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Sun Wukong, Great Sage Equal to Heaven(Non-Conquest Build)

3 1 12,682
by DuoVisen updated February 27, 2015

Smite God: Sun Wukong

Build Guide Discussion 5 More Guides
Tap Mouse over an item or ability icon for detailed info

Sun Wukong Build

Standard Build

Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Warrior Tabi Warrior Tabi
Build Item Shifter's Shield Shifter's Shield
Build Item Runeforged Hammer Runeforged Hammer
Build Item Hydra's Lament Hydra's Lament
Build Item Qin's Sais Qin's Sais

Reliable starts

Build Item Steel Mail Steel Mail
Build Item Mark of the Vanguard Mark of the Vanguard
Build Item Bluestone Pendant Bluestone Pendant

Good 4th replacments

Build Item Witchblade Witchblade
Build Item Magi's Cloak Magi's Cloak
Build Item Sovereignty Sovereignty
Build Item Runic Shield Runic Shield
Build Item Bulwark of Hope Bulwark of Hope
Build Item Heartward Amulet Heartward Amulet

Actives to Consider

Build Item Shell of Absorption Shell of Absorption
Build Item Girdle of Inner Power Girdle of Inner Power

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

This guide will be geared more towards how to use Sun Wukong than how to lane with him, as such this will likely prove better used in Arenas, Assault and, more group oriented fights. One thing I would like to say is that Sun is geared towards using his skill than his basic attacks to deal most of his damage though, as always, don't forget they're there.

Note: I do not play Conquest often so I do not recommend using this build there as it is untested

So without further adieu.

Pros / Cons

+Safe Poke
+Ultimate avoids attacks and heals
+Very Mobile


-Low burst damage
-Can misuse 72 Transformation forms

Skills

Undefeated Body :Sun's passive provides him some extra protections and some natural crit when he's at low health, this can prove useful when caught up in a fight however, it is not reliable enough that you should think that you can turn the tables with it. You might want to stick around a bit longer thanks to it but don't get too greedy because of it.

The Magic Cudgel :Sun's lane clear and poke, Sun extends the length of his cudgel (called the Ruyi Jingu Bang if you were ever curious) and slams it down on the ground. It is important to note that there is a charge up to it which makes it's so the attack is a bit telegraphed but also that you can re-aim the line at the last second before it comes down which will makes it hard to avoid. With this Sun can easily chip down an foes health until Sun is ready to go in and finish the job.(Or use it to get in some extra damage for a teammate or kill-steal if your gonna be that guy...)Focus this skill first.

Master's Will : An AOE around Sun that deals damage and slows foes momentarily. Pretty simple good for keeping a foe from getting too far from you and your team and just another way to add up you damage.

72 Transformations :This is where things get interesting, a 3-in-1 skill That will turn Sun into and Ox,Tiger, or Eagle based on how close the camera angle is (a colored line will be displayed like with most attack to show what version you will perform) Remember, you can right-click at any point to cancel out of this skill

The Tiger is the strongest of the forms that deals the most damage and stuns a Single Target, this can includes minions(who if you get too close to them may still hit) This is the one your gonna wanna use in an ideal situation to get in and take a piece of their health off.

The Ox form will go through and hit multiple targets and knock them up just a bit. good for stopping gods from charging your team or for charging through them to get to your target, at which point after hitting your desired target you should cancel out and follow up with Master's Will.

The Eagle form deals no damage but flies the furthest and fastest Making it an amazing escape. It will do so over foes but not over walls. Keep in mind you CAN still be hurt and CC'd in this state.

Somersault Cloud :Sun's ult cause his to spin his Cudgel in a CC immune charge up until he jumps in the air and sits on a cloud going invisible and creating a clone that can basic attack foes. While on the cloud Sun will heal himself until he jumps off and comes crashing down in an AOE. Note the clone has the health you did when activated but will fade after time, runs out of health OR, is hard CC'd

Another layered skill that does several things at once, can be used at the start of a team-fight to make the clone charge in but it's also good to use after going in with your other skills to heal off some of the damage you've probably taken, to distract with your clone and, to take a moment to get your skills back again. (Which is one reason I like to build cool-down on Sun.)

