Updates12/11/2012 New Jungle! The entire game has changed, with new items and the new jungle. I was worried for Jungle Wukong due to the changes but I am happy to say that I think Wukong is still as good as he was before as a jungler. In fact, the new OP is the perfect item for Wukong, and will make him a true terror.
09/20/2012 Finally! Wukong buffs! The extra range on makes him much more reliable in landing his combo. Even Crs Elementz has posted a video claiming that Wukong is his favorite champion. Hopefully we will see more play from Wukong.
07/31/2012 After the nerf to , I feel that getting not as powerful as it once was. I have been trying out replacing those two items with , which I feel provide more utility and gives Wukong the flexibility to build in the early game. I've updated the item build cheat sheet for now. Will update the rest of the guide when I have the chance.
04/16/2012 After some testing, I feel that is a great item on Wukong and fills the void in MR that many AD casters have. Building during the mid-game scales both the offenses and defenses of Wukong perfectly. I now consider this item core on Wukong.
03/20/2012 A new item has been added that's great for bruisers: ! An item that can be considered, but I believe is only good on laners, not junglers. Will update item section after more testing. Also added some content in Champion Select chapter.
02/01/2012 Added a chapter called Champion Select, will add more content later.
01/12/2012 Guide Approved! Thanks to all who have read the guide! Will include a section on picking/counter-picking soon. Added information about skill order to Skills Chapter.
IntroductionWukong is a melee tanky dps champion who, when released, received mixed feelings from the League of Legends community. On release, we still had the Jungle 1.0, where only the strongest champions could clear the jungle safely. In addition, only those with heavy sustain were viable in the solo top lane. Sustain reigned supreme for solo top and junglers alike, and Wukong lacked the skillset to perform either role optimally.
For Season 2, Riot has created entirely new masteries and entirely revamped the entire jungle, allowing champions who could not jungle in the past to step up. Because of this, Wukong clears the jungle quickly and safely, with excellent ganks, and is overall a great jungle pick.
So Why Play Wukong?
With AoE junglers like Udyr and Skarner tearing through the jungle like none other, and strong gankers like like Nocturne and Lee Sin, why play a champion like Wukong over them?
- Unlike Udyr and Skarner, Wukong has a gap closer in Nimbus Strike
- Unlike Lee Sin's gap closer, Wukong's is targeted, so ganks are more reliable
- Unlike Xin Zhao, Wukong fits into team compositions better and does not fall off late game
- Unlike Shaco, Wukong has a greater team fight presence
- Unlike Warwick, Wukong has reliable ganks before level 6
These are just some of the reasons why Wukong is a great jungle pick. The only thing that kept him somewhat viable in the top lane was the armor shred and attack speed buffs on and , giving him tons of damage despite his lack of sustain. Having Wukong come flying out of the jungle with his combo will deal significant unavoidable damage as early as level 2.
Wukong is also flexible as his role on the team. Regardless of what you build, he is very tanky due to his passive , giving upwards of 40 Armor/MR in teamfights. He is akin to Jarvan IV in many ways, having the ability to carry a team if necessary while still being very tanky.
MasteriesFor masteries, I build 21/8/1 in order to give Wukong very fast clear time (level 4 before 4:00) as well as plenty of early damage.
Offensive Tree (21)
We get all the goodies for Wukong in the offensive tree. With the season 3 changes to how flat and % armor penetration works, these respective masteries really go a long way. This way, we will be able to do enough damage to clear the jungle very quickly.
Defensive Tree (8)
We primarily put points in the defense tree in order to get the armor and extra damage returned to monsters. This will make Wukong tanky enough for the new jungle.
Utility Tree (1)
I don't think the 9th point is worth putting in the Defensive Tree, so I put the last point in the reduced cooldown of Flash, which is always useful.
After testing, I have chosen to switch to lifesteal quintessences, as it really does give quite a reasonable amount of sustain to weather the tougher jungle. I feel that giving up the attack damage quints is worth being much safer in the early jungle.
I use 9 attack damage marks. This will give the most early game damage to jungle camps as the AD scales well with Wukong's auto-attacks and skills. I used to have some armor penetration marks but have chose to forgo them in order to make up for the lost AD from switching to lifesteal quintessences.
However, this can somewhat be left up to preference. There's a ongoing debate on whether to use attack damage or armor penetration marks. I have chosen to use 9 attack damage marks, whereas others might mix in a couple armor penetration marks because flat armor penetration is significantly better now.
In general, Attack Damage is great in the jungle because creeps have very low armor and it maximizes damage done from auto-attacks and skills.
