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Sun Wukong - Serious Monkey Business (WIP)

22 1 209,647
by Mayowa updated October 25, 2013

Smite God: Sun Wukong

Build Guide Discussion 19 More Guides
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Sun Wukong Build

Start With

Build Item Tabi Tabi
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
3

Core Build

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Void Shield Void Shield

Defensive

Build Item Witchblade Witchblade
Build Item Runic Shield Runic Shield

Offensive

Build Item Shifter's Shield Shifter's Shield
Build Item Deathbringer Deathbringer
Build Item Malice Malice

Late Game Build

Build Item Warrior Tabi Warrior Tabi
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Void Shield Void Shield
Build Item Runic Shield Runic Shield
Build Item Shifter's Shield Shifter's Shield
Build Item Deathbringer Deathbringer

Alternatives

Build Item Ninja Tabi Ninja Tabi
Build Item Bulwark of Hope Bulwark of Hope

Sun Wukong's Skill Order

The Magic Cudgel

1 X Y
The Magic Cudgel
1 4 6 7 9

Master's Will

2 A B
Master's Will
2 15 16 18 19

72 Transformations

3 B A
72 Transformations
3 8 10 11 12

Somersault Cloud

4 Y X
Somersault Cloud
5 13 14 17 20
The Magic Cudgel
1 4 6 7 9

The Magic Cudgel

1 X
Sun Wukong's Magic Cudgel grows in length, and he slams it down, damaging all enemies in front of him. Minions and Jungle Camps take an extra +30% damage.

Ability Type: Line, Damage
Damage: 100 / 140 / 180 / 220 / 260 (+60% of your Physical Power)
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 12s
Master's Will
2 15 16 18 19

Master's Will

2 A
Sun Wukong strikes around him, damaging, Slowing, and Slowing the Attack Speed of all enemies hit.

Ability Type: Circle, Slow, Damage
Damage: 90 / 140 / 190 / 240 / 290 (+65% of your Physical Power)
Movement Slow: 30% for 3s
Attack Speed Slow: 30% for 3s
Cost: 60
Cooldown: 11s
72 Transformations
3 8 10 11 12

72 Transformations

3 B
Sun Wukong transforms into an Eagle, Tiger, or Ox, and charges forward.

Eagle: Is the fastest of the three forms. Immune to Slow and Root effects.
Tiger: Mauls the first enemy he runs into, Stunning and causing damage.
Ox: Knocks aside all enemies in his path and causes damage. Immune to Slow, Root, and Knockup effects.

Ability Type: Dash, Crowd Control, Damage
Tiger Damage: 100 / 170 / 240 / 310 / 380 (+80% of your Physical Power)
Tiger Stun: 1.4s
Ox Damage: 70 / 105 / 140 / 175 / 210 (+60% of your Physical Power)
Cost: 65 / 70 / 75 / 80 / 85
Cooldown: 16 / 15.5 / 15 / 14.5 / 14s
Somersault Cloud
5 13 14 17 20

Somersault Cloud

4 Y
Sun Wukong leaps onto his cloud for up to 5s, leaving a Pet behind to fight. While on the cloud Sun Wukong is invisible and regenerates Health. He may leap off before the duration expires, dealing damage. The Pet inherits 100% of Sun Wukong's Health and Protections and 50% of his Basic Attack Power. The Pet is killed instantly if hit by a hard Crowd Control excluding Banishes and Knockbacks. If the Pet dies, Sun Wukong is revealed on his cloud.

Ability Type: Circle, Heal, Damage
Damage: 200 / 275 / 350 / 425 / 500 (100% of your Physical Power)
Healing: 3.5% per second
Radius: 25
Cost: 100
Cooldown: 110 / 105 / 100 / 95 / 90s

Introduction



The reworked Wukong is a force to be reckoned with and if you learn how to play him right, which this guide shall hopefully show you one way of doing. With this knowledge you shall have your enemies fleeing from you in fear. Wukong can be used in several different roles due to the versatility of his kit but as of yet, I only know how to play him in the solo lane. I'll update the guide as I experiment more.

Just a note. This is my first guide so please give criticism however harsh it may be so I can continue to improve the guide in the future.