Items

Boots are generally a good start for anyone to take but if your gonna need to bruise (or tank) it's good to start with some defense.
-I prefer getting steel mail and upgrading it at some point to mystical mail but, Hide of the Urchin and Mark of the Vanguard are both reliable starts depending on the situation.
-In an Assault match Jotunn's Wrath and a meditation is good for a faster cool-down for you escape and ult for survival as well as some manna and penetration.

When picking boots Warrior Tabi are recommended to get the extra power for your skills however if you plan on making the most out of his basics by buying Qin's Sais, then Ninja Tabi will likely be the better option for you.

From there if you didn't already get Jotunn's Wrath . Having cool-down on Sun is very important to his play-style since his poke doesn't do a lot of damage in one hit and your gonna want to have your transformations back as soon as possible to get in and out of fights.

Shifter's Shield is a reliable choice allowing for some extra power going in at high health and some added defense when your health is low.

Runeforged Hammer Can provided added defense if your don't feel you have enough and will reward you with some added power for it as well.(Which is only added to when your passive is active)
This is also a good point to add a countering item, like witch bladewitch blade if you need it.

Next is Hydra's Lament Hydra's Lament gives power and the rest of of the cool-down that you want(feel free to take this an item early if you started with a defensive item.) It's passive also helpful in getting the last bit of damage you need to finish a person off flowing one of your skills. Since one of the reasons to get Hydra's is to make cool-down Spirit Robe acts as a good alternative if you're looking to be a bit more defensive.

Lastly, getting Qin's Sais or Deathbringer can prove a strong finish for your build. Qin's 4% per basic attack passive can be good adding to Hydra's passive or Deathbringers increased crit damage if you're feeling lucky(Or want to try getting more use out of his passive.)

Summary

This build, without making any of alterations, can make Sun frailer then other builds. It relies on being moderately aggressive, poking whenever you can, while maintaining a safe distance, until you can pounce on them.

Good Luck and I hope this build helps and proves worthy of the player's seeking to be the Monkey King.

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1
p1xelprohe7 | March 4, 2016 3:13pm
Hey there, I like the build different than most. With Season 3 out I've taken SWK under the building knife and committed to making a more synced build that benefits him the most. With Runeforged Hammer having a new feel that does have benefit. Would Frostbound Hammer work with Runeforged, and the extra damage it can deal to slowed, rooted, and crippled foes? & would Ancile work better now with his passive? Or does it does it hurt him more now?
1
DuoVisen | February 21, 2015 3:50pm
Of course that is also another way to level him that works and anyone can feel free to pick and take what parts they like of the build. I personally still like to to chip an enemy down with the one and as such I like to get the most out of Sun's one as keeping it a lower level would mean It would take longer to chip them down and cost more manna in the long run (plus at max it's only a 20 point difference for an attack that can reach much farther) but as with plenty of gods there are times when you will want to take preference on Sun's two, like if your not standing off against an enemy as much and are trying to get the jump on them most of the time for example.
1
InfinityPvP (4) | February 17, 2015 6:58pm
An overall good guide but my recommendation is to level his 2 than his 1 first. I think you should do this because his 2 only uses 50 mana even when you level up. His one on the other hand uses more mana and does lower damage than his 2.
1
DuoVisen | February 17, 2015 6:35pm
I personally like have full cool-down on Sun I find it to be very helpful for the way I play him. Though post making this a friend reminded me that Spirit Robs now has cool-down along with it's new defense values. I'll probably edit this later to add that in (I'll also add heart-ward in as an alternative pick)
1
Metabreaker_United (3) | February 17, 2015 7:50am
Switch from it hydras lament for heart ward, it gives you protections for magical as well as mana regen. Qin's sais alone will help you do nough dmg and the hydras passive will not be the source of your dmg since ur basic attacks are so weak as sun wukong. Other than that, seems good, but if you want to have the name of a skill or character wit the icon next to them use whatever you want to say.
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League of Legends Build Guide Author DuoVisen
Sun Wukong, Great Sage Equal to Heaven(Non-Conquest Build)
Table of Contents

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