All Guides Wukong Guides Planet Of The Wukongs
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Wukong Statistics for WillGank4Bananas

Author's performance with Wukong compared to the ranked average.

Value
Average
Games Played
1
5
Win %
0
46
Kills
1.0
6.6
Assists
5.0
6.4
Deaths
6.0
6.2
KA:D Ratio
1.0
2.1
Gold Earned
8.5K
11K
Creep Score
150.0
148.7
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

These two groups of summoner spells are the only groups of summoner spells you should ever take. Which group you take however entirely depends on the match up and your ability as to whether or not you believe you can win that match up. For instance against someone like 86.png or 58.png you should take 12.png. The reason for this is because you are more than likely going to lose this lane and be backing quite often. So by taking 12.png it allows you to quickly to return to lane without taking much damage to your turret or it allows you to 12.png bot to try and pick up some kills to get ahead of your lane opponent in which case you can then pressure him. Now personally about 90% of the time I take 14.png because my whole mindset when I play 62.png is to snowball like hell and try to carry my team. I would only recommend this approach to very experienced 62.png players. For beginners and all other 62.png players the mindset should be completely different. Beginner 62.png players should take 12.png 90% of the time and focus on not dying, playing smart and learning to trade effectively. Now many of ya'll are probably wondering well what about 4.png and 11.png for jungling. Personally I don't jungle with 62.png. Yes his ganks are good but a smart enemy jungler will shut you down because he can't clear camps to save his life early game. All it takes is one or two invades and you become completely irrelevant the rest of the game. That's why I only play 62.png top and mid because that's where he thrives best and belongs. If you have any more questions about summoner spells that I didn't mention in here than feel free to leave it in a comment below and i'll be more than happy to answer it for you.

New Runes Back to Top

Masteries Back to Top

These masteries are pretty self explanatory but i'm going to run over a couple on why i chose one over the other. Many people will take the secret stash over assassin in the cunning tree but in my opinion assassin does more for you in all stages of the game. For instance when you're in laning phase your opponent and you are constantly alone and rarely surrounded by allies so you're constantly dealing 2% more damage which over time will surpass the 10% longer that your potions last. Also when it comes to late game how often are you buying potions? The answer is never so that mastery point almost goes to waste in the late game. Where as assassin just gets stronger as the game progresses and it greatly increases your split pushing ability as you become stronger if they only send one person to stop you. Also in the cunning tree you have the decision of precision or intelligence. Would the 5% extra CDR help yes it would but does it help more than the 8.4 flat armor penetration in my opinion no it does not and the reasoning is fairly simple. Your whole job as 62.png is to get to the back line and melt the enemy carries. Now usually most carries are extremely squishy and don't build any armor so the more flat armor penetration you have the squishier they become and the easier they are to one shot and kill. Also like i stated in the previous section you get more than enough CDR from 3142.png and 3071.png you don't need anymore. That 5% CDR would give you maybe half a second difference on an ability if you're lucky but more than likely it'd give you less. Also most people have to decide between deathfire touch and thunderlords decree. Thunderlords decree does more and is much more effective at melting the carries than deathfire touch. Plus thunderlords decree is your bread and butter for harassment in the early game and throughout all phases of the game. So if you were to run deathfire touch and you were able to get to the carries because the effectiveness is reduced for aoe damage which is what your ult is they could 4.png away and then go lifesteal minions or a jungle camp for 2 seconds until deathfire touch wore off than they could come back into the fight. Where as with thunderlords decree when it activates on the enemy carry it could be used as a finishing move doing as much as 300 sometimes more damage on top of all the damage you're already doing. So thunderlords decree gives the enemy carry less of a chance of survival and ultimately doesn't reduce any damage just because you ult. If you have any more questions about masteries that I didn't mention in here than feel free to leave it in a comment below and i'll be more than happy to answer it for you. 

Abilities Back to Top

E
Q
W
E
E
R
E
Q
E
Q
R
Q
Q
W
W
R
W
W
Passive
Q
2
8
10
12
13
W
3
14
15
17
18
E
1
4
5
7
9
R
6
11
16

The abilities are pretty self explanatory with 62.png. You can start either monkeykingnimbus.png or monkeykingdoubleattack.png but I always start monkeykingnimbus.png for a couple reasons. One being the fact that you can hit multiple targets so it'll help with farm and if you hit it right you can hit two minions and your opponent. Two is the AS boost that you get with it helps a lot in activating thunderlords decree. For instance if you aa->monkeykingnimbus.png->aa you'll proc thunderlords and that combo can be done within a second. So you get a quick burst of damage on your opponent. The next ability you're going to want to get is monkeykingdoubleattack.png. The reasoning for this is pretty similar to the reasoning for monkeykingnimbus.pngmonkeykingdoubleattack.png is the next strongest ability you can get at that point behind monkeykingnimbus.png and the combo that you can now use for poke is filthy. Now rather than aa->monkeykingnimbus.png->aa you can monkeykingnimbus.png->aa->monkeykingdoubleattack.png->aa and you'll get the extra thunderlord decrees damage on top of the crushing blow and that will deal massive damage to any lane opponent. Lastly you get decoy simply for defense. It has very little offensive application especially since it scales off of ap. It is vital to your harrass combo though as it keeps you from taking a lot of retaliation from your lane opponent. So your new combo will look something like this monkeykingnimbus.png->aa->monkeykingdoubleattack.png->aa->monkeykingdecoy.png. The reason you get that extra aa in there before using decoy is because monkeykingdoubleattack.png is an aa reset so youll be able to get the free aa off plus monkeykingdoubleattack.png removes 30% of the armor so it'll be a pretty strong aa. Obviously monkeykingspintowin.png doesn't need an introduction and you know to obviously take it at every opportunity possible. The order in which you'll want to upgrade your abilities is as follows monkeykingspintowin.png->monkeykingnimbus.png->monkeykingdoubleattack.png->monkeykingdecoy.png. The full combo you're gunna want to follow when trying to all in will be as follows monkeykingnimbus.png->aa->monkeykingdoubleattack.png->aa->monkeykingspintowin.png->aa->monkeykingdecoy.png->monkeykingnimbus.png->aa->monkeykingdoubleattack.png->aa. Make sure unless you're absolutely going to die that you do not cancel your ult and you let it run the full duration. This will give you the most damage output and it gives your other abilities time to get off CD. The reason for the monkeykingdecoy.png after monkeykingspintowin.png is to give your other two abilities and thunderlords decree time to get off CD so you can finish off your opponent if they're not dead yet. But if your abilities are up and thunderlords isn't dont wait for thunderlords just use your combo. If you have any more questions about abilities that I didn't mention in here than feel free to leave it in a comment below and i'll be more than happy to answer it for you.