Junglers should all use armor seals now. With the removal of dodge runes, there really is no alternative than to take armor seals, they mitigate so much damage taken from jungle creeps.
Glyphs are where you can add plenty of flexibility on Wukong. Normally, I like to take 9 magic resist per level glyphs to give me a good amount of MR during the late game. This is rather important because it's rather difficult for junglers to itemize against magic damage. Many AD junglers build , therefore building a good amount of armor to begin with.
Another decent option are flat magic resist or cooldown reduction glyphs, although I do not prefer them, they can be used in place of the magic resist per level glyphs.
is a must for junglers, always take smite, not matter what
Despite the nerfs, is still too good. It's the swiss army knife of skills that allows you to do things no other summoner allows you to do. to initiate a fight from a long distance away without them seeing you coming. Or over a wall to escape situations you have no business to be escaping.
is a viable option if the opposing team has someone like
can be taken if you prefer if to flash, this allows for somewhat better initiations and chasing, but it's less versatile than .
is a strong spell, although it does not fit for junglers besides
Passive: Stone Skin
Wukong's armor and magic resistance are increased by 4 / 6 / 8 for each nearby enemy champion.
A great passive that allows Wukong to build health and damage while still being able to have very high armor and MR. Late game teamfights will give him +40 Armor/MR, which makes him almost unkillable if Wukong has
Q: Crushing Blow
Wukong's next attack deals 30 / 60 / 90 / 120 / 150 (+110% of Attack Damage) physical damage and reduces the enemy's Armor by 30% for 3 seconds.
Cooldown 9 / 8 / 7 / 6 / 5 seconds
Cost 40 mana
A skills that resets the autoattack timer as well as dealing some extra damage while procing on-hit effects. The great thing about this skill is the 30% Armor REDUCTION, which is very important because this is applied before any sort of armor penetration is calculated. Also, armor reduction means it will benefit your entire team, instead of penetration, which only benefits yourself.
This skill, in conjunction with , immediately takes off a large chunk of armor, which will help you and your team deal much more damage.
I max this skill second due to the fact that is necessary for farming the jungle. In addition, the usefulness in this skill doesn't lie in its damage, but it's armor reduction component, which remains constant.
Wukong becomes stealthed for 1.5 seconds. An uncontrollable decoy is left behind that will deal 70 / 115 / 160 / 205 / 250 (+60% of ability power) magic damage to enemies near it after 1.5 seconds.
Cooldown 18 / 16 / 14 / 12 / 10 seconds
Cost 50 / 55 / 60 / 65 / 70 mana
Decoy is a great escape and initiation skill. This is what make Wukong unique and unlike other stealth champions. Other stealth Champions, such as Shaco, Eve, and twitch, have very narrow roles as champions, whereas Wukong fits very nicely in team compositions. Using this skill from a river bush is a great way to get a jump on a laning enemy and makes his ganks that much more unpredictable. Lastly, this is a very powerful escape tool in teamfights and timing it correctly and even lead to your enemies wasting ultimates and summoners on your clone. I max this skill last because even though the cooldown reduction on it is significant when leveled, it's not useful at all for jungling and usually you will only need to use it only once for ganks. You aren't split pushing either, so you don't require it to be on such a low cooldown.
E: Nimbus Strike
Wukong dashes toward a target enemy and sends out images to attack up to 2 additional enemies near his target, dealing 60 / 105 / 150 / 195 / 240 (+80% of attack damage) physical damage to each enemy struck. Upon hitting his target, Wukong gains 30 / 35 / 40 / 45 / 50% Attack Speed for 3 seconds.
Cost 45 / 50 / 55 / 60 / 65 mana
Cooldown 8 Seconds
Wukong's gap closer that makes him a great jungle pick. The 'AoE' and attack speed buff will make him take down creeps much faster. In addition, this skill is guaranteed damage on a gank with . TheOddOne used Maokai to great effect because of his guaranteed CC. Wukong is similar in many ways with his guaranteed damage on the enemy laner. I max this skill first because it's damage increases by a lot to help farm the jungle. In addition, the attack speed bonus also helps in jungling and ganking.
Wukong's staff grows outward and he spins it around, dealing 20 / 110 / 200 (+120% of attack damage) physical damage per second and knocking up enemies he encounters. Wukong gains speed over the duration of the spell. Lasts 4 seconds.
Cooldown 120 / 105 / 90 seconds
Cost 100 mana
Wukong's spin to win skill. When Wukong was released, people complained about the damage because it dealt less than Garen's E. Well, Garen just does a buttload of damage early on but he drops off late game because he really does not have much utility. At level 1, this does little more than a knockup and movement speed buff. However, in conjunction with Wukong's other skills, Cyclone makes post-6 ganks so much deadlier. After level 11, Cyclone starts doing massive damage, sometimes even comparable to Fiddlesticks' Ult. I take this skill at levels 6, 11, and 16.