Items

I start with Hog, tabi and 3 health and 3 mana potions. Hog is pretty essential since from level 1-7, Wukong's lane clear is very weak and you need all the help you can get. I choose tabi over a starter item to get my boots finished early, it may be the case that against better players, starting with mark of the vanguard may be more viable as with his weak lane clear, you'll be prone to taking extra damage. That's why we have the 3 health potions. Wukong has no sustain besides his ultimate thus keeping potions at hand is essential early game if you don't want to back every few seconds. The mana potions are because over the first few levels, to clear waves you need to use your skills often and Wukong has a tiny mana pool to begin with. I also recommend that you're jungler gets you the blue buff asap because that is really helpful for Wukong.

The Core build is made up of Warrior Tabi, Jotunn's Wrath and Focused Voidblade. The tabi are there for penetraton and movement speed. You get jotunn's first for the mana which is critical on Wukong. The extra pentration and physical power are a really strong boost to you damage and the cooldown reduction means you're 72 transformations are always up to get you out of tight situations. The focused voidblade gives a big boost to physical power and brings you to the penetration cap while also providing some physical protections.

I then go on to build a defensive item. As Wukong gets natural protections when below 50% Hp i tend to only build one defensive item. If the enemy team has majority of it damage from physical gods without any real burst damage mages then I suggest a witch stone which also helps out greatly in 1 on 1s. If they do however have high magic damage, then runic shield is a good option as it can give you the survivability to escape.


Finally I build a deathbringer and a malice/eye of retaliation. This gives an enormous boost to damage due to the crit chance working well with your passive. Then malice means that at below 50% hp when you're level 20, you'll have a constant 90% crit chance. THIS IS INSANE.
The eye of retaliation however gives you a bit of lifesteal and provides you with extra damage when below 50% hp.


I've added some alternatives. The ninja tabi work especially well against teams which aren't building much physical defence thus the 40 penetrations from jotunn's wrath and focused voidblade should be sufficient. The extra CDR is always welcome and it means you can use your ultimate every minute. If you feel like going for a slightly more tanky approach then the bulwark can really help out against bursty mages and keep you alive giving you the chance to escape tight situations.

Skills

Undefeated Body



When Sun Wukong is below 50% health, he gains +10% critical chance and +20 protections, plus another 1% critical chance and 1 protection for his current level.

This is Wukong's passive and it's the reason why Wukong is always such a threat. At level 20, when below 50% HP Wukong has 40 extra protections and 30% crit chance. Wukong's passive does what it says on the tin and with it you are never defeated as once you're weak, you become a monster. I've gone 1 vs 1 against full HP assassins with this passive and thanks to this passive Wukong can just burst them down with basic attacks.

The Magic Cudgel



Sun Wukong's Magic Cudgel grows in length, and he slams it down, dealing 90/140/190/240/290 (+50% of your physical power) damage to all enemies 55 ft infront of him.
Cost: 50 mana.
Cooldown: 10 seconds.

This is Wukong's lane clear and you max this first. It provides decent damage with good range and the area of effect is also pretty wide making it easy to hit. It can go through walls and it's great for finishing off fleeing targets. Best of all it's cheap at 50 mana and with Jotunn's Wrath the cooldown is only 7.5 seconds.

Master's Will



Sun Wukong strikes around him, dealing 70/110/150/190/230 (+50% of your physical power) damage and knocking up all enemies.
Cost: 60/70/80/90/100 mana.
Cooldown: 12 seconds.

This is a pretty useful skill but I max it last as the damage output isn't great. The knock up is really good for disruption and the area of effect is pretty big. Really useful to stop enemies escaping and to cancel abilities. Can also be used for lane clear mid game when mana is less of an issue.

Skills (Continued)

72 Transformations



Sun Wukong transforms into an Eagle, Tiger, or Ox, and charges forward.
Eagle: Is the fastest of the three forms. Immune to Slow, Root, and Knockup effects.
Tiger: Mauls the first enemy he hits, stunning it for 0.6/0.8/1.0/1.2/1.4s and causing 100/170/240/310/380 damage.
Ox: Knocks aside all enemies in his path and causes 50/90/130/170/210 damage. Immune to Slow, Root, and Knockup effects.
Cost: 65/70/75/80/85 mana.
Cooldown: 15 seconds


Oh the joy of the 72 Transformations. Now Wukong may only be able to use 3, but this ability is the single greatest thing in smite. This is the reason why Wukong is so versatile and a massive nuisance to the enemy. I max this second due to the damage and increased stun duration on the tiger form.