Items Back to Top

Starting Items

    Traditional start to every game no matter the match up.
    For if you're going to play super aggro and try and get first blood.
    Basically you have no chance of winning lane start with this.
    This start in my opinion is really weak on wukong as you dont aa enough for the lifesteal to make much of a diffference.

Core Items

    This is my usual build for full ad assassin Wukong.
    This is my usual build for bruiser Wukong.
    First item you should build. Helps you wave clear and the active greatly increases your burst.
    Second item you should build. Gives CDR as well as armor penetration. The active is very useful for fighting and keeping up with your lane opponent if they run or helping you escape.
    This is where things get a little tricky in your build. If you're going bruiser than you go black cleaver for sure. But if you're going assassin than it depends on your lane matchup. For instance against a tankier lane opponent I go lord dominiks. but if its a squisher opponent with high mobility I go black cleaver. Whichever one you choose you just get the other one immediately following on assassin wukong.
    I ususally upgrade to tier two boots after getting ghostblade as it greatly increases the movement speed buff the active gives you as it's a percentage buff.
    Lastly I go GA because after you drop either the carry or the mid laner or both youll more than likely be dead. This allows you to come back and help your team drop the remaining member if they haven't already. Plus as if killing you once wasnt hard enough its almost impossible to kill a wukong twice.
    I like randuins omen on bruiser because of the active that helps keep you glued to the carry or the mid laner. Also it reduces crits which is huge.
    This one is pretty simple and self explanatory. There's only two tanky magic resist items you can buy and this one offers CDR which makes it by far the clear cut favorite.

Situational Items

    These are good boots to get on wukong as you are an AD caster and CDR is one of the most important stats for you. But I find swifties to be much better as they help you to both escape and be able to stay glued to their carry or mid laner.
    Can replace GA in assassin build if you want more damage but I don't recommend it. Yes the shield is nice but GA is still way more effective.
    I've run this item a couple times and it definitely has its advantages. But in order to get it you'd need to sacrifice ghostblade which it is not better than or GA which i don't recommend. But if they have an extremely squishy team comp and not a lot of cs and you are light years ahead than substitute for GA and have fun because you will destroy.
    So I've been experimenting with this item just because of the healing it gives you. While it is a good item it is similar to duskblade where its just not better than any of the other items and isn't worth switching out.
    This item is very good paired with ghostblades active but you just dont aa enough for this item to be worth it. The passive doesn't stack on your ult or nimbus strike.
    Against high burst mages always build this item first. It will drastically help you in the laning phase and you will keep it until you sell it and swap it out for GA. Champions like annie, fizz, and veigar are all good champs to get this against.

If you have any more questions about items that I didn't mention in here than feel free to leave it in a comment below and i'll be more than happy to answer it for you.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Ahri
    Easy
  • Akali
    Easy
  • Amumu
    Easy
  • Anivia
    Medium
  • Annie
    Medium

VS

Aatrox

Easy

Weak early game. Be careful with his passive as using all your abilities and summoners just to activate could prove fatal for you. He has good sustain from farming so make him pay for trying to last hit. Don't use monkeykingspintowin.png unless his aatroxQ.png is on CD.

VS

Ahri

Easy

She is extremely squishy but very annoying to try and kill because of her high mobility from her ult. The key to this matchup is to time your monkeykingdecoy.png to negate her ahriseduce.png. If you can do that then the rest is just about poking her down and saving ult until shes under half health otherwise she will get away. Also stay moving in lane to avoid her ahriorbofdeception.png. I would recommend an early 1001.png.

VS

Akali

Easy

She is weak early game so deny her as much cs as possible and if she stays in lane too long kill her. Once you both hit 6 you still have an advantage as she needs to stack her ult. When you all in her and use monkeykingspintowin.png shell more than likely use akalismokebomb.png. When she does this just keep spinning in her akalismokebomb.png as you will still do damage and if you listen closely you can hear it hit her to know where she is. 

VS

Amumu

Easy

Has a very weak early game before he hits 6. Even at 6 youre still stronger than him but once he starts getting tanky is when this matchup gets harder.

VS

Anivia

Medium

She is extremely easy for you to kill which isnt what makes this a tough matchup. What makes this touch is good anivias will play passive and wait for you to dive which is something you should never do for a number of reasons. Her wall can trap you under the turret, her stun an also trap you under the turret and even if you dive her and kill her then her passive will save her life and you wont get the kill anyways. Wait for her to overextend or make a mistake and punish her for it. Also if shes out of mana feel free to go in. 

VS

Annie

Medium

This matchup is difficult for one reason and that is her point and click stun. Pay attention to her stun and punish her for wasting it. If you do that then ou should be fine. You can almost one shot her with your all in combo. Get a 3155.png for a little extra help against her. 

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