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Wukong Build Guide by Espressogrimpe

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League of Legends Build Guide Author Espressogrimpe

Wukong; The Monkey God

Espressogrimpe Last updated on April 26, 2016
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Top Lane
Ranked #33 in
Top Lane
Win 51%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 12

Dangerous Game

Cunning: 18

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

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My summoner name is Espresso Grimpé and this is my first serious guide on mobafire. Wukong is one of my favorite champions and with well over a 100 games played with him (which relatively maybe isn't that much), I consider him my main champion to wreck havoc with.

Since the beginning of the new season (season 6) I've been experimenting with different item, runes and mastery builds on Wukong, and found out what combinations work well enough to be smashing most champions six feet under by mid-game. The general rule in building a Wukong is to give him tons of AD, with some survivability or sustainablilty. The specific items and runes/masteries really depend on the matchup(s).

My msot used build(s) are explained in this guide so you can be smashing champions too. If this guide helped you become a better wukogn player, or if you have some constructive feedback, I'd love to hear it.


The Espresso Climber

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Pros / Cons


+ High Burst
+ Game changing teamfight potential
+ Good outplay potential
+ Tank Shredder, Assassin,and bruiser in one.
A good happy and maybe even FAT monkey will FLY in and SMACK your brains out. The moment your teammates try to save you he will spin and WRECK your team down. With your last effort you can try to turn the tables whilst his abilities are on COOLDOWN, only to realize you just ulted his CLONE. Care, you are now DEAD.


- Mana hungry
- Squishy early game
- Poor Early jungle clear
- highly gold/item dependent
A bad monkey will JUMP in only to realize his manapool is too low to CRUSH your balls down. Next you SWING your THING and BLOW his Brains out. Once he returns to lane he jumps on your BACK and SMACKS the minion next to you. The obvious CLONE appears so you decide to walk towards the enemy tower. A second later the monkey king appears and with a simple two shot combo, BAM, the king is dead. Long live the king.

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Summoner Spells


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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Life Steal

I almsot always use lifesteal quints now, and dropped the previous extra armor. With a Doran's blade and masteries, you'll have 10% percent lifesteal from the start, which is HUGE. If you are low health just start auto attacking minions and you'll get your health back. The old armor runes works fine as well against AD matchups.

Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Health Regeneration

Lately I also played a lot of Wukong in Botlane with a friend. (He plays something in the lines of Zed, rengar, Yasuo, Diana, something with a lot of one-shot potential and mobility). The runes above are my preferred sustainable runes in bot lane. The three health regeneration quints make it possible to stay in lane so much longer. If you plan to be able to play safe, these might be your go to runes. Make sure you put 2 or 3 points in Meditation for a little extra mana sustain.


Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Damage

If want to go ham, take these runes. You can freely swap the flat MR glyphs for scaling ones or mix them up in a 3-6 or 6-3 combination. Post level 6, scaling runes give better stats.

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Ill update this as soon as i'm back from holiday, scratch what is says, just go thunderlord always. ;)


Keystone masteries

  • Fervor of Battle : I figured as follows: Wukong's auto attacks deal extra damage. The damage stacks with the use of your abilites and auto attacks. This means you are stacking fervor of battle whilst last hitting. If you deal 5 damage with 1 stack of Fervor. 10 stacks will let you dish out 50 extra damage with every auto attack on top of your (let's say) ~200 AD. Also with 5 points in Crushing blow and Battering blow's you also have 37% armor penetration. That is some decent extra damage output if you can you can weave in 2-3 auto attacks in a combo and might even hit and extra 3 auto attacks while you wait for your abilities to come of cooldown (=~300 extra damage). I take Fervor of battle in lane.

  • Stormraider's Surge : Wukong's full damage combo's are extremely bursty. This keystone will have you flying in and out of battle like a proper assassin. It is a good keystone if you are the initiator on your team. Simply E, aa, Q, R in and decoy out on speed steroids. Quite decent for Jungle Wukong as well, as you can catch up to people after a combo. The downside is this keystone does not provide extra damage.

  • Thunderlord's Decree : This keystone basically adds to your burst potential every thirty seconds. Wukongs E, aa, Q, combo (or aa, Q, E, aa combo) proc's Thunderlord's Decree, dealing extra damage. This mastery does still scale with AD, so good for Wukong. I'd say Thunderlords is a great pick for a jungle Wukong, since he has a lot of downtime while smacking camps in the jungle. Once Wukong ganks, all the extra burst damage is welcome to quickly annihilate whatever champion needs to die.

