See Wukong's counters
Patch 26.18jungle

Wukong Jungle Build & Guide — Patch 26.18

MonkeyKing

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Fighter / Diver
Patch
26.18

Core Abilities

Stone Skin
Wukong gains stacking armor and bonus health regeneration while fighting champions and monsters. Sustain comes from this passive, not from items in your build.
Crushing Blow
Crushing Blow
Empower your next attack to gain bonus range, deal bonus damage, and shred the target's armor for a few seconds. Reset basic attack — weave it between auto-attacks.
Warrior Trickster
Warrior Trickster
Become invisible and dash a short distance, leaving a clone behind that attacks nearby enemies. Used as both gap-close and escape — break vision before re-engaging.
Nimbus Strike
Nimbus Strike
Targeted dash to an enemy that sends out clones hitting all nearby enemies. Your only reliable gap-close — also gives an attack speed buff after the dash.
Cyclone
Cyclone
Extend the staff and spin for a few seconds, gaining move speed and knocking up the first enemies hit each time you pass through them. AOE knockup teamfight ult.

Skill Order

1
E
2
Q
3
W
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

EQAAR

Core Items

Gustwalker Hatchling
Black Cleaver
Plated Steelcaps
Sundered Sky
Sterak's Gage

Situational Items

Mercury's Treads
Mercury's Treads
vs heavy CC or AP-heavy teams (3+ stuns/roots, or two AP threats): swap Steelcaps when CC is a bigger problem than physical damage
Jak'Sho, The Protean
Jak'Sho, The Protean
vs balanced damage profiles (one AD + one AP threat): 5 seconds into a fight your bonus armor and magic resist go up by 30%
Hollow Radiance
Hollow Radiance
vs comps you fight around objectives (Aatrox top, Yone bot): the burn aura adds constant AoE damage and gives magic resist
Death's Dance
Death's Dance
vs squads with two strong physical damage dealers (e.g. Yasuo + Caitlyn): damage taken turns into a slow bleed, not instant burst
Dead Man's Plate
Dead Man's Plate
vs kite-heavy comps (Caitlyn, Senna, Kog'Maw): movement speed that discharges as bonus damage helps you stick to a carry after R

Runes

Primary · Precision
Conqueror
KeystoneConqueror
Triumph
Triumph
Legend: Alacrity
Legend: Alacrity
Last Stand
Last Stand
Secondary · Resolve
Bone Plating
Bone Plating
Revitalize
Revitalize
Stat shards
Attack SpeedAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Conqueror stacks fast in the E-Q-AA pattern: by the time you R into a group you have full stacks for damage and healing. Triumph rewards takedowns at objectives, Alacrity speeds Crushing Blow weaves, Last Stand boosts damage when you dive low after W.

Why secondary

Resolve secondary: Bone Plating absorbs the first burst trade when an enemy team turns on you mid-R, Revitalize amplifies the value of Sterak's Gage shield — your only proactive defensive layer once R is burned.

When to switch secondary

Into a poke-heavy enemy team (Varus, Xerath, Karma poke comps) swap Resolve to Inspiration with Magical Footwear (free boots at minute 12 to save gold for your first big item) and Cosmic Insight (more frequent Flash for the R-Flash AOE knockup trick).

Win Condition

Catch 2+ enemies grouped (drake or rift pit, narrow choke), W into invisibility to hide your animation, R through the stack for the multi-knockup, and let your team clean up. On solo ganks, E-Q-AA chunks any squishy.

Weakness

Wukong has no hard CC outside R. If R is on cooldown or whiffed (you spin in empty air), your kit is just one dash + one empowered auto: easy to kite and easy to peel for any team with reliable disengage.

Overview

Wukong is a melee fighter / diver — meaning he closes the gap with a short dash and commits to a teamfight to lock down the high-damage targets — built around one signature moment: his R Cyclone. He spins his staff, knocks up everyone he passes through, and his team converts. Outside of R his kit is simple: E to dash in, Q to empower an auto with armor shred, W to vanish and reset positioning. He is one of the easier junglers to learn (difficulty 2/5 in our scale) because the kit always wants the same thing: enter the fight with E, lock the group with R, finish with Q autos.

His game plan: clear jungle camps fast with E procs and Q weaves, then look for grouped enemies around objective spawns (the dragon pit, rift herald, baron entrance). The skill expression is in R-Flash — start the spin, Flash forward, knock up enemies who thought they were safe — and in deciding when to use W. The clone fools enemies into wasting their abilities on a wrong target; using it before a fight is half the value of the champion.

Recommended Build

Starting items: Gustwalker Hatchling Gustwalker Hatchling (450g) + Health Potion Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion Refillable Potion (150g) is a first-back purchase, not a start. Gustwalker is one of the three jungle companions: it grows as you clear camps and, once fully grown, grants Move Speed when you enter a brush, increased after killing a large monster — exactly the tempo tool Wukong needs to chain ganks.

