The information below will help you get familiar with the game on the Solo Baron Line WUKONG. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Ruby Crystal +150 Max Health
500
Divine Sunderer
Anti-Health attacks +425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item. 3400
Divine Sunderer TIPS: This item is perfect for champions who actively use their abilities and auto-attacks to deal damage, such as fighters. It provides bonuses to maximum health, attack damage, and ability haste, helping to improve survivability and increase damage. The "Spellblade" effect allows you to deal bonus physical damage based on the target’s maximum health after using an ability, and also heal when attacking enemy champions. This item helps you deal damage and sustain in fights, making it especially useful for extended engagements.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.
Black Cleaver
Physical Damage reduces Armor +400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values. 3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.
Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Mercury's Treads TIPS: These boots are perfect for champions who need protection against magic damage and crowd control. They grant bonuses to health, regeneration, and magic resistance, along with increased movement speed. The “Dissolve” passive further reduces incoming magic damage, helping you survive against teams heavy in AP damage. Especially useful for tanks, fighters, and supports who often face crowd control and magic damage sources.
Stoneplate Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 10% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. 500
Stoneplate Enchant TIPS: This enchant grants you a substantial shield based on your max health, growing stronger for each nearby enemy, and significantly reduces incoming damage while active. Perfect for tanks looking to initiate fights and absorb heavy damage in the midst of multiple foes.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage. 500
Protobelt Enchant TIPS: This enchant lets you dash forward and unleash a cone of missiles that deal magic damage in an area. Perfect for quickly closing the gap or escaping. Ideal for assassins and mages who need extra mobility and the ability to rapidly engage or disengage.
Divine Sunderer
Anti-Health attacks +425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item. 3400
Divine Sunderer TIPS: This item is perfect for champions who actively use their abilities and auto-attacks to deal damage, such as fighters. It provides bonuses to maximum health, attack damage, and ability haste, helping to improve survivability and increase damage. The "Spellblade" effect allows you to deal bonus physical damage based on the target’s maximum health after using an ability, and also heal when attacking enemy champions. This item helps you deal damage and sustain in fights, making it especially useful for extended engagements.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.
Black Cleaver
Physical Damage reduces Armor +400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 4 times for 24% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage, and gain 40 Move Speed when moving toward enemy champions with 4 Sunder stacks. Ranged champions gain halved values. 3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Sundered Sky
Periodically empowers attacks +300 Max Health
+40 Attack Damage
+15 Ability Haste
Lightshield Strike: The first attack against an enemy champion deals Critically Strikes (6s cooldown per target), dealing 160% damage and restores Health (equal to 125% base Attack Damage + 5% of missing Health
to you.
3000
Sundered Sky TIPS: This item is perfect for AD bruisers who deal physical damage and need sustain during fights. It provides bonuses to maximum health, attack damage, and ability haste, helping to improve both survivability and damage output. The "Lightshield Strike" effect causes your first attack against an enemy champion to critically strike, dealing 160% damage and restoring health based on your base attack damage and a percentage of your missing health. This makes the item a great choice for AD bruisers who engage in fights and require both extra damage and sustain.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Serpent's Fang
Anti-Shielding +50 Attack Damage
+10 Ability Haste
Stab: +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Maw of Malmortius
Converts damage from attacks into a magic shield +55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560 ) damage for 2.5 seconds.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 2%
Heal: 2.5%
Permanently health increase: 10
On Ranged champions, the effects are reduced by 60%.
Nullifying Orb
Shield when low health
If you would take damage from a champion that causes you to fall below 35% of your maximum health, grants a shield that absorbs up to 60-190 () damage for 4s.
Cooldown: 60s
Second Wind
Heal after taking damage
Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
(Q) GOLDEN STAFF
8/7.5/7/6.5s
30
Passive: Enhances Golden Staff's empowering effects on attacks every 10.5/9/7.5/6 seconds, increasing bonus damage by 50%. Champion takedowns reduce the cooldown of this ability's passive by 2 seconds getting a kill refreshes it.
Active: Empowers the next attack to deal 83 bonus physical damage (60/90/120/150 + 35/40/45/50%% ). Wukong and his clones' attacks reduce Golden Staff's cooldown by 0.5 second(s).
