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Spells:
Exhaust
Flash
Ability Order
Stone Skin (PASSIVE)
Wukong Passive Ability
Introduction
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.
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.
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.
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.
- 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.
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.
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!
Go out there and go monkey!
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