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The Monkey King's Guide to Stomping Faces

9 4 27,001
by Subzero008 updated December 20, 2013

Smite God: Sun Wukong

Build Guide Discussion 10 More Guides
Choose a Build: Solo Bruiser Build
Solo Bruiser Build Assassin Build
Tap Mouse over an item or ability icon for detailed info

Sun Wukong Build

Starting Purchase

Build Item Ninja Tabi Ninja Tabi
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Shielded Teleport Shielded Teleport
Build Item Mana Potion Mana Potion
Build Item Healing Potion Healing Potion

Buy One or the Other Depending on the Enemy Solo

Build Item Void Shield Void Shield
Build Item Gem of Gaia Gem of Gaia

Cooldowns and Penetration

Build Item Jotunn's Wrath Jotunn's Wrath

Round Off your Defenses

Build Item Void Shield Void Shield
Build Item Gem of Gaia Gem of Gaia

Deathbringer

Build Item Deathbringer Deathbringer

Possible Finishing Items

Build Item Shifter's Shield Shifter's Shield
Build Item Hydra's Lament Hydra's Lament
Build Item Malice Malice

Situational Items and Actives

Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Combat Blink Combat Blink
Build Item Creeping Curse Creeping Curse
Build Item Heartseeker Heartseeker
Build Item Magi's Cloak Magi's Cloak
Build Item Titan's Bane Titan's Bane
Build Item Winged Blade Winged Blade
Build Item Witchblade Witchblade

Sun Wukong's Skill Order

The Magic Cudgel

1 X Y
The Magic Cudgel
1 4 6 7 10

Master's Will

2 A B
Master's Will
3 15 16 18 19

72 Transformations

3 B A
72 Transformations
2 8 11 12 14

Somersault Cloud

4 Y X
Somersault Cloud
5 9 13 17 20
The Magic Cudgel
1 4 6 7 10

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
3 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
2 8 11 12 14

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 9 13 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: Your Journey Begins

No frills here.

Sun Wukong is a baddass, and you will smash people.

The build presented here emphasizes balance and flexibility. You will not be a squishy assassin, nor will you be an unassailable bulwark, but you will have the freedom to adjust battle strategies and playstyles on the fly.

An alternative build is also presented, focused on pure damage at the expense of defense, but it is a much less forgiving build and I recommend you try the bruiser build first.

As of 11/8/13, I currently have no support for the assassin build. Most of the gameplay strategies are for the bruiser build.

Pros / Cons

Pros



- High mobility. Like, REALLY high
- Safe solo laner
- Amazing amounts of CC
- Great initiator


Sun Wukong is an excellent bruiser, with high innate defenses, good amounts of CC, and a unique ultimate. He has high utility abilities and is a neat hybrid of caster and basic attacker. If you are looking for an excellent solo lane with little risk, look no further than for Sun Wukong.
Cons



- Few ranged options
- Easily interrupted by hard CC
- Weaker in one-on-one fights
- Somewhat lackluster damage


Sun Wukong does have his downsides, however. Gods with easy access to hard CC, like most tanks and gods like Zhong Kui or Isis will easily interrupt his transformations, robbing you of a chunk of damage. He's not a huge powerhouse, either - that's Hercules' job, not yours.

Items

Starting Purchase



For your starting purchase, I would recommend Tabi for the power, plenty of potions, and Hand of the Gods, as Sun Wukong's wave clearing is weak in the early game.

Wukong is a god who depends highly on his abilities to deal damage. Besides, you will gain plenty of flat penetration through your other items, so more becomes a waste.

Get this item. Because if you don't the enemy will, and they'll beat you every single time. Don't like it? Neither do I.

Building Against the Solo Lane



You will want to build some sort of defense against the enemy solo, as it will greatly increase the chances of your survival in a fight, as well as provide an additional benefit.

Also, keep in mind that by "defense item," I mean an item that can counter the enemy laner. Defense is just the most simplest way to do that, but you might want to consider other options, like Brawler's Beat Stick instead of Stone of Gaia. If you are going to select a highly specialized item such as magi's blessing, you must balance this with another balanced item, like Hide of the Urchin.

Focused VoidBlade
This item has it all; power, protections, and a large 25 penetration, which helps you clear minion waves.

