IntroductionWukong is a versatile champion that has the potential to soak in damage while dishing out decent damage at the same time (aka tanky-DPS). He is a huge impact and threat in 5v5 team battles not only because of his passive (Stone Skin), but also because his ultimate is boss. Wukong is also strong and durable in lane because of his strong poking abilities as well as his ability to deceive (Decoy). Wukong is always viable as long as his ultimate can knock up every person on the enemy team. Meaning that even when you feed, he can still be useful in a way.
He is mobile.
He has stealth.
He deceives (refer to line above).
He does damage.
He has huge CC.
He takes it hard but doesn't complain that much (aka tank).
If you have played Jarvan IV, then you will love Wukong. They both smack people with long poles.
I put 21 points into Defensive and 9 points in utility. 21 points into Defensive because you want to stay in lane for as long as you can (and not die at all) and make it into mid-late game. You might not do damage because of these masteries, but it is for the greater good because 5 people do less damage to you while offensive mastery only lets you do increased damage to 1 person (applies to most champions as well).
Also, you will need Nimbleness in the Defensive tree because it will make you move quicker from dodged hits, allowing you to walk up to enemies easier to Nimbus Strike > Crushing Blow, or to escape.
I always try to get 1 point into Harden Skin, and never 2 (maybe 3). This is because when you put points into this mastery, it goes 1/1.5/2, meaning you get 1 full physical damage block for the first point and getting only .5 physical damage block for the next two points. That is why I get 1 point into Harden Skin and 1 point into Defensive Mastery (the actual mastery, not tree).
Armor Penetration Marks: Ideal for most physical damage champions. Wukong is a physical damage champion that auto attacks a lot, so Armor Penetration is the best for him.
Flat Armor Seals: Get flat Armor Seals because he is partially a tank and is not very mana hungry. While in lane, you want to harass once in awhile when its a good time, so Armor Seals helps you so you won't take to much damage from big groups of minions or the enemy champions themselves. This also stacks very well with your passive when mid-late game hits and you start fighting in 5v5 battles.
Flat MR Glyphs: I usually get flat MR Glyphs mainly because I'm against an AP carry a lot. However, if I know I'm against a physical champion (like Jarvan or Garen), then I would replace these marks with MR/lvl Glyphs for mid-late game.
Armor Penetration Quints: Get more Armor Penetration for more damage, especially later into the game. I get Armor Penetration over flat Physical Damage because I don't focus laning phase on harassing, I focus it mainly on farming so I can do better later into the game.
I like getting ignite as a primary because it ensures a kill most of the time, and this ability takes good part in Wukong's damage as well. If your team has at least 1 or 2 more ignites, then I suggest getting Exhaust instead.
Flash is too good to give up. It helps you make plays, initiate with your Nimbus Strike + ultimate, and even to use as a "last resort" escape.
Exhaust is always good on a bruiser like Wukong, mainly because it helps you gank a lot better and lets you be more efficient in mid-late game. Replace Ignite with Exhaust if your team has enough Ignites and if you decide to play your more tanky-DPS-support side.
Passive: Stone Skin
Wukong's armor and magic resistance are increased for each nearby enemy champion.
What makes Wukong even more beefy later into the game? This passive does!
You won't really notice this passive during laning phase, but you will see yourself taking hits easier when you jump on the entire enemy team and use your ultimate without getting nuked.
Similar to Irelia's passive, which in Wukong's case it increases his resistances.
Q: Crushing Blow
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.
An ability that basically gives you another auto attack (like Vayne's Tumble) with bonus damage and reduces the targets armor for a short duration. I get 1 point into this ability to start off with to last hit a lot better. You auto attack and then Q right after, for a guaranteed creep kill or a strong poking combo.
This ability is usable on towers. That means when you're attacking a tower, make sure you use this ability instantly after you land a basic auto attack.
Use this ability on Baron/Dragon/Buffs to kill them faster. Also, use this ability on your main enemy targets that you're aiming to kill off first.
Wukong becomes stealthed for 1.5 seconds. An uncontrollable decoy is left behind that will deal magic damage to enemies near it after 1.5 seconds.
Wukong's best defensive skill. This ability allows you to juke, escape, farm, initiate, or even deceive the enemy into thinking you used it (stand still and press S to stop doing from what you're doing, and then think on from there).
To juke with this ability, I usually like to run into a brush, use Decoy, and run the opposite way from your opponent, giving you a huge lead in distance (just make sure you're not running toward your tower). This ability is similar to Shaco's Deceieve, except there isn't a puff of smoke in the Fog of War when you use it and you don't get a free flash.
To farm and do AoE magic damage with this ability, run into a big mob of minions and activate this ability to do minor AoE magic damage. Its not much, but its something. Don't farm with this ability at the risk of getting ganked.
To initiate, you can use Decoy's stealth to run into the enemy team and use your ultimate. However, it is usually ideal to use Nimbus Strike to initiate instead. Decoy will be use mainly to escape and deceive.
Try not running into obvious places when you're getting chased down. Be creative.
E: Nimbus Strike
Wukong dashes 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.
This ability is Wukong's main ability that allows him to make plays: farm, initiate, poke, and even to escape to minions. What I also love about this ability is that it has a very low mana cost, making it a very spammable move.
