Wukong Build Guide by Cephyric
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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.
Wukong is a melee bruiser which excels at poking and teamfights. His great escape ability makes solo top lane harass very easy after level 3. Poking with E-Q and then using your decoy to draw enemy damage means you can outpoke basically anyone up top.
Wukong should always have a solo lane due to his dependancy on items, especially high armor penetration. The higher your armor penetration gets the more rediculous your damage becomes, to the point where your ult drops more than half the enemy teams hp on its own.
Wukongs rune choice is rather obvious. You want to get as high armor penetration as possible while mentaining defensive stats. Your passive in a teamfight at lvl 18 gives an additional 40 magic resist / armor which makes a big difference combined with your defensive seals & runes.
Wukong is very flexible when it comes to mastery choices. I prefer an offensive setup due to the extra armor penetration and damage you gain, however a 0/21/9 build is also very viable if you feel like you're dying too much during lane phase. In the end it's more or less personal choice.
Maxing E gives you the highest damage increase per point, however getting W at lvl 3 means you can avoid that 3:50 minute jungler gank top, which is rather helpful. Get 1 point in your decoy early!
R > E > Q > W
For me the obvious choice is flash and exhaust. Having that Decoy-Flash combo means you are very difficult to gank even if you happen to overextend, and your exhaust keeps people in your ult for longer.
Playing teleport is also viable, as it means you can keep your lane presence and farm high, and wukong really profits from outleveling his enemies.
Ignite is generally worse than ignite on Wukong, especially due to the way your ultimate works. Against heal-heavy teams it is viable though.
Cleanse is something I never really needed on Wukong. You get your tenacity boots and propper use of your W means you won't get cc'd much anyway.
Ghost is just inferior to flash in almost every occation. Flash is a better escape ability and as good as ghost for chasing.
Pros / Cons
The Pros of Wukong are many and obvious:
- Great initiate
- High AOE damage
- Great escape
- Armor penetration on your Q helps your ad carry.
- Strong zoning abillities.
The cons are there however, and they're rather harsh.
- Very reliant on other people for that finishing damage
- No ranged abilities. Wukong goes up and personal and sometimes that'll cost you.
- Not the tankiest of bruisers, if he gets focused down he drops quite quickly even with his armor / MR.
- Weak if denied earlygame, very item and rune dependant.
Due to the nature of Wukongs Decoy, you can often fool people by just simply pressing "S", which stops your character and makes it look like you decoyed. Follow this up with an actual decoy and you can confuse your enemies very well.
Using Wukongs ult to knock up as many enemies as possible is vital to his success in teamfights. Getting knocked up gets people out of rythm and makes it easier for your team to focus someone down.
Wukong prevails in AOE stun heavy compositions, and his synergy with heroes like Annie, Cass and Amumu is very high.
Remember that your job as a bruiser is mainly to be disruptive. Your E gives you a great gap closer, which should be used on the enemy carry, often followed by your Q and ult. This more often than not will either flat out kill the carry or push her away from the teamfight.
Wukong is a very underplayed champion and in the right hands extremely potent. His earlygame harass is very strong and his Q and ult makes AD carries on your team love you and the enemies hate you. He's decently tanky and very bursty with low cooldowns on all his spells, making him excel in every teamfight.
Go out there and go monkey!