Item BuildsItem build can be somewhat flexible on Wukong because makes him very tanky even when building damage items.
Early Game in the Jungle
- Start this as it gives you the most sustain to complete the early jungle route
- Machete is great because both passives work very well with AD casters like Wukong
- Get this next because it will make your clears much faster and make you a little bit tankier. If you can't buy both this and boots then get this as all champions have had their base MS increased
- I like to get boots of speed next because it makes you faster and helps plenty in ganks
- Make sure to also buy more and
- Finish this item first, building
- This is still the jungle item of choice for Wukong, as it gives a bit of everything: damage, tankiness, and sustain
- looks phenomenal on Wukong, but it costs 800 more gold for not much more benefit. The passive is great, but the regeneration is not very useful in place of the lifesteal and armor.
Transitioning into Mid Game
- I usually get this item first, because the armor penetration, cooldown reduction, and damage works great with all of Wukong's abilities
- I usually hold off on finishing unless we are winning team fights handily and the enemies are not dealing damage to you
- Great item now that it builds into Maw of Malmortius, which works amazingly well with amplifying damage on
- Building this after allows Wukong to scale much better in damage throughout the mid-game, while still remaining quite tanky
- Wukong is a great champion at diving ranged AD carries, and is a phenomenal item against them. Getting this early will help against all forms of AD
Finishing your Late Game Build
- Even though the combine cost is pricing, the extra damage modifier is great in conjunction with Wukong. Because of , Wukong draws a lot of fire from enemies, so the extra AD is very strong along with the magic shield
- Finish this item if you need more MR or raw damage
- This is currently the best item in the game, and it has perfect synergy with Wukong. Damage, armor penetration, cooldown reduction, and the armor reduction passive are all amazing stats. This should be the default item to finish if you can. I would even consider rushing this after because it is just that good
- The armor reduction passive works on all physical damage, so is so good with it. It will massively soften the armor of everyone hit
- A fantastic item to go with . It is a great item to finish building if you need to land clutch ultimates. It can also help mitigate damage if the enemy AD carries/bruisers are dealing tons of damage
- This is the logical item choice to get if you are behind, even consider forgoing hexdrinker/brutalizer to get this faster
- This is a good item to get if you need to be able to chase the AD carry. If they are constantly getting away from you, then this can help you stick to them. It's rather expensive so only get it if you absolutely need the slow
- This is a great item that gives you plenty of health. If you aren't dying a lot, then this is a great item to have to give you a prolonged presense during teamfights
- If you have been dying often in team fights, then this is a good item to choose, it makes you unappealing to focus down, allowing you to wreck havoc on the other team or protect your carries
- I'd probably advise against this item if the rest of your team is weak and your opponents have the luxury of waiting around to kill you again when you revive.
JunglingJungle routes are, in general, pretty standard for Wukong. This is a pretty standard route that many junglers will run, it's the new Blue -> double golems route. The new jungle does give plenty of flexibility with regards to ganking. You can gank at level 2 after blue, or level 3 after wolves the second time, or level 4 with red.
- Take a point in , and head to wolves, kill them when they spawn.
- Hopefully, you can get a leash on blue, if not, that's fine as well. Spam again to take out blue, to kill it. Level up
- Head towards wraiths, auto-attack big wraith followed by then . This gives the most damage because benefits from the armor shred
- Head back to wolves. Spam to take them out. If you want to gank now, put a level in ; otherwise, get level 2
- Continue to red lizard, taking him out with
- Now you have a choice, you can take out wraiths or golems, both giving you level 4, depending on whichever lane you want to gank. If there are no ganks available, take both out then go back.
- Depending on whether you got a good leash or not, you may have anywhere from 0-2 left
- You should be able to get level 4 before 4:00
However, if you can get a generous smiteless leash on blue, I would suggest heading directly to red so you can get a very fast level 3. This way, you can perform a very early gank if the opportunity is there.
GankingOne of the most important aspects of Jungling. With the changes in the Jungle, ganking has never been more important. Ganking is now not something you do just because you cleared your jungle. You level slower and camps respawn faster, so any failed ganks means you could potentially fall behind quickly.
One of the great things about Wukong is that his ganks are very reliable. The fact that is not a skillshot ensures that you will get in the enemy laners face. Couple that with the damage from , you will instantly do plenty of damage to the enemy in a very short time.
