns you high amount of hp into attack damage + gives u crit AND def. The base staple tanky dps item.
warmong's armor -Tanky item gives you HP if you have atmas will also give you a fair amount of AD, and gives you more hp regen.
Sunfire Aegis -Tanky item gives you health and defence, more damage from atmas, works off your decoy, AND works well with infernape the monkey king :D.
Bloodthirster - More damage, alot of lifesteal i tend to buy this if we have a tanky team and need more dps.
Infinity Edge -More damage, helps your crit rate, makes more crit dmg, pretty much if u making critkong, or if u going full dpskong and want crit dmg in there.
Thornmail - good for fighting heavily dps warriors like trynda,xin,and GP returns 30% of their damage to them and best of all it works off your decoy :D.
Banshee's Veil - good for M def more, more hp, more mana, more dmg off atmas, Gives u immunity to one hostile spell (makes them have to cancel it before they can CC to stop your ult).
Force of Nature - good for magic defence more run spd and hp regen.
Phantom Dancer - More for critkong, the runspd and attk spd are nice but most of your dmg in fights should be coming from your skill spam.
Hexdrinker -good for living through mages while adding more damage.
Wukong EXCELLS at jukeing his enemies. If you gank your enemies with your
they could freak out and burn their CC on you... or what they think is you while the real you comes up at them in stealth, Yes your decoy
. During early game harassment be consistent with your nimbus decoy combo as it will be very helpful to you late game. During late game if the enemies have seen you consitantly useing decoy to get away and toy with them when you dash at them if you click S(stops all current actions) they will believe it is your decoy and run in the direction they think the "real you" is going when they are far enough away you can either run away OR activate your decoy for real and go the opposite direction. If enemies start to catch on to this you can do a DOUBLE maybe even TRIPLE stop method in which you hit S they continue to attack you you move a few steps then hit S again this time the enemies will think they have outsmarted you when really it is just you playing you monkey juke tricks on them again :D.
Video Example
This is a video demonstrating wukongs juke and escape power.
Video Example
This is a video demonstrating wukongs juke and escape power.
Begin with nimbus strike for enemy harassment. At lvl 2 pick up Decoy (I will explain tips on this later on in the guide). At level 3 pick up crushing blow.
Your combo in a fight is:
Initiating from afar: Turn on your Q-then E into there team let yourself autoattk to use the Q -immeaditly use your W hopeing to draw in enemy CC to the decoy-follow up with your ult for a knock up and run around QE bursting there team mixing in S and W whenever possible.
-> -> ->
Close Range Initiaton: Initiate the fight with an Auto Attack Followed by an immediate Q use your Decoy/Stop if they begin to focus you you can throw in your E if you need it for dmg and atk spd but I would rather save it for chaseing.
Your combo in a fight is:
Initiating from afar: Turn on your Q-then E into there team let yourself autoattk to use the Q -immeaditly use your W hopeing to draw in enemy CC to the decoy-follow up with your ult for a knock up and run around QE bursting there team mixing in S and W whenever possible.
-> -> ->
Close Range Initiaton: Initiate the fight with an Auto Attack Followed by an immediate Q use your Decoy/Stop if they begin to focus you you can throw in your E if you need it for dmg and atk spd but I would rather save it for chaseing.
Exhaust-Useful for ganking enemies and stopping their escapes from your ultimate, and running away when you decoy
Ghost-Useful for running away, decoy, and your ultimate.
Heal-Useful for generic reasons nothing really specific to monkey king.
Revive-useful with teleport if you playing full Backdoor style
Smite-useful if you want to try jungle monkey king(NOT RECOMMENDED)
Teleport-Useful skill for BD wukong lets you get around map faster.VERY interesting combo with decoy is teleport to a minion the enemy is attacking then as soon as you get there activate your decoy chances are if the enemy saw that you were teleporting to the minion they would either run or try and stun/combo you therefore making them waste their burst on a decoy instead making them easy prey for you afterwards.
Cleanse-Useful for removing CC when stealthed in decoy a slow is not a good thing to have on you.
Fortify-Useful for turret defense if the enemies try and dive you you can activate decoy fortify then ult to hord them there.
Clarity-Useful for mana problems lvl 1-6 not rlly worth it after that though. (NOT RECOMMENDED)
Ignite-Useful spell for getting kills that should have been yours.
Clairvoyance-Useful for anyone for generic reason no specific reasons for wukong.
Rally-to much CD not enough buff not worth it.
Flash-A MUST HAVE for wukong useful after your decoy, useful for ult positioning, chaseing, and an escape.
Ghost-Useful for running away, decoy, and your ultimate.
Heal-Useful for generic reasons nothing really specific to monkey king.
Revive-useful with teleport if you playing full Backdoor style
Smite-useful if you want to try jungle monkey king(NOT RECOMMENDED)
Teleport-Useful skill for BD wukong lets you get around map faster.VERY interesting combo with decoy is teleport to a minion the enemy is attacking then as soon as you get there activate your decoy chances are if the enemy saw that you were teleporting to the minion they would either run or try and stun/combo you therefore making them waste their burst on a decoy instead making them easy prey for you afterwards.
Cleanse-Useful for removing CC when stealthed in decoy a slow is not a good thing to have on you.
Fortify-Useful for turret defense if the enemies try and dive you you can activate decoy fortify then ult to hord them there.
Clarity-Useful for mana problems lvl 1-6 not rlly worth it after that though. (NOT RECOMMENDED)
Ignite-Useful spell for getting kills that should have been yours.
Clairvoyance-Useful for anyone for generic reason no specific reasons for wukong.
Rally-to much CD not enough buff not worth it.
Flash-A MUST HAVE for wukong useful after your decoy, useful for ult positioning, chaseing, and an escape.
Until late game wukongs farm is very bad , last hit as you normally would DO NOT WASTE MANA on farming minions as he is very mana hungry until lvl 6. Once you get your nimbus max level use that as your farming skill but do not spam it to much that you could not use the mana if you get ganked.
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