The reason why I would choose this item over Runic Shield is the sustain. The flat MP5 and HP5 will allow you to stay in lane longer, and the passive synergizes perfectly with your ultimate.

Purchase one item or the other, but not both, or your damage will suffer needlessly.

Cooldown



This item is perfect. A respectable amount of power, some mana, and the penetration you need, especially if you took Stone of Gaia. The cooldown, however, is the main draw here, granting you a maxed 40% cooldown reduction.

Alternatively, if you feel that penetration is needed, especially if the enemy is building a huge wall of defense, like with Breastplate of Valor, feel free to get a Titan's Bane instead. It will be a huge help at any point in the game.

Mid Game



Depending on the situation, you could conceivably purchase the Deathbringer before rounding your defenses, but you can't go wrong with another layer of caution.

Late Game



At late game, this and your passive will be the only crit chance you will need, unless you're one of the types who has to get almost 100% reliability on crit chance. There's not much else to say here; Deathbringer is THE star item of everyone's crit build.


Once you have gotten these items, everything else is just pure bonus. You can start upgrading your actives, buy one of the suggested finishers, or even get a specialty item. The choice is yours. (But if you are going to get the Hydra's Lament, make sure to sell the Ninja Tabi for the something else, even Reinforced Greaves.)

Skills

Undefeated Body: The only thing you need to know about this is that it helps your defenses when your health is low. The crit chance is negligible until later levels, where it is used with Deathbringer.


The Magic Cudgel: This is your pure damage lane clearing skill. It doesn't deal too much damage, but it has a long range, is dirt cheap, and is useful to poke. This is what makes him a safe lane clearer over other melee gods. Level this one up ASAP, as it's damage isn't great at level 1.


Master's Will: This is your main disruption skill, the one you would use to piss off and annoy enemies, as well as other things, like knocking Isis out of her Wing Gust. Doesn't deal notable damage, so put a point in it early and level it last.


72 Transformations: This skill is just amazing. Not only does it have great utility, but it has good damage as well. Use Tiger Form on priority targets or one-on-one combat, use the Eagle Form for ridiculous mobility and incredible escapes, and use the Bull Form to initiate and to disrupt and distract the enemy. Level this one right after your The Magic Cudgel. Don't forget that you can right-click to cancel it early.


Somersault Cloud: This skill's usefulness is purely skill-based. It's damage isn't great, but the real reason you'd use this is the decoy you spawn. Clever use will fool enemies into wasting their burst on the clone, while you regain 25% of your health while chilling in midair. Use as an...escape, initiation, healing, attacking, leaping, pretty much everything.

Tips and Tricks for Somersault Cloud

Yes, this skill gets it's own section, because its versatility is simply that huge.

General Tips


  • When the Decoy is destroyed, you will be visible in the air.

  • Try not to let your enemies see you channeling the ability for maximum effectiveness for all of the following techniques.

  • Enemies can see the animation of your staff twirling, so don't think you can troll the enemy by standing still and pretending to be a decoy.

  • The decoy cannot cast abilities. You can try to exploit that by limiting your attacks to basic attacks.

  • You can use the ultimate to get out of nasty CC, but it does not break CC.

  • Decoys are excellent for tower diving and attacking.

Initiation



They key to this is making your opponents waste their burst damage on the decoy. You can start the attack hidden but nearby, then the decoy will rush in and attack the closest enemy. After the enemy uses one or more of their high-damage abilities, that will be your cue to surprise them and jump in, seemingly out of nowhere. A perfect start to any fight.

As Escape



Simple. While you are up in the air, your cooldowns for 72 Transformations goes down, and you slowly gain health, and you are also invisible. Your enemies can't predict where you'll go if you can effectively choose to go in any direction.

As Beads



With enough cooldown reduction, your ultimate can very well be a substitute for Purification Beads, especially when you consider that as a solo laner, your active slots may be full.

As Sustain



Since you regenerate 25% of your health, you could easily use this simply for sustain in the laning phase. It's cheap, heals quite a bit, and can sweep a minion wave quite handily. Use to counter an enemy's ultimate for maximum effectiveness.

As Chasing



This ultimate is also a leap. You move at full speed while channeling, and you can go a decent distance with the ult, and the area of effect is also pretty big. This is one of the best abilities to finish off a retreating god, when your other abilities are off cooldown or when you are surrounded by enemies.

