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Spells:
Flash
Ignite
Ability Order
Stone Skin (PASSIVE)
Wukong Passive Ability
Introduction
Hello and welcome to my Wukong guide, my first guide on Mobafire! I've played quite a bit of Wukong recently (normals mostly, trying to organize a ranked team and I hate solo-queueing ranked) and I've noticed that Wukong is very underplayed considering how powerful he is. I decided to make this guide in order to show the LoL community how fun and powerful Wukong is. This guide is mostly aimed at top lane and pre lvl30(no meta), but I intend to add Jungle Wukong eventually.
Pros
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Cons
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Wukong's armor and magic resistance are increased by 4 / 6 / 8 for each nearby enemy champion.
Pretty straightforward passive: when you're in the middle of the fray beating stuff with a stick, you get some free tankiness. At max level, it will give you 40 armor and magic resist when 5 enemies are nearby.

Wukong's next attack, within 5 seconds, gains 125 range, deals physical damage and reduces the enemy's armor by 30% for 3 seconds.
Your next attack deals some extra damage and reduced armor. Remember that it resets your autoattack timer, so try to use it immediately after a basic attack. The autoattack reset and %armor reduction keeps this ability relevant all game, but the burst is especially nasty earlier in the game, or mid game if you're fed(15 min




Wukong becomes stealthed for 1.5 seconds and leaves an uncontrollable decoy that doesn't attack or move from the place he activated it. The decoy will deal magic damage to nearby enemies after 1.5 seconds.
This ability is very, very useful. When laning, you can use it to disengage after landing your combo, but it remains very useful for getting out of sticky situations later in the game. I don't know how many times I've survived 4-man ganks midgame by E'ing to minions and juking with Decoy. You can also use it to get away with landing a few attacks on the carry when his teammates arrive, or use it to run away after hitting the enemy team with your ultimate when on low health(remember to deactivate your ultimate and immediately decoy when they hit the ground, if you keep spinning you'll die). You can also use the invisiblity to get close to an enemy, just make sure that you won't need it to escape(very useful when ganking while jungling).

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. He also gains an attack speed bonus for 4 seconds after hitting a target with this skill.
This ability has 3 important uses: Nuke, gapcloser and Attack Speed steroid. Even if you're standing right next to someone, you can use it just for the burst damage and attack speed as long as you make sure they have their escapes on cooldown. This ability, combined with the slow from






Wukong's staff grows outward and he spins it around for up to 4 seconds, dealing damage every second and knocking up enemies once per cast. Wukong gains 5% movement speed bonus every half second for the duration of the spell, with the bonus disappearing once he stops spinning. Wukong cannot attack or use other abilities while Cyclone is on, but he can deactivate it at any time.
This ability does a lot of damage, and has a knockup. In a teamfight, you'll want to hit as many enemies as possible to the knockup, but try to stick close to the squishies as it deals a lot of damage to enemies without armor. It is very useful for getting a kill at level 6: harass with your combo until they're low enough,






Thanks to jhoijhoi's guide-making guide for letting me borrow templates.
I start with



I max







Remember that your Q resets your auto-attack timer, so try to use it immediately aftar a basic attack. Your standard harass combo in lane should be E-Auto-Q-W, and then back off while stealthed. E-Auto-Q-Cyclone-Ignite is useful to get at kill at level 6.









These 2 are my preferred summoners, below is a list of other, viable summoner spells.

Wukong has both a low cooldown gapcloser and plenty of movement speed through items, so chasing usually isn't an issue. I prefer



I used to run

















I do not recommend picking any of the Summoner Spells not listed here, only pick them if you know what you're doing.
Runes are pretty standard offtank/bruiser runes. Flat AD marks, flat armor seals, magic resist per level glyphs and movement speed quintessences. The quints could be swapped for flat AD or armor penetration if you prefer more offense. I am not sure whether flat AD or armor penetration is the best choice for marks, I run AD because I don't have armor penetration marks atm. If you disagree, feel free to let me know in the comments.
Like most offtanks, Wukong has a large range of items to choose from. While on most offtanks I pick up an early Brutalizer if I'm doing well, I almost always get Brutalizer into Ghostblade on Wukong. Phage into Trinity Force, Maw, and Atmas gives you a nice mix of offensive and defensive stats. I usually finish with a Guardian Angel, it has a good passive and both armor and magic resist. Always remember to adjust your build according to the game, the above build is my favorite build if everything is going really well. You'll usually want more defense in your average game.
For boots, I pick either