The eagle form is your escape, it has the best turning angles of the three forms and you can turn through jungle paths with it. Beware you can still be stunned however if you're quick you'll be out of range in no time. With Jotunn's Wrath you basically have a better form of sprint to use every 10 seconds. Arguably the best escape ability in the game. Now the bird form isn't only an escape however. If you need to chase but the enemy is too far for you to catch them in tiger form, or they are running though the jungle. Then you'll have a better chance reaching them in eagle form allowing you to drop down and lay the staff of justice on their cowardly ***es.

The tiger form is you're main ganking ability. It has a nice stun and does the most damage. The turning angle is very large so if people now you're coming they can make sharp turns to juke you. They can also put down slows so it's often better to flank and maul them when they don't know you're coming. This is the other skill which makes you a really strong chaser. If an enemy turns their back to run away from you, catching them in tiger form is a simple affair.

The ox form is like the eagle form, immune to slows, roots and knock ups. It's very good for when the enemy is crowded to cause disruption by charging through all of them. It can also knock people behind you which is great for throwing unsuspecting enemies into your tower. It also does a bit of damage but the main selling point is the disruption it can provide.

Knowing how and when to use which form of the transformations is the key to playing Wukong well.


Somersault Cloud



Sun Wukong leaps up onto his cloud, leaving a decoy of himself behind to fight. While on the cloud Sun Wukong regenerates 5% of his health per second. He may leap off before the duration expires, dealing 140/190/240/290/340 (120% of your physical power) damage to all enemies in a 20 ft radius. The decoy inherates all of Sun Wukong's current stats but only 50% strength
Cost: 100 mana.
Cooldown: 90 seconds.

This is Wukong's ultimate and this combined with his 3 is the reason why Wukong is so hard to gank. I max this third as the damage it provides although decent, isn't worth it when the cooldown of 72 transformations is 15 seconds and the damagage output of that skill is decent. Wukong's ultimate is IMO best used to juke people, I rarely use it to chase a kill or initiate but instead when i'm low on health. The best feeling is when the red mark of death shows up and you ulti, leaving thanatos to waste his ultimate on your decoy. I've seen several other gods blow there ultimate on my decoy and it works well if you time it right. The healing is really nice as you can get 25% of your max HP back and the time you spend on the cloud allows your 72 transformations to come off cooldown so you can fly away as soon as you land thus making you virtually impossible to kill. The damage however is really nice in the middle of a team fight to land on top of multiple enemies then use the low HP crits to finish everyone off.

Pros / Cons

Pros

    Good versatility
    Lots of CC and disruption
    Great escapes
    Very good chaser
    Somewhat tanky
    Serious damage (below 50% HP)
    Juking with his ultimate
    You're a monkey with ridiculous abs

Cons

    Weak early game clear until level 7
    Very mana hungry early levels
    No real burst damage
    Female gods will chase after you because of you're ridiculous abs

There are an insane number of positives about Wukongs kit and his variety of abilities means he is equipped for every encounter. Though he doesnt have insane burst, he can still deal tons of damage with basic attacks due to his passive crit chance combined with the deathbringer and eye of retaliation/malice

Leave a Comment

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1
Liverslices (1) | November 10, 2014 11:43am
Darkseid12 wrote:



Well I often built by this order Ninja Tabi -> Hydra's -> Focused Voidblade.
I know I bought Hydra's bit to early but with the recent buff (175% bonus dmg on next hit, from 125%) it does a pretty decent job. Also I see Wukong mostly as a Physical Spellcaster, since his real damage basically starts in late stage of the game (auto-attacking etc).

EDIT: Plus Wukong has pretty decent CC. (Tiger form 0.6 stun at lvl 1, Master's will 1 sec knockup) as I said in my previous post.

"I harras with Cudgel then then I initiate with Tiger form, 1 basic attack for hydra to take effect, then knockup and Hydra again. Anyhow."

This ^

I usually build tabi > shifters shield/jotunns > Hydra's. More and more CDR isnt a bad thing, especially when jotunn's and hydra's both have excelent stats (especially that mana... olala). Hydra's is good for wukong because it activates only after you hit with your tiger/bull/eagle, giving you more time to whack them with your stick.

