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Choose Champion Build:
Spells:
Ghost
Flash
Ability Order
Stone Skin (PASSIVE)
Wukong Passive Ability
Champion Spotlight by RIOT™
Range: 1400
Cost: 40 mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Bonus Physical Damage: 30 / 60 / 90 / 120 / 150
Cooldown: 18 / 16 / 14 / 12 / 10 seconds
Magic Damage: 70 / 115 / 160 / 205 / 250 (+0.6 per ability power)
Cooldown: 8 seconds
Cost: 45 / 50 / 55 / 60 / 65 mana
Physical Damage: 60 / 105 / 150 / 195 / 240 (+0.8 per bonus attack damage)
Attack Speed Bonus: 20 / 25 / 30 / 35 / 40 %
Cost: 100 mana
Cooldown: 120 / 105 / 90 seconds
Physical Damage Per Second: 20 / 110 / 200 (+1.0 per attack damage)
This is my favorite late-game item for Wukong, because it contributes handsomely to both survival and DPS, and it rewards you for building even more survival. Warmog's Armor complements it nicely, though as a snowball item you should only build it if you're sure that you'll be able to farm it up. (Note it's not a bad choice anyways, as the stacks don't disappear when you die!) Since almost every item that benefits Wukong adds HP, it adds at least the damage of a B.F. Sword (starting at 2,250 hp) coupled with armor and crit at a premium. At level eighteen, with the 3145 hp the base build gets, it rests at +69 ad, which at 2355 gold beats the hell out of The Bloodthirster in my opinion, given the crit and armor.
This item provides the most magic resistance from a single item in the game, an enormous amount of health regen, and bonus movespeed that stacks up nicely with all the move speed Wukong already gets in his core builds. Against a team with multiple AP nukers or other forms of high magic damage, it's absolutely invaluable. That said, Banshee's Veil is more often taken, since Wukong already has a fairly high magic resist, move speed, and health regen with core items. Force of Nature is more often a straight tank item, but is preferable if the enemy team lacks CC and does consistent magic DPS. If the entire team is AP, you can punish them by taking both items.
In games where your enemy builds survivability, straight attack damage offers less of an offense than armor penetration, given that this item scales to become more powerful based on the armor ratio your opponent has. While your runes are enough for early game, by the time the end starts rolling around, your damage will be falling off drastically if the enemy team isn't too derpy to build armor. This works to counteract that greatly, and makes up for the fact that many of your items DON'T have straight attack damage on them.
In most circumstances, the most efficient way to build Frozen Mallet is to complete the Phage early, and continue to build other items; Phage provides a slow chance and enough health to increase survivability early without holding up the rest of your build too much.
The Frozen Mallet may also be built earlier if the phage is not providing its slowing effect consistently, resulting in fleeing enemies that could have otherwise been killed.
Only the largest slow from an item is applied so having multiple slow effect items (such as Rylai's) will not increase your ability to slow. It can however stack with ability slows and It's nevertheless a VERY powerful item on Wukong, because it gives him crowd control if you elect to avoid Trinity.
Decoy is Wukong the Monkey King's most potent mechanism. The clone it creates does negligible damage, mostly because it's the only skill he has that scales off of ability power instead of attack damage, but the false monkey king affords dozens if not hundreds of ploys a cunning summoner can utilize to their advantage. Specifics can be found in the advanced tactics section, but the more obvious uses are in escape and distance closing. Dropping a Decoy, even if the opponent knows it's coming, affords you a moment of stealth to make an escape.Wukong becomes stealthed for 1.5 seconds and leaves an uncontrollable decoy that doesn't attack or move on the place he activated it. The decoy will deal magic damage to nearby enemies after 1.5 seconds. It can be dropped adjacent to minions to garner some AoE last hits or when downing a turret to proc Sheen while Crushing Blow is cooling down. Finally, it can be used to save yourself from being slain by a turret, as the decoy will take incoming skill shots of champions trying to capitalize on your proximity, and it will often be targeted first if you and it become the last things in range. Sometimes popping decoy will even cause the turret to switch targets if it was focused on you, though don't count on it every time; you'll still be visible whilst in the turret's detection range. I max this skill after Nimbus Strike, as the diminishing cooldown on it becomes more and more important as the game proceeds.
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