I suggest a rework into what he should be good at: Ability burst and early game, on top of late-game utility.
NEW Passive: Share The Love: Cupid releases a shower of hearts every 5 basic attack hits, healing allies in an 55-foot radius. Healing: 20 (+3 x level) (+20% of your physical power).
Reasoning: He's still an ADC, and he'll still be autoattacking people. This provides him with manaless in-lane sustain on top of teamfight utility, and the ability to heal absolutely everyone, even if it ends up as 6.25% of his maximum health, adds up as a teamfight drags on. It provides utility, support, and an incentive to keep dealing damage during a fight; in short, exactly what an ADC should be doing. I suppose one could stack attack speed to make the most of this passive, but losing that amount of power on his highly-ability-focused kit will hurt, to say the least. Hopefully, this will cement his position as king of the laning phase once more.
Heart Bomb: This ability can now critically hit and applies on-hit effects. Damage reduced to 50/80/110/140/170 (+50% of your physical power). Cooldown reduced to 10/9/8/7/6 seconds. Mana cost reduced to 50/55/60/65/70 mana.
Flutter: This ability stuns for 1 second on detonation.
Reasoning: To avoid a more drastic rework as well as not giving him completely invincible of a laning phase, this ability will still have waveclear problems, but the shorter mana cost and cooldown should help. The on-hit effects and crits are to keep this ability from falling off late game, keeping him focused on his ability burst. It's also not a straight upgrade of Merc's Made You Look; you still have only 55 feet of range and you need to hit with a narrow skillshot first.
NEW ABILITY: Heavy Heart: Cupid fires a lead arrow, piercing minions and sticking into the first god hit and dealing 80/120/160/200/240 damage (+80% of your physical power). Gods hit are slowed by 25/30/35/40/45% for 2 seconds. Cooldown: 12 seconds, Range: Exactly like Heart Bomb.
Flutter: Enemies hit are rooted for 1 second, in addition to the slow.
Reasoning: This will be his harass skill due to its ability to pierce minions, as well as a source of immediate CC. There will also be an option to level this first, which would be an option, but you would trade faster waveclear for less ability burst.
Flutter: Steroid removed. Move speed bonus reworked; Cupid now flutters his wings after dashing, granting Cupid a 20% move speed bonus for 5/6/7/8/9 seconds. If Cupid uses an ability during this time, the ability is empowered and the speed buff is removed. Cooldown increased to 18 seconds.
Reasoning: With his new passive, Cupid needs a way to boost his abilities once more. This also prevents him from any spamming of his CC effects. Managing what ability to empower will also be a core part of his skill ceiling. And this will also grant him great mobility, as well as the option to dash offensively without completely screwing yourself over.
I'm not so sure about his ultimate. I'm tempted to leave it unchanged, but it'll need a Flutter effect.
Flutter: Enemies are stunned for 1.1/1.2/1.3/1.4/1.5 seconds.
Alternatively, since we've gone this far, here's an idea for another ultimate.
Unstoppable Love: Cupid fires a piercing arrow at a single target within 70 feet, piercing all enemies and objects and homing in on the target, dealing 150/250/350/450/550 damage (+100% of your physical power), slowing all enemies hit by 20/25/30/35/40% and crippling them for 2 seconds (duration doubled for primary target). Cupid loses the move speed bonus for attacking, gains piercing basic attacks, and can move through walls for 5 seconds. Cooldown: 90 seconds.
Flutter: Primary target is stunned for 1.1/1.2/1.3/1.4/1.5 seconds.
Right, since I'm boss, I say we move on to Sun Wukong.
The poor guy is honestly really weak right now. Ever since they reduced the damage of The Magic Cudgel by freaking 50, and changed his knockup to a slow, as well as weaken his 72 Transformations's immunities, he's languished in the NU brackets, WHICH WAS NOT MADE BETTER WHEN FOR SOME ****ED UP REASON HE WAS INCLUDED IN THE GENERAL WARRIOR NERFS!!!!!!!
I say he needs a change. Literally every single one of his abilities and passive, aside from 72 Transformations, is underwhelming in their role.
