Wukong Build Guide

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Wukong: I can't think of a monkey joke for this title.

written by Imma Hyrdalisk

Wukong Build

Table of Contents

  • Abilities

    Stone Skin
    (Innate): Wukong's armor and magic resistance are increased by 4 / 6 / 8 for each nearby enemy champion.

    A surprising amount of defensive stats can come from this. Your armor should end up at above-average levels from this alone, MR is your only weakness early on. Get MR runes if you have problems with harass.

    Crushing Blow
    (Active): Wukong swings his mighty staff with incredible speed, crushing his opponent. This attack deals additional physical damage and reduces the enemy's Armor for a short duration.

    Armor pen galore! A 30% armor reduction that your whole team can take advantage of. A good bit of extra damage early on. Late game, this ability takes about 1/3 of a squishy casters health with all your armor pen. Note that this is only trained to level 2 before you focus on Nimbus Strike.

    It may be tempting, but don't use this on the enemy's tank until all the damage dealers are dead. I dislike seeing players with tank busting abilities(Kog, Olaf, etc..) focusing the tanks while carries chew through their team.

    Use and abuse this to farm as much as possible. You would be surprised how well this melee champ can farm.

    (Active): Wukong utilizes his cleverness to trick his foes. He becomes stealthed for 1.5 seconds and leaves an uncontrollable decoy behind that will deal Magic Damage to enemies near it after 1.5 seconds.

    A fantastic escape mechanism that becomes spammable later game. The damage is noticeable, and I like using it for jungling later in the game. This spell allows you to harass more aggressively, and get out effectively. It can also really make the other team feel like idiots. You would be surprised how many cooldowns have been wasted on my Decoys.

    (Active): Wukong's staff grows outward and he spins it around, dealing damage and knocking up enemies. Wukong gains movement speed over the duration of the spell.

    This is the ability that receives alot of criticism due to it's lackluster damage and easy interruption. The knockup in team fights is AWESOME! This can really shut Kat down in team fights(or laning) and take out any other channeled ults. The damage is so-so on it early game. When you have some AD later on, it becomes much more noticeable. In the laning phase, I've found it's semi useful to cancel it once you have knocked up your target and your Q+E are off cooldown.

    Note that this only knocks people up once.

  • Introduction

    Hello everyone! My name is Imma Hyrdalisk, and this is my first guide. Unfortunately, I've heard a lot of negative comments about Wukong as a champion from various players. While I've heard mostly negative reviews about his strength as a champion (primarily early game), the consensus has been that he is fun! After opting to buy him, I found he played... different than most other champions. I will go into details about his play style later, but expect to experience something slightly different than your average tanky DPS.

    Please make sure you read through the item build fully. Much of it is situational and requires some thought. Some of the items may not sound great on paper, but go ahead and give it a shot before you vote and comment.

    Bear with me as I spend some time(likely a few hours) writing out the initial edit of this guide(this is a Work in Progress). If you have anything you would like to add, please leave a comment so I can improve. If the response is good, I will continue to go more in depth and do some number crunching on items.

    If you guys want it, I can write a play guide for Wukong too. No matter what items you pick, you will do bad if you don't play him right and usually end up feeding early :(

    (Leave comments asking for a play guide if interested)

    Quick Guide and Item Discussion coming soon!

  • Quick Guide

    Coming Soon!

  • Summoner Abilities

    This is the one section in which I've have much internal conflict. Wukong has a pretty strong escape ability(). However, I've still been favoring strong escape choices. I will list a couple combos, and do a short analysis of each.


    This is what I started out using. I would recommend it when starting with Wukong, as it offers a good mix of offensive and defensive usage. Despite his W, an escape is still somewhat necessary. With this build, you will not need to rely on a lane partner with a slow.


    Ahhh, the combo that tempts me so. I really like this if only for the reason that combined with your W, you do not die(assuming you are skilled with being able to GTFO). Ghost/flash is usually reserved for those who are of the squishy persuasion, but it serves abit of a different purpose with Wukong. Flash allows you to use Decoy to juke much better. It allows you to catch up to people who flash away, usually just close enough to get a kill with your E+Q "combo".