To poke, use Nimbus Strike > Auto Attack > Crushing Blow > (and sometimes Decoy if necessary). Or to keep it simple: Nimbus Strike > Crushing Blow.
This ability helps Wukong to initiate with his ultimate. Use Nimbus Strike onto the enemy team and just ulti away. However, if you're already close or on the enemy team, save this ability and just go straight to using your ultimate. You can use Nimbus Strike after your ultimate to catch any runners.
Wukong's staff grows outward and he spins it around, dealing damage and knocking up enemies. Wukong gains speed over the duration of the spell.
The brand new spin-to-win. Nah jk garen please don't kill me.
Wukong's spotlight ability. This move is a very big contribution to team fights as it is a strong initiator that does a fair amounts of damage. It does damage every second while you are on someone and knocks people up in the air the second you touch someone. It has a huge radius so it is easily abusable.
This ability is like Garen's Judgement, but it is not. It is similar mainly because you both spin, but thats not the point. Actually it both does periodic damage but thats not the point either. Wukong's ultimate is CC'able but you still spin, meaning you're stunned as you're still spinning which doesn't really make sense. Also, this ultimate does not clear CC effects like Garen's Judgement does, so try not getting that confused.
Get 1 point into Q for easier last hits at summoner level 1.
Stack E first starting at summoner level 2 for stronger pokes.
Stack Q second for stronger damage and pokes.
Get 1 point into W at level 4 and then keep it like that. Stack W last because you use this ability mainly for the clone. The damage is s***.
Stack R whenever possible.
Get Cloth Armor + health potions to stay in lane forever (and get your wriggle's faster) especially against physical damage champions or you can get Doran's Blade if you're planning to duo lane (not that bad I must say). Wukong can't do much damage early game, so getting Cloth Armor + health potions may be your best option for later in the game.
Buy Boots the first time you back, and if you can, finish your Madred's Razers (not Bloodrazer) and buy a Doran's Blade if you can as well as additional health pots.
You should be farming very well starting here.
Against Heavy AD:
Build accordingly. If the enemy team has a lot more AD than magic/CC, get Ninja Tabi because it helps with your mastery Nimbleness as well as being a lot cheaper.
Teams would occasionally have a balance between AD and AP, so pick your Armor items and MR items accordingly.
Get Sunfire Cape if they have a lot of melee AD champions or if you like AoE magic damage, then get it anyways.
Get Atma's Impaler after a majority of health items for extra damage and more armor.
Get Frozen Heart if the enemy team has at least 2 strong AD champions that have high attack speed. This item will be extremely beneficial in team fights - more than you think. However, this item is expensive so get it only if you need it.
Against Heavy AP:
Get Mercury's Threads a majority of the time because there are almost always teams where it consists of slows, stuns, snares, silences, etc.
Wit's end is a great item mainly for the attack speed and its a great counter to casters. I try getting this item every single time they have at least 2 AP casters. Very underrated item still.
Get Banshee's Veil for even more tankiness, also so you won't get interrupted while using your ultimate. I usually get this item as a last item or 5th item.
I get Force of Nature if you want movement speed and the MR is nice too. I usually get this only if I don't want to get kited as easily and mainly if I want more MR. If I mainly want to MR, I would get Wit's End or Banshee's Veil first.
Potential DPS Items:
I always get Trinity Force as my first damage item, mainly because its the best tanky-DPS item. Try building and finishing this item mid game.
Youmouu's Ghostblade is actually not that bad. If you decide you want more attack speed than life steal, then buy The Brutalizer to begin with, then finish Youmouu's Ghostblade.
Get Frozen Mallet if you decide to want more health as well as slows. You don't need to get this item if you already have Trinity Force. If you want full on tanky with more HP to build an Atma's right after, then knock yourself out. Every situation is different, and I personally suggest Trinity Force.
Get the Bloodthirster if you want to focus on damage as well as because your team is tanky enough for you to whip out more damage.
Early GameFocus early game on making it into middle game without being a pushover. Farm, poke, gank is possible, and continue farming and you should not die at all. Your main purpose making into the team fights and dragon fights.
Mid GameMid game is where Wukong shines. He is now available for a full team CC (like malphite) and be tanky as ever with his passive. If you ever get too low on teamfights, you can always just use your Decoy to run away (but try not running into obvious routes).
Wukong is like Malphite but with more damage, same about of CC, and a much stronger escape if you manage to get that low. Also, you should have your core items by this point (like tier 2 boots, Wriggles, Triforce, and at least 1 tanky item.
Continue farming when nothing is going on to keep up for late game. Prioritize Dragon and team fights because that is all you are mainly good for.
Late GameTank for your team and babysit your team, especially at this stage of the game. You should constantly be warding and keeping map control as well as being in the front lines. Protect your carries is your main priority, even if that means dying. Don't prioritize farming over being there for your teammates, you must always be the initiator (or if theres a better initiator). Try to peel off enemy champions off your carries the best you can if they start getting focused.
If you're playing the more offensive role (like getting Bloodthirster), than focus on attacking the carries with your combo, Decoy out, repeat. Ultimate whenever necessary. Wukong is a very mobile DPS melee champion that has the natural tanky feeling, so abuse this fact.
In Game Footage
A well played Wukong game that I nearly played perfectly. I initiated at times when my teammates often decided to walk off on, but thats okay because it worked out in the end. Focus early game on farming and help your jungler on ganking your lane if he decides to do it.