Here I dash to a 615 HP Karthus with my level 2 at level 3
After I follow with a quick to deal over 200 damage, Karthus is forced back into passivity. Ganks like this are quick, easy, and effective, thus not putting you behind in your jungling
This aspect is what I think pushes Wukong from a good ganker to a great ganker. can be used to great effect to allow Wukong to remain undetected to enemy champions and wards.
I sneak into the lane brush in bot lane in order to gank Caitlyn.
I use while in the brush and move over to the next one, remaining undetected, allowing me to completely surprise and kill the enemy.
In many ways like Shaco, Wukong's stealth can be very beneficial for him when ganking. League of Legends is a game of seconds, and gives you the extra second you need surprise your opponents and prevent them from escaping.
Team FightsTeam fights are where Wukong really shines. He has the ability to knockup an entire team, while doing massive damage per second with . If your team needs to initiate a fight, it's obvious that Wukong will be the one doing so. He is probably the tankiest champion on your team and his ult gives AOE CC along with high damage.
After initiating the fight, you really have two jobs.
- Kill their carries
- Protect your carries
Whichever on you prioritize really depends on the game situation and team composition. For example, if your team has an extremely fed , you may want to prioritize protecting and peeling carries off of her due to the fact that she has no escapes. However, if your team consists of , you may want to go straight for their carries because can remain relatively safe with CC from the Bull.
In most cases, you will always be the last priority for the enemy team to kill. Wukong puts out a massive amount of damage while remaining incredibly tanky with , making it very unappealing to focus you. Therefore, you need to focus your resources on making sure that your carries don't die. If you initiate on an AD carry that starts to run, you need not chase if that means leaving the team fight. The carry is already out of the fight, so you need to make it back to the 5v4 and help your allies.
Champion SelectNot all champions are created equal. This is especially apparent in the laning phase. There are very few champions that can dominate a game regardless of who is on the enemy team. This is why champion select is such a crucial part of the game. Even though the effects of picking and counter-picking are most noticeable for laners, especially top lane, it is also significant in the jungle.
The first things that is important to note when picking a jungler is team composition. If your team needs tanky initiation, then you need to pick a tanky initiator. If your team needs more damage, then you'll need to pick a jungle carry.
The great thing about Wukong is that he can satisfy a large number of roles, allowing him to fit in many team compositions. His allows for great initiations against the enemy team. In addition, allows Wukong to build primarily health and remain amazingly tanky. He also has amazing scaling on his skills, primarily . If necessarily, he can build more damage to fulfill that role.
Whenever you choose a jungler, synergy with your laners is important to have a successful laning phase. One of Wukong's weaknesses during the laning phase is his lack of CC until level 6. Therefore, Wukong is a much better pick if your laners have a strong from of CC. Laners such as are great complements to a jungle Wukong.
Jungle - Mid Lane Synergy
One of the largest factors in early game success in League of Legends is the synergy between the mid laner and the jungler. The number one priority lane to win in the early game is definitely mid, so it's exceptionally important to make sure your mid and you are both on the same page. It's also an exceedingly good idea to pick champions which have great synergy. Mid lane champions with strong HARD crowd control such as are very strong with Wukong. This locks down the enemy so that Wukong can have time to dish out the necessary damage. If your mid lane is someone with plenty of damage, but lacks CC such as , be wary of choosing Wukong.
Most people believe that Wukong should be played solo top as he hasn't really been popular in the jungle as of yet. In order to take advantage of this, first picking Wukong could be a decent strategy. The enemy team will usually assume that Wukong is solo top so they will proceed to counter-pick that lane. By having them pick their solo top first, it will allow your team, in actuality, to counter-pick their solo top.
Because Wukong has such good AOE initiation with , your team fighting success relies heavily on that skill, so champions with spells that can displace Wukong can counter him quite well. Be wary of picking Wukong against .
Wukong's kit also relies heavy on his stealth mechanic, , so champions that can counter that quite well also have an advantage against Wukong. A prime example of a counter to Wukong is of course .
Wukong also has some difficulty against the "God Tier" junglers, such as . They champions clear very quickly and a great duelists so i would advise against trying to counterjungle these champions unless you know where they are. Also, avoid fighting them in the jungle at early levels without help from your lanes. Wukong has a fantastic late game which I feel makes up for his jungle control shortcomings during the early game.
Final CommentsThank you for reading my Jungle Wukong Guide. I have always wanted to play Wukong in the jungle and the new masteries and jungle changes has made that possible. Although he does not clear the jungle the fastest like Udyr, nor are his ganks as devastating as Nocturne's, I believe that his entire kit meshes well together to make him a very viable jungler. In addition, his late game team fighting ability makes him a very strong pick for any team, which is why I believe he is currently a very strong jungle pick.