    Where this combo really shines however is team fights. Lets be honest, sometimes you feel like a wimp for getting out of that team fight when your team couldn't. But, isn't surviving always better? Flash allows you to get out at the last second, rather than having to start leaving at ~25%'ish. Why not just Deceive? Usually after my ult is done, you find enough slows and CC on your debuff bar to make you almost immobile. This renders Decoy useless if you can't move far enough away in 1.5 seconds to get out of range. People like to focus you when you pop your ult, so health starts to get pretty low at this point. A quick and easy Decoy + Flash + (Optionally) Ghost will get you out every time. If your team is doing awesomely, flash can be used to take out their Ashe that is running away with 100 health. Well worth it if you can get the kill. Also good for (re)positioning your ultimate in team fights.

    Flash has saved games for me, because ensuring your team doesn't get aced means your towers may live to see another day. I'll leave it for you to decide if you like it or not, as your spell choice is heavily dependent on how you play.

    Other decent choices:

    Ignite Only if you feel confident about your killing ability early on

    Cleanse If your feet are not sufficiently hairy, or if you are against heavy CC. Don't forget to take the mastery too if you are getting this.

    Teleport Only useful if you're solo Q'ing and you need to be everywhere at once to carry.

    Nothing else is really worth mentioning. All other utility spells should be picked up by your support and tanks.

  • Masteries + Runes



    I like to play Wukong a bit conservatively compared to some other tanky DPS champions(AHEM, Xin). I opted for a defensive mastery setup, similar to my Vayne setup. Another option on my mastery build are putting a few more points into defensive to get [mastery_icon=tenacity], but I don't feel he needs it(being a non-tank after all). Instead, I pick up [mastery_icon=utility mastery] to give you some extra mileage out of jungle buffs.

    Of course, if you really hate going defensive masteries on DPS, then feel free to offense out to your heart's content. Since most are pretty standard, I will not link mastery pages.



    For runes, I don't really think there's an end-all setup for Wukong. Because of the runes I have available, I use:

    9 x Greater Mark of Desolation

    9 x Greater Seal of Replenishment

    9 x Greater Glyph of Celerity

    3 x Greater Quintessence of Desolation

    While this is not optimal, I do find that the mana regen is very nice for the laning phase. Surprisingly, the cooldown reduction is pretty essential for team fights. I have found that getting golem + runes allows much more spamming of my E and Q during fights. Having no CDR limits how well you can chase, and decreases your damage significantly. Bottom line: The more you can spam your E, the better.

    Other options:

    Swap out Mana Regen for either Greater Seal of Resilience or Greater Seal of Warding

    You can also swap CDR/level for Greater Glyph of Warding

  • Skilling Order

    External Image

    Two points in Crushing Blow for the nice jump in damage. Delayed later in favor of Decoy cooldown.

    Nimbus Strike should be your first max skill for it's great damage.

  • Build Example: Sheen to Triforce (tanky)

    This is my current build of choice that I use. Admittedly it's not too much of a stretch from some other common items, but there is definitely a notable difference. I started using some of the recommended items and liked the tankiness with good burst.

    The build I list is a place to start as you situationally add/remove items. Think of it as a revised "recommended items".

    Starting items:
    Alright, I know this is technically a build and shouldn't have a terrible amount of discussion. But.... I need to explain something for starting items.

    Typically you see alot of people start with Doran's Blade. This is listed on the recommended items and was in the Summoner Spotlight. I strongly disagree with this item. The damage is far too negligible and health doesn't do much without regen. If you are new and want to play safe, I would go for a Doran's Shield. Why? The health + armor + regen keeps you alive and mitigates some of the harass you will inevitable take. I just think you end up with better survivability using the shield, since you won't be doing too much damage early on anyways.