His passive, Undefeated Body, aside from having a really weird name, doesn't fit with his role or itemization. He's an ability bruiser...who gets crit chance...
The Magic Cudgel is now just a subpar damage ability in literally every way, from cooldown, scalings, base damage, and contributions.
Master's Will is okay...but the slow is much less useful than the knockup of old.
72 Transformations remains has his only really good skill, and it is still pretty useful. I don't think it needs a change, maybe except for giving knockup immunity to Bird form.
Somersault Cloud is just weird, and honestly a completely underwhelming ult. As a damage skill, it's predictable, and again, subpar. As a escape skill, it's great, but still really odd and badly implemented. Not to mention the nearly worthless decoy, which still counts as a minion, which means as soon as you dive tower and hit a god, the tower will proc to you.
Now, I'll recap what Wukong is CURRENTLY good at.
- Being unkillable with his ridiculous mobility, escape ultimate, and passive.
- Low Damage: As explained above.
- Decaying CC, with only his Tiger Form scaling, and even then, teamfights usually prefer the Bull Form.
- Poor Waveclear: He needs to burn almost three skills to clear a wave, and he can NEVER clear a wave with just one 1.
- Low Sustain: Despite his ultimate, his mana costs suck, and if using his ult for sustain, you're basically sacrificing having an ultimate slot at all.
The poor guy needs some help, to bring him back into glory.
As a Wukong player (rank X with diamond skin and over 1000 kills), I think I can be of some use.
First of all, bring the damage back up on The Magic Cudgel, but not to where it was before (it was very OP at first).
260 damage +50% of physical power sounds good to me.
His second ability is fine imho. Maybe bring the knockup back.
The third ability is good. It's still an amazing escape, disruption, and damage ability. If you're worried about getting hit by a knockup while using it, just use the bull form.
The last ability needs to have towers/phoenixes/minions always attack the decoy instead of Wukong, even if Wukong hits an enemy god. Maybe more damage on the actual attack itself too.
OK, once again, holding my spot here while I go grab the needed materials to make my changes.
EDIT:
Spoiler: Click to view
Passive: Undefeatable Body:
Hardened by battle, Sun Wukong's takes every hit in stride, gaining increased Defence and Cool Down reduction for every hit. The stacks are reset upon death and they degrade at 1 stack every 2 seconds after Sun Wukong not having taken damage for 5 Seconds. The Cool Down reduction does not count toward your max CDR.
Misc. Info:
Max stacks: 5
Defenses per stack: 2/3/4/5/6 per stack, scales with ultimate
CDR per stack: 3% per stack
Reasoning: The Monkey's passive doesn't synergize with his role of a tanky Team-fight disruptor, and this does a bit more. The defense and CDR are only that of most items, adding an extra bit of survivability and ability use for a kit that's all about disruption.
1: Magic Cudgel:
Sun Wu Kong's Cudgel Grows, striking the ground, dealing damage and crushing enemies, reducing their movement and attack speed. If the Cudgel strikes a Decoy, then the Decoy explodes, dealing damage and silencing in an AoE around it.
Misc. Info:
Damage: 80/110/140/170/200 (+50% of Physical Power)
Slow: 35%
Attack Speed Slow: 10/10/15/15/20%
Explosion Damage: 20/30/40/40/50 (+15% of physical Power
Explosion Silence Duration: 1s
Range: Slightly thinner than the current effect
Cost: 70/80/90/100/110
Cooldown: 13s seconds
Reasoning: This is pretty much a flat buff to the cudgel, but makes it more aligned with the idea of making Wukong a team-fight disruptor. The Decoy will; be explained with the ulti, but it adds a bit of synergy to his kit and makes him very good at zoning, since no-one wants to be near a decoy when they spawn.
