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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
- 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. |
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. |
Focused VoidBlade
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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 ![]() |
This item is perfect. A respectable amount of power, some mana, and the penetration you need, especially if you took ![]() |
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. |
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 ![]() |
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 ![]() |
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 ![]() |
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. |
Yes, this skill gets it's own section, because its versatility is simply that huge.
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
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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. |
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.
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. |
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. |
Coming Soon.
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
12/20/13: Fixed minor typos, added the cold hard truth about teleports.
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I'm probably going to archive this guide, actually. Thank you for reminding me,
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.
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.
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. ;)
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.
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.
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.
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.
@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.
This is very well done. Your info is good, the build is good and there is nothing to rant in, really.
Natsu Missile avoided.