  • Deathfire Touch : The choice between Deathfire Ttouch and Fervor of Battle is one that is about early and late game. When you are farming in lane Fervor of battle is stronger since it is easier to maintain stacks. LAter in the game you'll probably be Jumping in and ulting mostly, so your stacks are low. This is when Deathfire touch becomes the stronger pick.





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Crushing Blow


Nimbus strike


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Starting items

This is my go to start. The extra AD helps me last hit and gives me more harass in lane. Plus it builds into a lot of different items. A good start if you want to be aggressive early. The three extra biscuits will give you the necessary sustain.

This item gives a bit everything. 3% lifesteal helps you sustain, 80 health is always good and you can't go wrong with 8 extra AD. Only downside is you only have room for one biscuit.

This is my go to start if I am playing against a ranged harasser. I get Doran's shield and a biscuit, ask my jungler if I can take one of his camps (or double jungle start). After I base, get some extra Total Biscuit of Rejuvenation and walk (or teleport) back to lane.

I start this item if I don't feel sure I can win the lane against an AD caster (e.g. Riven) and plan on playing safe. It leaves room for 4 Total Biscuit of Rejuvenation which effectively gives you an extra 600 health over one minute.

Sustain and a little damage in one. Plus you invest in not buying health potions until you need the inventory space. A viable start if you don't forget to activate a potion when you harass the enemy laner. Early game the burn damage is insane!

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Skill Sequence

Ability Sequence Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >
In general you want to max out your ult first. Remember Cyclone's lvl 6 has really low base damage (still hurts though). So at level 11 you'll have a powerspike with 2 points in Cyclone. Second I max Nimbus Strike, because in the end the attack speed buff outclasses Crushing Blow. Also almost every other guide advises to max Nimbus Strike first. I usually put a point in Decoy at lvl 3 and max it last.

I start Nimbus Strike, because of the extra harass range. Nimbus Strike is a gap closer so the enemy laner has to stay further away from you if he wants to be out of your zone of control. The second point goes in Crushing Blow so you can > > combo immediately.

Wukong Zone of control

The above mentioned combo is the combo that makes Wukong have one of the strongest lvl 2 harass in the game. Abuse it and make sure you add the one auto attack between the two. So press E , keep clicking the target until the extra auto attack goes of. (the enemy usually starts moving away from you here) and press Q to land . After the combo I move away to wait for the abilities to come of cooldown. You can also turn the combo around for less initiation range, but more damage: > > > If the enemy is in your auto attack range, you should use the above combo for two reasons. First: this combo deals more damage since Crushing Blow will decrease between 10-30% of the enemies armor for 3 seconds. So all your other attacks will hurt more. Second: You save Nimbus Strike as a gap closer for when the enemy tries to escape.

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Item Sequence

Ravenous Hydra

Ninja Tabi - Alacrity

The Black Cleaver

Randuin's Omen

Maw of Malmortius

Mercurial Scimitar


This is Wukong's first core item. Wukong's damage, waveclear (passive and active) and sustain (lifesteal & health regen) increases significantly. Plus the hydra active is a killer in your burst combo.

Black Cleaver is Wukong's second go to core item. It gives a bit of health, Good damage, and an amazing 20% CDR for skill spammability. Plus the passives will have you shred through the opposing team with your Cyclone and you'll be able to run out of fights faster. The movement passive also makes Wukong a competent bounty hunter. After Black cleaver you are the one and only true Monkeyking.

This item is also really good on Wukong. 65AD, 10%CDR, 20armor pen and a movement speedsteroid for sketchy engages and close to death escapes. If your team needs Wukong to be more of an assassin, this is your go to blade.


I Love the changes to this item. 75 (nerfed to 65) AD is a lot on one item nowadays and the extra 35 MR is always a welcome bonus. The passive help's you get out of sticky situations and the extra 10% lifesteal makes this item worth the while. Great against heavy CC.

Another offensive/defense item that is great on Wukong. the MR bonus is huge, AD and Armor pen are all stats that make Wukong happy. The shield helps you survive those pesky bursty mage assasins and when the shield proc's the extra lifesteal and attack speed gives you some extra sustain to win a close trade off. If the enemy has a strong bursty mage, get this.