After casting this ability, Wukong's next attack gains bonus range.
(W) WARRIOR TRICKSTER
14/13.5/13/12.5s
55/60/65/70
Becomes invisible for 1 second(s) and dashes forward, leaving behind a clone for 3/3.5/4/4.5 seconds at his original position.
The clone moves in the direction of the left joystick when the ability is cast, automatically attacking nearby enemies and mimicking Wukong's Golden Staff, Nimbus Strike, and Cyclone. The clone deals 20/30/40/50% of Wukong's damage.
The clone takes 50% more damage and does not gain the empowering effects of Golden Staff's passive when it mimics the ability.
(E) NIMBUS STRIKE
8s
40
Moves toward a target while sending clones to 2 additional enemies nearby, dealing 70 physical damage (70/110/150/190 + 80% bonus ) to each enemy.
After hitting the targeted enemy, Wukong gains 25/35/45/55% Attack Speed for 4 second(s).
(R) CYCLONE
80/70/60s
100
Extends his staff and spins to gain 20% Movement Speed, dealing physical damage equal to 141 (220% ) + 10/14/18% of enemies max health over 2 seconds. Enemies that are hit for the first time are knocked up.
Clone can be recast once within 8 seconds.
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron WUKONG. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Solo Baron WUKONG in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Randuin's Omen Attack to heal from enemy Critical Strikes +400 Max Health +75 Armor Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health. 2800 Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second. 2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Warden's Mail
Reduces enemy's Attack Speed +35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack. 1050
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda's Grudge
Armor Penetration (%) and apply slows +40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration
.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 3100
Serylda’s Grudge TIPS: This item is perfect for champions who need to slow down enemies and improve their kiting potential. It provides bonuses to attack damage, armor penetration, and ability haste, helping you effectively control enemies in fights. The slowing effect applies when using active abilities or empowered attacks, allowing you to maintain distance, control the pace of the fight, and assist your team by reducing enemy mobility.
Rylai's Crystal Scepter
Abilities apply slows +300 Max Health
+65 Ability Power
+7% Magic Penetration
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 2700
Rylai's Crystal Scepter TIPS: This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Trinket: Sweepieng Lens
Scans around you, warning against hidden enemies, revealing invisible traps and revealing/disabling nearby enemy wards for 10 seconds.
Cooldown: 75s
Trinket: Control Ward
Places a visible ward that grants vision and reveals nearby wards, traps and camouflaged champions.
Tap castinbg prioritizes placing wards in brush you are within range of walking towards.
Cooldown: 100s
The information below will help you get familiar with the game on the Jungle Line WUKONG. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword +12 Attack Damage
500
Youmuu's Ghostblade
Increases Movement Speed +55 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed and 3-6 at 100 stacks. (
) Attacks removes all Momentum, but
Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 3200
Youmuu's Ghostblade TIPS: This item is perfect for assassins and champions who need to get in and out of fights quickly. It provides bonuses to attack damage and ability haste, along with armor penetration, helping you deal more damage to enemies. The Momentum effect increases your movement speed and armor penetration as you move, giving you an advantage in mobility during fights. When Momentum is fully stacked, attacks grant bonus attack speed, making the item a great choice for champions who need to quickly deal damage and escape from fights.
Gluttonous Greaves
Attack Damage, Omnivamp +35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Gluttonous Greaves TIPS: These boots are perfect for champions who rely on auto-attacks and need constant sustain. They provide bonuses to attack damage and movement speed, while the “Conversion” passive turns a portion of your damage into omnivamp, allowing you to stay in fights longer. Especially useful for marksmen, fighters, and junglers who frequently skirmish and require extra healing from their attacks.
Trinity Force
Well-Rounded +250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3333
Trinity Force TIPS: This item is perfect for champions who frequently use both abilities and auto-attacks in combat. It provides bonuses to health, attack damage, attack speed, and ability haste, making it a versatile choice for fighters who are in the thick of the action. The "Spellblade" effect allows you to deal bonus physical damage after using an ability, enhancing your auto-attacks. The "Valor" effect grants bonus movement speed after attacks, making you more mobile in fights. This item is especially useful for champions who frequently use their abilities but also rely on auto-attacks to deal damage.