    So, what do the awesome people start with? Boots of Speed + 3 x Health Potion
    Why, you ask? Movement speed allows you to jump in and out more to last hit or harass. It also helps you dodge some of the slow skill shots that can hurt quite bad(Anivia). But it's not just the boots that make it this choice superior, but the health potions too. They allow much more sustainability than a Doran's Blade and arguably more than a Doran's Shield too.

    Another brave option is a Ruby Crystal or a Sapphire Crystal + 2 x Health Potion

    The Ruby Crystal can be turned into a phage or heart of gold later. Note that this is really really ballsy in my opinion, and may not be as useful as playing it safe. The only reason to do this is to get some defense faster.

    The Sapphire Crystal can be turned into a fast Sheen. Only do this if you have good lane control, and will be able to actually hit people with your abilities. Sheen becomes pretty useless if you are being zoned or harassed to hell and back.

    The build:

    1. Boots of Speed + 3x Health Potion - For the reasons listed above

    2a. If having issues with spell harass and/or CC(Zilean, Kat, LeBlanc, etc...):
    Null-Magic Mantle to be turned into Mercury's Treads
    2b. If you are confident in your lane, get your Sheen ASAP.

    3. Grab that Sheen if you haven't. Then get a [item=heart of gold] - Cheap health that you need early, GP5 isn't bad either.

    4. Phage - Has a decent amount of damage now, and some more health and a slow.

    5. Finish your Mercury's Treads if you haven't. Feel free to finish them pre-phage if needed.

    6. Avarice Blade(Optional) - This one is debatable. The crit has payed off for me more than once, and more GP5 is pretty good too. You can always get this later, or build your [item=brutalizer] here instead.

    7. At this point, it becomes pretty situational. Either get a The Brutalizer if you aren't doing enough damage yet. Or finish up your Trinity Force for an all around boost.

    8. Finish whichever one you didn't in the previous step, go ahead and grab that Youmuu's Ghostblade (don't forget to use the active!!!!11).

    9. Usually around here, it's time to put some defense on. Either turn your Heart of Gold into that Randuin's Omen you've been relishing over all day, or build a Banshee's Veil. If you build a Randuin's, you may still want to pick up some extra MR if they are fairly mixed.

    10. I like to go for a Last Whisper around this time. Tanky dps are usually tanky now, and they could use a lesson from you.

    After this, you can go for an Infinity Edge or The Black Cleaver if you're an armor pen nut.

    If you need more tankage, build whatever seems right to counter their team.

    Alternative choices:

    -Skip Ghostblade if you want, and just build a The Brutalizer early on. You can finish it much later.

    -Skip Heart of Gold/Randuin's to get to your last whisper faster. Only recommended if you are stomping pretty hard.

    -Add and remove defensive items as needed, much of it is situational.

    For other item choices, see individual item discussion near the bottom.

  • Build Example: Sheen + Frozen Mallet

    A variation on the previous build. Offers better CC and similar tankiness.

    1. Boots of Speed + 3x Health Potion - For the reasons listed above

    2a. If having issues with spell harass and/or CC(Zilean, Kat, LeBlanc, etc...):
    Null-Magic Mantle to be turned into Mercury's Treads
    2b. If you are confident in your lane, get your Sheen ASAP.

    3. Finish whichever you didn't in previous step Mercury's Treads or Sheen.

    4. Giant's Belt - Health you need.

    5. Phage and then into Frozen Mallet when you can.

    6. The Brutalizer, Last Whisper, The Black Cleaver are good DPS choices here. From here down it's all situational. Either refer to item discussion below or in the previous build.

    Metal-Turtle (in the comments) reccomends:
    "My very first game as Wukong I went Frozen Mallet>Atma's>Sunfire>Last Whisper. Absolutely untouchable, went 19/3/20. I really recommend a tanky Wukong for the benefit of his passive and his Decoy. Those two together can make you extremely hard to kill. "

    I've found this to be pretty effective versus high dps teams, although magic resist is needed if going against a heavy caster (or fed caster) team. You could throw in a Banshee's Veil, or maybe swap out the Sunfire Cape for a [item=force of nature].

  • Item Discussion

    Coming Soon!

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Submitted by Imma Hyrdalisk

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