With some decent damage and high percentage (!) armor penetration, this item is amazing for shredding high health tanks. I'd get this item third or fourth if the enemy has two or more tanks with (significantly) more health than you.

Mortal Reminder is similar to Lord Dominik's regards in the sense that it builds out of Last Whisper. It is a good armor shredder. Usually tanks also stack way more health than you, so most of the time Lord Domink's is a more viable option. BUT if the enemy has champions like Vladimir, Dr. Mundo or Irelia, that depend on sustain by health regeneration, I'd definitely want to go for mortal reminder as it reduces their healing as long as you can stay in combat with them.


This is not a very common choice on Wukong. And I usually don't buy this item. However it does give a great armor bonus, 20%CDR, and 500 mana (!). Since Wukong tends to run out of mana quite quickly and manapotions are not an option anymore, this is a great item. Also the passive adds up to Wukong's already bursty nature and the slow helps you catch up to escaping enemies. Definitely not a bad choice. Downside is that Wukong needs extra health with the armor to really be tanky...

Health, Crit reduction, armor, attack speed reduction as a present to the enemy ADC or Tryndamere and a slow... Get this against fed attack speed and critical strike champions (e.g. Caitlyn, Ashe, Yasuo and good old fashioned Critplank. Also you can activate the AoE slow during your Cyclone. Randuin's, what else?

Massive health boost, extra movement speed, some armor and a short slow with some extra damage to top it of. Get this if the enemy does not have a fed champion that would consider you to get Randuin's Omen.

Heatlh, 70 (!) magic resist, CDR and a 20% boost to your self healing and lifesteal. Get this if you really need some extra tankiness and one or more of their AP casters is superfed. Or they have a heavy AP teamcomposition. If they only have one mage who is doing decent, but not superb, get Maw of Malmortius instead. Unless you need the extra health ofcourse.

Similar to spirit visage, but with a shield instead of extra healing and without CDR. Good against burst mages.

This item can give you the edge in a fight by giving you an extra life. Late game this can be a game changer. The passive can also be easily wasted. The Magic resist and Armor in one is always nice. Consider this late game if you need that extra armor and magic resist and think this can win you the game. If not, build other defenses according to the situation.
This item has a good build path and helps wukong burst. Also great with Sterak's Gage since Sheen scales of base attack damage. Generally I wouldn't build it though, but there have been moments I felt like playing around with this triforce thing. Works well in a more tanky build.


This item is worth an honorary mention. If you are up in lane against a champion that wins trades by sapping the life out of you, or by massive health regeneration (e.g. Vladimir, Warwick, Dr. Mundo, Fiora ult, Irelia, Hecarim, Olaf). This item is worth the rush. it gives 15 AD, and it applies grievous wounds for 3 seconds. In other words, the enemy won't be able to heal for three seconds after you attack them. If you manage to keep attacking them you basically steal their thunder giving you a chance to win the lane.

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Laning Phase & teamfighting


How to harass in the laning phase, your standard one-trick-pony-combony

For harass in the laning phase you want to use Wukong's E to engage. If you can, try to last hit one or two minions in the AoE if you can. As soon as you land next to the target, wait for half a second, then press Q . If you did it right, thunderlord will proc. If you think the enemy will try to trade back, use your W to disengage. This can block skillshots and will get you out of range.

Once you think your full combo can kill the target, don't hesitate. As soon as everything is of cooldown, go in for the kill [(nimbus strike]] + Auto attack + Crushing Blow + Cyclone + Ignite. Make sure you have enough mana though. If the target Flashes away, after them.

You can see both combo's here.

Sometimes you are behind in laning phase. Don't act like a brainless gorilla and keep on dying, but be a good monkey and farm under tower. if you are lucky,your efforts will be rewarded with a dive. Go ham under tower.
If there is a teammate with some CC, it can help to have them CC the target the moment you approach with decoy. Also only gank if you are sure that you can kill the target with your surprise effect, or enough teammates are close to save you from death.

In between ganks and farming your toplane (keep that lane pushed!) teamfights are bound to break out. Your job is to disrupt and potentially kill the highest damage threats. your team needs to be able follow up quickly, so make sure they are close. Ping them if you choose to engage the fight. your combo is usually the same as demonstrated in the how to gank video. but if you can hit their backline without the use of your decoy, that is even better. (since you can do your combo, W -out and go back in once your Q and E spells are of cooldown.