Gluttonous Greaves
Attack Damage, Omnivamp +35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Gluttonous Greaves TIPS: These boots are perfect for champions who rely on auto-attacks and need constant sustain. They provide bonuses to attack damage and movement speed, while the “Conversion” passive turns a portion of your damage into omnivamp, allowing you to stay in fights longer. Especially useful for marksmen, fighters, and junglers who frequently skirmish and require extra healing from their attacks.
Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Mercury's Treads TIPS: These boots are perfect for champions who need protection against magic damage and crowd control. They grant bonuses to health, regeneration, and magic resistance, along with increased movement speed. The “Dissolve” passive further reduces incoming magic damage, helping you survive against teams heavy in AP damage. Especially useful for tanks, fighters, and supports who often face crowd control and magic damage sources.
Stoneplate Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 10% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. 500
Stoneplate Enchant TIPS: This enchant grants you a substantial shield based on your max health, growing stronger for each nearby enemy, and significantly reduces incoming damage while active. Perfect for tanks looking to initiate fights and absorb heavy damage in the midst of multiple foes.
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage. 500
Protobelt Enchant TIPS: This enchant lets you dash forward and unleash a cone of missiles that deal magic damage in an area. Perfect for quickly closing the gap or escaping. Ideal for assassins and mages who need extra mobility and the ability to rapidly engage or disengage.
Youmuu's Ghostblade
Increases Movement Speed +55 Attack Damage
+15 Ability Haste
Slice: +15 Armor Penetration.
Momentum: Moving builds Momentum, granting up to 50 Move Speed and 3-6 at 100 stacks. (
) Attacks removes all Momentum, but
Armor Penetration will last for 3 seconds after. Stacks decay when movement is impaired.
Haste: Attacking with max Momentum grants 25% Attack Speed for 4 seconds. 3200
Youmuu's Ghostblade TIPS: This item is perfect for assassins and champions who need to get in and out of fights quickly. It provides bonuses to attack damage and ability haste, along with armor penetration, helping you deal more damage to enemies. The Momentum effect increases your movement speed and armor penetration as you move, giving you an advantage in mobility during fights. When Momentum is fully stacked, attacks grant bonus attack speed, making the item a great choice for champions who need to quickly deal damage and escape from fights.
Gluttonous Greaves
Attack Damage, Omnivamp +35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Gluttonous Greaves TIPS: These boots are perfect for champions who rely on auto-attacks and need constant sustain. They provide bonuses to attack damage and movement speed, while the “Conversion” passive turns a portion of your damage into omnivamp, allowing you to stay in fights longer. Especially useful for marksmen, fighters, and junglers who frequently skirmish and require extra healing from their attacks.
Trinity Force
Well-Rounded +250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3333
Trinity Force TIPS: This item is perfect for champions who frequently use both abilities and auto-attacks in combat. It provides bonuses to health, attack damage, attack speed, and ability haste, making it a versatile choice for fighters who are in the thick of the action. The "Spellblade" effect allows you to deal bonus physical damage after using an ability, enhancing your auto-attacks. The "Valor" effect grants bonus movement speed after attacks, making you more mobile in fights. This item is especially useful for champions who frequently use their abilities but also rely on auto-attacks to deal damage.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Death's Dance
Delays damage taken +35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of physical damage received (12% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead. 3000
Death's Dance TIPS: This item is effective against champions with high burst damage or who rely on abilities to deal damage, such as assassins like Zed, Kha'Zix, and Talon. The "Cauterize" effect causes part of the physical damage received to be dealt as true damage over time, helping to mitigate the damage. The passive healing from "Dance" restores 10% of your maximum health after champion takedowns, making it a great choice for champions who need sustain in extended fights and can mitigate burst damage from opponents.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Serpent's Fang
Anti-Shielding +50 Attack Damage
+10 Ability Haste
Stab: +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD
+ 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.