Something that I think applies to most, if not all offtanks, but is especially important on Wukong due to his offensive nature:
If you're behind, it's better to build tankier than getting instagibbed.
Don't get Bloodthirster as your second item when you've fed their Rumble 4 kills on top lane, it will just get you killed. If you're behind, consider building an early Frozen Heart or Banshees Veil, substituting your Trinity Force for a Frozen Mallet, or skipping your ghostblade altogether for other defensive items. Building AD won't help you if you die instantly, it's better to stay alive and be able to do something than blowing up in half a second and not being able to do anything at all. You can also consider helping your team out with items like Shurelia's Reverie and Zeke's Herald.
The above build is what I usually shoot for, here are a couple of optional items:

If you get really fed, really early,


If physical damage becomes a problem,


If you're behind, upgrade your




Get this item if you feel that you can afford some more damage when the enemy has stacked a lot of armor. Just be careful, since sometimes you can't swap out a defensive item just to get


A great solo top item, you can get it if you're having trouble with physical damage(





I usually prefer resistances to pure health, but it can be considered if you already have lots of resistances and want a bit more damage through


Great item for a cheap price, just make sure that your support doesn't get it.

Lots of magic resist and some yummy movement speed and health regen. Great against magic damage.

Another great anti-AP item. The health increases the AD on your





The first few levels you should only be last-hitting, go for a
Nimbus Strike and a
Crushing Blow if your opponent sticks his neck out, but otherwise just keep on last-hitting.
At level 3 you can start doing your combo, E-Auto-Q-W-Back off. Depending on who you're up against, you might have to be careful when using you combo.
Darius for example can usually land a
Decimate before you can get away, even if you're stealthed, so you'll want to jump in when
Decimate is on cooldown. Try to attack spontaneously when last-hitting, if you start running towards your opponent he'll know that you're about to jump him, and might retaliate before you can stealth.
If your opponent is low enough, you can go for a kill at lvl 6 with E-Auto-Q-R-Ignite.
On you first B, depending on how much money you have, you should get either a
The Brutalizer, 2 Dorans Blades or a
Phage. If you have problems with physical damage, go for
Wriggle's Lantern or
Ninja Tabi, if you need magic resist, get a
Hexdrinker.


At level 3 you can start doing your combo, E-Auto-Q-W-Back off. Depending on who you're up against, you might have to be careful when using you combo.



If your opponent is low enough, you can go for a kill at lvl 6 with E-Auto-Q-R-Ignite.
On you first B, depending on how much money you have, you should get either a





Mid game you'll want to assess how well you're doing compared to the enemy team. If you're doing well, you can usually 1v1 most people on the enemy team, so don't be afraid to pick up some more kills.
When teamfights start to erupt, you'll want to be the second guy in if you have a proper initiator. If you don't Wukong can initate at a decent level with
Nimbus Strike into cyclone. Either way, you'll want to hit as many as you can with the knockup from
Cyclone, and then go for the squishies with the rest of your abilities.
When teamfights start to erupt, you'll want to be the second guy in if you have a proper initiator. If you don't Wukong can initate at a decent level with


Late Game is all about teamwork. It's also important to judge how well you've been doing. If you're scoring triple kills left and right, try to put some pressure on the other teams towers, since you can most likely win the teamfight. Only splitpush on your own when you know where the enemy team is.
Try to stick with your team as much as you can, but remember that if anyone sticks their head out, you can attack them(and possibly kill them depending on how fed you are), since you can easily run away with
Warrior Trickster if the rest of his team shows up.
If you're going for Baron Nashor try to have the tri-bush and the small intersection by the top teams wratihs warded if you're the bottom team, or the entrance through the Blue Buff and the brush to the left of the Mid lane if you're the top team. It's a lot easier to take baron if you see them coming, as you can easily turn around and fight or call it off when you know they're there. Another tip is to take baron after an ace. If you ace, try to push down a tower or 2 and then go straight for Baron.
Try to stick with your team as much as you can, but remember that if anyone sticks their head out, you can attack them(and possibly kill them depending on how fed you are), since you can easily run away with

If you're going for Baron Nashor try to have the tri-bush and the small intersection by the top teams wratihs warded if you're the bottom team, or the entrance through the Blue Buff and the brush to the left of the Mid lane if you're the top team. It's a lot easier to take baron if you see them coming, as you can easily turn around and fight or call it off when you know they're there. Another tip is to take baron after an ace. If you ace, try to push down a tower or 2 and then go straight for Baron.
This is the end of my guide. I hope that you've learned a thing or two, and that I've inspired some of you to give the monkey a chance. Have fun playing Wukong, and see you on the Fields of Justice!
Constructive criticism would be appreciated, feel free to share your thoughts in the comments.
Thanks to Jhoijhoi's great guide-making guide for helping me make this guide and lending me templates for the Abilities section.
Constructive criticism would be appreciated, feel free to share your thoughts in the comments.
Thanks to Jhoijhoi's great guide-making guide for helping me make this guide and lending me templates for the Abilities section.
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