2: Master's Will:
Sun Wukong swings his cudgel, creating a vacuum of air that pulls all affected enemies toward him. If the ability hits a Decoy, Sun Wukong will absorb it, restoring some of his health and mana
Misc. Info:
Damage: 80/110/140/170/200 (+50% of Physical power)
Attack Type: Cone
Range: Same as Ares Burning Flesh
Decoy Heal: 70/80/90/100/110 Health per Decoy
Decoy Mana Restored: 60/70/80/90/100 mana per Decoy
Cost: 100/110/110/120/130
Cooldown: 15s seconds
Reasoning: The new Monkey needs some kind of lane sustain, and this is it. It also makes sure that he can disrupt most teamfights simply by being there, since he can force an enemy to be near him instead of their intended target.
3: 72 Transformations:
Same as before, except for the Decoy. Camn only consume 1 Decoy per use.
Bull: If He hits a decoy while in Bull form, Sun Wukong will gain increased speed any enemy hit will take 1.2 times damage.
Tiger: If He hits a Decoy while in Tiger form, Sun Wukong will gain increased speed and bleed the first target he hits, along with the stun and damage.
Eagle: If He hits a Decoy while in Eagle form, Sun Wukong will travel faster and become CC immune for the duration.
Misc. Info:
Tiger Bleed Damage: 20/30/40/40/50 (+ 10% of phys power) Damage every 1/2 second for 2 Seconds
Reasoning: A simple change to the Transformations to make it fit with the rest of the kit.
Ultimate: Infinite Bodies:
Every few seconds, Sun wukong energizes one of his hairs, which he can expend to, after a short build-up, send out a Decoy of himself in a line that Knocks aside and deals damage to all targets hit before rooting itself to the spot where it stops. When one of Sun Wukong's Abilities hits the Decoy, it's effects are buffed. Only a certain number of Deocys can be on the field at one time.
Misc. Info:
Damage: 110/140/170/200/230 (+100% of physical power)
Max Stacks: 3/3/4/4/5
Stack Cooldown: 15s
Maximum number of Decoys: 1/2/3/3/4
Cooldown: 2s (not affected by CDR) seconds
Reasoning: This is the biggest overall change to The Monkey's kit, and it's because I wanted some way to limit his utility without making him under powered. So, I created a less-powerful Agni ult that creates a Decoy, which powers up his other moves. The damage is very low for an ulti, but the new Monkey is meant to force enemies to move in certain ways, and creating a decoy that they have to move away from to not be effected extra by one of his abilities seems like the best way.
Not sure overall on the dmaage numbers, but there you go!
I suggest three changes that should definitely be implemented, and a rework which hopefully be implemented, but I doubt it.
1. Undefeated Body no longer grants crit chance, and instead, grants up to 20 + 2 x level power AND protections as his health goes down. Having a weird power spike at <35% health is just weird, and makes little sense.
2. The Magic Cudgel has a 10/9/8/7/6 second cooldown. He's an ability bruiser, and he should get some decent ability damage, by a longer cooldown if necessary. Maybe increase the damage at the very tip by 35%, making it 324 (+67.5%) of your power.
72 Transformations is now an ultimate, and pressing it will give you a menu of four abilities to pick from. Cooldown: 22/20/18/16/14 seconds.
Bull Form: Same as the old, but now deals 90/130/170/210/250 base damage.
Tiger Form: Stun changed to 1.1/1.2/1.3/1.4/1.5 seconds.
Eagle Form: Unchanged.
Reasoning: Since its an ultimate now, it needs a better rank 1 scalings. Also, having massive utility and versatility instead of burst damage is much in the spirit of his kit, I think.
NEW FORM: Monkey Form: Leaps to target area, dealing 80/130/180/230/280 damage (+50% of your physical power) to a single target. Cooldown is halved.
Reasoning: Grants him massive mobility, as fitting for the Monkey King.
Does anyone else have an idea for the final form?
Somersault Cloud
Somersault Cloud is now a basic ability, and renamed to One Monkey Army: Wukong summons two decoys of himself that charge forward (basically a projectile attack) before attacking nearby enemies, dealing 30/35/40/45/50% of Wukong's damage (has 50% of Wukong's protections, health, etc), and periodically use The Magic Cudgel. Deals 50/90/130/170/210 damage (+50% of your physical power) in the initial charge. Cooldown: 18/17/16/15/14 seconds.
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