2800
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Death's Dance
Delays damage taken +35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of physical damage received (12% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead. 3000
Death's Dance TIPS: This item is effective against champions with high burst damage or who rely on abilities to deal damage, such as assassins like Zed, Kha'Zix, and Talon. The "Cauterize" effect causes part of the physical damage received to be dealt as true damage over time, helping to mitigate the damage. The passive healing from "Dance" restores 10% of your maximum health after champion takedowns, making it a great choice for champions who need sustain in extended fights and can mitigate burst damage from opponents.
Maw of Malmortius
Converts damage from attacks into a magic shield +55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.
Jungle Expertise:
+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.
+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.
Restore 40 Health over 5 seconds when dealing damage to jungle monsters.
Restore 4 Mana every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).
Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-194 () + 40% extra
+ 25%
Cooldown: 20-13s ()
Sudden Impact
Bonus Damage
Damaging an enemy champion deals a bonus 10-80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 10 true damage.
Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Empowered Attack
Bonus Damage
Every 8 seconds, the next attack will be empowered, dealing 35-50 bonus adaptive damage () to anemy champions.
Zombie Ward
Vision, Adaptive Force
Removing an enemy ward spawns a Zombie Ward in its place, granting vision of the surrounding area for 120 seconds. Also gains 3 or 6
. Stacks up to 5 times.
Gains a bonus 10 or 20
upon reaching 5 stacks.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
(Q) GOLDEN STAFF
8/7.5/7/6.5s
30
Passive: Enhances Golden Staff's empowering effects on attacks every 10.5/9/7.5/6 seconds, increasing bonus damage by 50%. Champion takedowns reduce the cooldown of this ability's passive by 2 seconds getting a kill refreshes it.
Active: Empowers the next attack to deal 83 bonus physical damage (60/90/120/150 + 35/40/45/50%% ). Wukong and his clones' attacks reduce Golden Staff's cooldown by 0.5 second(s).
After casting this ability, Wukong's next attack gains bonus range.
(W) WARRIOR TRICKSTER
14/13.5/13/12.5s
55/60/65/70
Becomes invisible for 1 second(s) and dashes forward, leaving behind a clone for 3/3.5/4/4.5 seconds at his original position.
The clone moves in the direction of the left joystick when the ability is cast, automatically attacking nearby enemies and mimicking Wukong's Golden Staff, Nimbus Strike, and Cyclone. The clone deals 20/30/40/50% of Wukong's damage.
The clone takes 50% more damage and does not gain the empowering effects of Golden Staff's passive when it mimics the ability.
(E) NIMBUS STRIKE
8s
40
Moves toward a target while sending clones to 2 additional enemies nearby, dealing 70 physical damage (70/110/150/190 + 80% bonus ) to each enemy.
After hitting the targeted enemy, Wukong gains 25/35/45/55% Attack Speed for 4 second(s).
(R) CYCLONE
80/70/60s
100
Extends his staff and spins to gain 20% Movement Speed, dealing physical damage equal to 141 (220% ) + 10/14/18% of enemies max health over 2 seconds. Enemies that are hit for the first time are knocked up.
Clone can be recast once within 8 seconds.
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle WUKONG. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Jungle WUKONG in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Plated Steelcaps TIPS: These boots are perfect for champions who need protection against physical damage and extra durability. They provide bonuses to health, regeneration, and armor, along with increased movement speed. The “Block” passive reduces incoming physical damage, helping you stay in fights longer and fulfill your frontline role. Especially useful for tanks, fighters, and supports who often absorb basic attacks and physical damage from enemies.
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Randuin's Omen Attack to heal from enemy Critical Strikes +400 Max Health +75 Armor Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health. 2800 Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second. 2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Warden's Mail
Reduces enemy's Attack Speed +35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack. 1050
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda's Grudge
Armor Penetration (%) and apply slows +40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration
.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 3100
Serylda’s Grudge TIPS: This item is perfect for champions who need to slow down enemies and improve their kiting potential. It provides bonuses to attack damage, armor penetration, and ability haste, helping you effectively control enemies in fights. The slowing effect applies when using active abilities or empowered attacks, allowing you to maintain distance, control the pace of the fight, and assist your team by reducing enemy mobility.