Another bonus to Hydra is that you dont need to finish it to get the passive, which makes it viable at rank 2 until you have enough gold to finish it out.
1
MRdotDUCK | August 15, 2014 12:45am
i got to try this build when i get home tho i prefer more attackspeed when playing my self with sais or such and the extra speed seems to go well so you dont need to make a perfect ability combo to take a target down
1
NoMoreHope (3) | January 23, 2014 3:11am
this helped me alot thank you :)
1
Ryuzen | November 28, 2013 4:44pm
Also, in the Cons section, the 'you're' is wrong. It should be 'your'. I am sorry, but I like some perfect spelling in guides :D. Fantastic guide however, I use the offense guide except I like switching the Eye of Retaliation for Hastened Fatalis or Qin's Sais.
1
Monkeymilk | November 26, 2013 9:33am
Great inside info and great guide tyvm i havent really play sun wukong but i think i will now.
1
aHappyMoron | November 22, 2013 5:14pm
Good build I like it a lot, before I hated son wukong but now, I enjoy playing as him :D Thanks
1
Creationism (4) | November 12, 2013 11:39am
are you ever going to update this again man?
1
lordbyron | November 1, 2013 10:19am
Out of curiosity, what about Transcendence? I use it on all my Warrior builds.
1
VorikVolens (1) | October 29, 2013 1:35am
I posted this on another guide but I suppose I'll ask it here too. It seems like Ankh of the Bear + Deathbringer + Eye of Retaliation would be really powerful. He gets an absurd amount of power and defense as you get him low. What do you think of it as like a core?

Other items you could throw in situationally would be Voidblade, Witch Stone, Jotunn's, Bulwark of Hope, Hide of the Urchin(?), Mail of Renewal, etc.

Some quick math with Ninja Tabi/Ankh/DB/MoR/EoR/Voidblade put him at 263 protections under 50% HP. Which means he'll get 25-49 power from EoR and 40 from Ankh, putting you at over 300 power with 40 armor pen and 50% crit with DB passive.

Basically think of him as a Hercules with armor instead of health, and more sustained damage?

All in all I guess I'm just wondering your opinion on Mail of Renewal and Ankh of the Bear on him.
1
Mayowa | October 26, 2013 12:29pm
Darkseid12 wrote:



Well I often built by this order Ninja Tabi -> Hydra's -> Focused Voidblade.
I know I bought Hydra's bit to early but with the recent buff (175% bonus dmg on next hit, from 125%) it does a pretty decent job. Also I see Wukong mostly as a Physical Spellcaster, since his real damage basically starts in late stage of the game (auto-attacking etc).

EDIT: Plus Wukong has pretty decent CC. (Tiger form 0.6 stun at lvl 1, Master's will 1 sec knockup) as I said in my previous post.

"I harras with Cudgel then then I initiate with Tiger form, 1 basic attack for hydra to take effect, then knockup and Hydra again. Anyhow."


KK thanks for the info i'll have to try it out. For now i;'m just messing with tank wukong :D
1
Darkseid12 | October 26, 2013 7:28am
Mayowa wrote:



I've never tried the hydra's, I've never found it to be too effective on other gods but I guess when I've built such low cool downs it could be pretty strong. What would you replace for the hydra ?


Well I often built by this order Ninja Tabi -> Hydra's -> Focused Voidblade.
I know I bought Hydra's bit to early but with the recent buff (175% bonus dmg on next hit, from 125%) it does a pretty decent job. Also I see Wukong mostly as a Physical Spellcaster, since his real damage basically starts in late stage of the game (auto-attacking etc).

EDIT: Plus Wukong has pretty decent CC. (Tiger form 0.6 stun at lvl 1, Master's will 1 sec knockup) as I said in my previous post.

"I harras with Cudgel then then I initiate with Tiger form, 1 basic attack for hydra to take effect, then knockup and Hydra again. Anyhow."
1
Mayowa | October 26, 2013 2:58am
Darkseid12 wrote:

Just curious, am I the only one that builds Hydra's Lament on Sun Wukong?

I harras with Cudgel then then I initiate with Tiger form, 1 basic attack for hydra to take effect, then knockup and Hydra again. Anyhow.

Nice guide, I like that you included options against different kinds of Enemies (Magical / Physical)


I've never tried the hydra's, I've never found it to be too effective on other gods but I guess when I've built such low cool downs it could be pretty strong. What would you replace for the hydra ?
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League of Legends Build Guide Author Mayowa
Sun Wukong - Serious Monkey Business (WIP)
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