Facing the Enemy Solo Laner

A solo laner is vulnerable to two things: Ganks, and the enemy solo laner. The first is easily avoided through wards and positioning, but the second can utterly outplay and destroy you if you don't know what to do.

Sun Wukong is a highly versatile god, but this comes with the weakness of not being the best at any one thing (except being a badass). You have many weapons, and you must decide when and where you will use them.

Poke: Your cudgel of doom is a really annoying poke due to how freaking annoying it is to dodge. Against melee gods like Loki or Odin, you can easily poke them repeatedly.


Mana Sustain: Your main poking skill deals decent damage, has a short cooldown, can hit the entire wave, and costs a paltry 50 mana. This tactic takes a little more patience, but it is effective against gods which burn a lot of mana to farm, like Hercules or Hel.


Health Sustain: You can regenerate 25% of your health with your ultimate. If you get any lifesteal or health regen, combined with your natural defenses and escape, you will be pretty tough, tough enough to consider staying where others might recall.


Tornadoes
Clearing: You can clear unusually safely and quickly for a melee god, and if you outpush the enemy, you will also put a strain on the enemy jungler.


Mobility: You can easily escape from most gank attempts, and retaliatory counterganks from your jungler will usually be harder to avoid. You also have the luxury of returning to the lane faster without a teleport, and it is easy for you to flank enemies. Using this, you can easily outmaneuver and destroy gods like Ao Kuang and Thanatos.


Disruption: Your CC is amazing for countering gods like Guan Yu or Loki, when a single staff twirl can make them waste a channeled attack, and often setting them up for a ***-kicking.


Part of this relies on experience. You must have a good grasp of what the enemy god is capable of and what he is likely to do. Obviously, some of these tactics will be more effective than others, but the important thing to know is that you have them available. Find out your enemy's weakness and exploit it mercilessly. Unlike gods like Loki or Athena who are limited to one or two of these, you get them all.

Coordinating Ganks

As a solo laner, you might often require assistance from your team's jungler, most often in the form of a gank. And you must know what to do when the time comes.

Three Things to Prepare:



Limit Enemy Sight: To maximize the gank's chance of success, you must blind the enemy. Try to destroy the enemy ward or distract them at a crucial moment. It might even be worth purchasing a sentry ward for the occasion.
blink

Prepare Yourself: It is highly unlikely that your ganker will succeed by himself. He will need help, and you must be ready for him. Make sure your stun is up and you have enough health and mana to survive the fight.

Anticipate Enemy Action: There will be enemy retaliation after a gank. Speed is the key; you do not want an enemy god destroying you in your weakened state after a fight, and especially not when unaware.


Starting the Gank:



When ganking, either you or your teammate must initiate. Make sure to let your jungler know beforehand.

For example, let's say Thanatos the jungler is preparing a gank on Chang'e.
  1. You ask him to initiate, and Thanatos blindsides her with a Soul Reap.

  2. As Chang'e is silenced, you can now stun her with your Tiger Form without fear of her Moonlit Waltz.

  3. In that window of opportuntiy, you and Thanatos go nuts on Chang'e, most likely killing her.
However, sometimes, you must initiate, and you should do so with preferable the Tiger Form, but Master's Will will do in a pinch. You must strike as quickly as possible to give your opponent the least amount of time to react. I should not have to spell out step 3.


If the Gank Goes South:



Hopefully, you can just Bird of Nope away, but that's not always an option. All I can say at this point is to prevent as much damage as you can until the bird is available again. Disrupt channeled attacks, juke skillshots, and use Somersault Cloud as the ultimate kill denial.

The same applies to your jungler. If you are in reasonably good condition and he is not, it is your job to protect him. Sun Wukong is a pretty powerful distraction.

If you fear being forced to recall from the ensuing damage, know that recalling is far more lenient than dying, on either your part or the jungler's. If you fear losing a tower, then just buy a teleport.

Roaming and Rotating

What is Roaming?



Roaming is simply leaving your lane unattended to do other things. It could be as short as grabbing your blue buff or as long as ganking the opposite lane.

To roam, you must first make sure that your lane is in good condition, or enemies might capitalize on your absence to heavily damage or even destroy your tower.

