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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.
+Safe Poke
+Ultimate avoids attacks and heals
+Very Mobile
-Low burst damage
-Can misuse 72 Transformation forms
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.)
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.)
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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