Rylai's Crystal Scepter
Abilities apply slows +300 Max Health
+65 Ability Power
+7% Magic Penetration
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 2700
Rylai's Crystal Scepter TIPS: This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Trinket: Sweepieng Lens
Scans around you, warning against hidden enemies, revealing invisible traps and revealing/disabling nearby enemy wards for 10 seconds.
Cooldown: 75s
Trinket: Control Ward
Places a visible ward that grants vision and reveals nearby wards, traps and camouflaged champions.
Tap castinbg prioritizes placing wards in brush you are within range of walking towards.
Cooldown: 100s
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
Gromp
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
The Pro Wukong Jungle Path is a full clear that starts on the Red Buff and you will be killing it using his third skill — (E) NIMBUS STRIKE. Once Red Buff is dead, on level two go ahead and unlock (Q) GOLDEN STAFF and kill the Krugs. After the Krugs are cleared go do the Raptors as these grant you level three. Unlock (W) WARRIOR TRICKSTER as it is really useful for ganking and duels at the Scuttler. Now path into the other side of the jungle and kill the Murk Wolves, Blue Sentinel and lastly, the Gromp. These camps grant you level four which is used to upgrade (Q) GOLDEN STAFF. Next up head over to the river to kill the Rift Scuttler, after which you are free to invade the enemy jungle, reset to base or gank a lane and apply pressure to enemy laners.
Gains a stack of Stone Skin whenever Wukong damages enemy champions, stacking up to 3 time(s). Each stack grants him 10 Armor and heals him for 0.35% of his max Health
per second (
).
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
8/7.5/7/6.5s
30
Passive: Enhances Golden Staff's empowering effects on attacks every 10.5/9/7.5/6 seconds, increasing bonus damage by 50%. Champion takedowns reduce the cooldown of this ability's passive by 2 seconds getting a kill refreshes it.
Active: Empowers the next attack to deal 83 bonus physical damage (60/90/120/150 + 35/40/45/50%% ). Wukong and his clones' attacks reduce Golden Staff's cooldown by 0.5 second(s).
After casting this ability, Wukong's next attack gains bonus range.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
14/13.5/13/12.5s
55/60/65/70
Becomes invisible for 1 second(s) and dashes forward, leaving behind a clone for 3/3.5/4/4.5 seconds at his original position.
The clone moves in the direction of the left joystick when the ability is cast, automatically attacking nearby enemies and mimicking Wukong's Golden Staff, Nimbus Strike, and Cyclone. The clone deals 20/30/40/50% of Wukong's damage.
The clone takes 50% more damage and does not gain the empowering effects of Golden Staff's passive when it mimics the ability.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
8s
40
Moves toward a target while sending clones to 2 additional enemies nearby, dealing 70 physical damage (70/110/150/190 + 80% bonus ) to each enemy.
After hitting the targeted enemy, Wukong gains 25/35/45/55% Attack Speed for 4 second(s).
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
80/70/60s
100
Extends his staff and spins to gain 20% Movement Speed, dealing physical damage equal to 141 (220% ) + 10/14/18% of enemies max health over 2 seconds. Enemies that are hit for the first time are knocked up.
Clone can be recast once within 8 seconds.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Use this combo to maximize single target damage and quickly burst down an enemy.
Start with (E) NIMBUS STRIKE to gap close, then quickly FLASH and use (Q) GOLDEN STAFF as an auto attack reset. Instantly follow up with (W) WARRIOR TRICKSTER and (R1) CYCLONE to deal damage with both you and your clone. As (R1) has just finished, FLASH twice while waiting for its recast. From there, quickly reactivate (R2) to knock up the enemy for the second time, you can cancel it early if needed. From there, quickly FLASH, (Q) and use (E) as it becomes off cooldown and FLASH.
Wukong is a vastayan trickster who uses his strength, agility, and intelligence to confuse his opponents and gain the upper hand. After finding a lifelong friend in the warrior known as Master Yi, Wukong became the last student of the ancient martial art known as Wuju. Armed with an enchanted staff, Wukong seeks to prevent Ionia from falling to ruin.