Secondly, you must not waste a moment of time. This means that whatever you aim to do, you must do it successfully and as quickly as possible.

Fortunately, Hawk Form greatly speeds your roaming, especially with cooldown reduction, so it is far easier to Sun Wukong to roam than with other solo laners.

Take advantage of this. Not every solo laner can leave his lane and clear the mid furies within seconds. Not every solo laner can gank mid as the enemy recalls and return as the enemy teleports back.

Do not roam until your have lane security. Either you have Jotunn's Wrath, your jungler is offering to hold your lane, or the task is extremely quick.


What is Rotating?



Rotating is roaming, except you go to a perpendicular lane, but there are a few key differences you must be aware of:
  • Enemies are far more likely to know where you are, since the enemy laner will spot you, so it is guaranteed that the enemy solo will take advantage of that.

  • Rotating deprives your allied laner of farm, so it is not recommended to do so early game, even if you have excellent communication.

  • Rotating is centered around a lane, while roaming is more mobile. Basically, you will be more predictable when rotating.
Again, Sun Wukong's absurd mobility will help in reducing the downsides of rotating. You can save towers, gank lanes, and group for a sudden teamfight far faster than any other god. Take advantage of this.

Teamfights

This bit is easy. You have two playstyles in teamfights:

The Brawler: You are an unfinessed brute who wanders into a group of enemies and smashes them over the head with a lawnmower. Your goal is to be as annoying as possible to the enemy team. Distribute your CC at key moments. Sow as much chaos through the enemy team as possible, and make them vulnerable to an ***-reaming from your teammates.


The Bodyguard: You will deliver a careful series of well-timed attacks designed to protect your allies. The major difference between this and the Brawler is that you are centered around or in front of your allies, instead of the enemy team; and that you are reacting to the enemy rather than forcing them to react to you.


Learning to master both, as well as when and where to use them, is the key to playing Sun Wukong.

Matchups

Coming Soon.

Conclusion: Buddhahood

Hopefully, you guys have learned much from Zen and the Art of the Monkey Dance this guide, and have had a grasp of playing a truly kickass god. Now, it is up to you to transcend this guide and fly in your eagle form to new heights. May you have fun on your path to Buddhahood!

-Sub

Update Log

12/20/13: Fixed minor typos, added the cold hard truth about teleports.

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1
Subzero008 (112) | March 11, 2014 8:44pm
Oh yeah, this guide was made before the teleport nerf, where rank one had a 120 sec cooldown.

I'm probably going to archive this guide, actually. Thank you for reminding me,
1
Thiel (12) | March 11, 2014 8:11pm
This guide might be outdated, so my criticism may be useless.

But Teleport to Towers is not a good active. I know the trend to buy it was there, but it's near ending, as it should be.

Firstly, I would never buy teleport to tower as a starting item. You don't need it and you waste 300 gold that you can spend on pots or othing things. During the early laning phase you easily farm up 300 gold so when you are forced to back and also forced to teleport, you can always buy it then. But there is no scenario where you need Teleport to Tower right off the bat.

___
The above is purely about buying Teleport to Tower at all, if you do it, do it like that. But now the part why you shouldn't really be buying it at all.

It's undeniable that having Teleport to Tower brings very little to late-game. It also takes alot, because it keeps you from buying an active that can safe your life, or secure a kill. Obvious examples are Aegis, Beads and Sprint.

Even if the enemy has Teleport to Tower, which is the situation you describe making you required to get it too; if you always back AFTER clearing a wave, you will be back in time to defend for the next wave. This is how you should handle backing anyway.

If you are pushed up and you have to back without being able to clear the wave, you should either get your jungle to help. But even if he can't, you can just buy a Sprint and use that. Combine that with Sun Wukong's birdie and you back to your tower in no time.. While Sprint can give your way more value in return. (Sprint 3 or Heavenly Agility are game changers).

MISC: Being able to teleport to Wards is decent, but as a fast mobility god like Sun Wukong you rarely need it. And it's value isn't greater than any other top tier active.

Sorry that I can't read the whole guide and give full-out feedback. I will say that you should consider Hide of the Urchin, it's pretty much a guaranteed buy for bruisers like SW, at least in the league world.
1
NoMoreHope (3) | January 28, 2014 7:32pm
Thank you :) I've been trying to get good with solo wu kong for the inevitable super saiyan 4 sun wukong skin! we just gotta make Hi-Rez do it like we did with the quacken!
1
TormentedTurnip (96) | November 12, 2013 12:23pm
Hm, where to start? As usual, the formatting is excellent - every item, skill, and thought is easily distinguishable from the rest of the content while also flowing exceptionally well. I also like how the icons you use have an image that corresponds to the subject at hand, contrary to the typical healing icon for pro's and backstab icon for con's - it's more specific and almost like a fun puzzle.

Formatting aside, you not only make it easy and obvious to counter-build, but I like how much you stress it - while this guide is helpful to everyone learning the ropes with Wukong, I could honestly recommend this guide as a general guide to expose beginners to some of the intricacies of Smite itself.

I think it could stand to go further in-depth, particularly during mid-game - you explain building during midgame well, but not playing during midgame. Also, going over how to initiate with the ganker would be an excellent addition to the guide. Other than that, very nice job, as always.
1
Subzero008 (112) | October 30, 2013 12:18pm
JararoNatsu wrote:

Oh my sweet baby Jesus. All of my ranting has worked!

This is very well done. Your info is good, the build is good and there is nothing to rant in, really.

Natsu Missile avoided.


If only more guide makers had a decent work ethic :(


Eh, I don't think Subzero would ever have put out a terrible guide in the first place. :P

@Subzero: I really need to start playing Conquest more so I can actually give imput on the content of ya'll's guides, but I don't think there is much I would disagree on. This guide does a great job of providing basic, useful information to prevent thousands of Sun Wukongs of feeding the enemy team six helpings of "Hey a New Item Stew"TM

I hope to see you update this, and a trend on Smitefire of releasing good, basic guides early on that are also updated further in-depth over time.


Thanks man. It's nice to know when I'm appreciated. ;)

leblinski wrote:

Nice first day guide, keep 'em coming!

Maybe you could add this tip in the skill review section:
- Somersault Cloud:
Tip: When escaping, use your ultimate when turning around a corner. If the enemy does not see you channeling your ultimate, it is much more likely that they will be fooled by the decoy.


How does that sound? Reword it as you please.


Thanks for the tip and the favorable review! I'll be sure to give you credits.

MrLisp wrote:

Dude, this build is amazing, I've played 5 games soloing after finding this build, and I died 3 times throughout them, all because of the enemy team attacking in full force. Thanks for this man! It's a truely perfect build


No, no, no. Builds should be flexible. Don't fall into the trap of having one inflexible build or you will be stuck in a very dangerous state of mind where you think a build has no weaknesses. But heh, thanks for the glowing review.
1
VorikVolens (1) | October 29, 2013 1:41am
I've posted this on a few of the guides, want to get separate opinions:

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
MrLisp | October 24, 2013 5:45pm
Dude, this build is amazing, I've played 5 games soloing after finding this build, and I died 3 times throughout them, all because of the enemy team attacking in full force. Thanks for this man! It's a truely perfect build
1
leblinski (3) | October 24, 2013 5:32pm
Nice first day guide, keep 'em coming!

Maybe you could add this tip in the skill review section:
- Somersault Cloud:
Tip: When escaping, use your ultimate when turning around a corner. If the enemy does not see you channeling your ultimate, it is much more likely that they will be fooled by the decoy.


How does that sound? Reword it as you please.
1
TormentedTurnip (96) | October 24, 2013 1:25pm
Eh, I don't think Subzero would ever have put out a terrible guide in the first place. :P

@Subzero: I really need to start playing Conquest more so I can actually give imput on the content of ya'll's guides, but I don't think there is much I would disagree on. This guide does a great job of providing basic, useful information to prevent thousands of Sun Wukongs of feeding the enemy team six helpings of "Hey a New Item Stew"TM

I hope to see you update this, and a trend on Smitefire of releasing good, basic guides early on that are also updated further in-depth over time.
1
JararoNatsu (51) | October 24, 2013 1:16pm
Oh my sweet baby Jesus. All of my ranting has worked!

This is very well done. Your info is good, the build is good and there is nothing to rant in, really.

Natsu Missile avoided.
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