Core items (in order):

  1. Gustwalker Hatchling Gustwalker Hatchling — companion pet starter (450g). It grows as you hunt monsters at no extra gold cost and empowers your Smite. Once fully grown it gives you Move Speed on entering a brush, more after a large monster, which translates to faster ganks and faster rotations to objectives.
  2. Black Cleaver Black Cleaver — your first big item: 3000 gold for 45 attack damage, 400 HP and 20 ability haste, which comes straight off E and R. Carve adds 6% armor off per hit up to five stacks on top of Crushing Blow's own debuff.
  3. Plated Steelcaps Plated Steelcaps — default boots into most enemy teams (the bot lane is usually two physical damage dealers). Swap to Mercury's Treads if the enemy comp is mostly AP and CC.
  4. Sundered Sky Sundered Sky — 3100 gold for 40 attack damage and a heal trimmed once, back in 26.16; what 26.17 took was 5 attack damage. That leaves it 5 AD behind Black Cleaver for 100 gold more, which is why it lost the opening slot. It keeps the fourth: Crushing Blow resets your auto-attack, so you choose when the crit fires.
  5. Sterak's Gage Sterak's Gage — late-game spike. The HP shield procs (auto-triggers) under burst (high damage in 1-2 seconds) and the 20% tenacity shortens crowd control, though it does nothing against knock-ups, which are what really cut your R short.

Situational items:

  • Mercury's Treads Mercury's Treads — into heavy CC or AP-heavy teams (3+ stuns/roots, or two AP threats). Swap Steelcaps when crowd control is the bigger problem than physical damage.
  • Jak'Sho, The Protean Jak'Sho, The Protean — into balanced damage profiles (one AD + one AP threat). After 5 seconds of champion combat your bonus armor and magic resist go up by 30% until the fight ends, which turns you into a real frontline (the tank/bruiser that opens a fight).
  • Hollow Radiance Hollow Radiance — into comps you have to fight around objectives (Aatrox top, Yone bot). The burn aura ticks magic damage on everyone near you and hands you 400 HP and 40 magic resist; it does not cut enemy healing.
  • Death's Dance Death's Dance — vs squads with two strong physical damage dealers (e.g. Yasuo + Caitlyn). Turns a share of the damage you take into a slow bleed (damage spread over the next few seconds, not instant) so you have time to react instead of getting deleted.
  • Dead Man's Plate Dead Man's Plate — vs kite-heavy comps (Caitlyn, Senna, Kog'Maw — enemies that walk back while attacking you to stay out of melee range). It builds up to 20 bonus Move Speed while you walk and discharges it as bonus damage on your next attack, which helps you stick to the back line (the high-damage carries who stand behind their tanks) after R.

Boots: Plated Steelcaps default. Mercury's Treads if the enemy team has 3+ stuns/roots or two AP threats.

Skill order: Max Q first (main damage and armor shred), E second (lower cooldown means more gank attempts and a faster reset on the dash), W last. Take R at levels 6, 11, 16.

Runes: Primary Precision with Conqueror, Triumph, Legend: Alacrity, Last Stand. Secondary Resolve with Bone Plating and Revitalize. Stat shards: Attack Speed, Adaptive Force, Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions MonkeyKing beats

  • Single-target isolation assassin without disengage

    Warrior Trickster (W) breaks Kha'Zix target lock the moment Taste Their Fear (Q) burst lands on the clone, wasting his evolved isolation damage. Nimbus Strike (E) dash lands on him after Leap (E) burns and Crushing Blow (Q) armor shred chunks him through Unseen Threat

    Kha Zix
  • Single-target burst assassin with leap

    Warrior Trickster (W) breaks Rengar target lock the moment Savagery (Q) leap from Unseen Predator passive lands on the clone, wasting his bonecharm stack burst. Nimbus Strike (E) dash lands on him after Bola Strike (E) root burns and Crushing Blow (Q) armor shred chunks him fast.

    Rengar
  • Roaming AD assassin with wall traversal

    Warrior Trickster (W) breaks Talon target lock the moment Noxian Diplomacy (Q) gap-close burst lands on the clone, wasting his Blade's End passive bleed setup. Nimbus Strike (E) dash lands on him after Assassin's Path (E) wall hop burns and Crushing Blow (Q) armor shred kills.

    Talon
  • Immobile long-range ADC with traps

    Nimbus Strike (E) dashes onto Caitlyn from outside her Piltover Peacemaker (Q) cone, and Cyclone (R) knocks her up for the full duration, denying Headshot passive crit windows. Crushing Blow (Q) plus Warrior Trickster (W) clone bait wastes Ace in the Hole (R) target lock.

    Caitlyn
  • Immobile support-carry without dash

    Nimbus Strike (E) dashes onto Senna from outside her Piercing Darkness (Q) auto range, and Cyclone (R) knocks her up for the full duration. Curse of the Black Mist (E) camouflage breaks under audio cue and Absolution passive soul stacks cannot save her under tower.

    Senna

Champions that beat MonkeyKing

  • CC-immune duelist with cleanse ultimate

    Olaf Ragnarok (R) cleanses on cast and ignores Cyclone (R) knock-up, so he walks out of the AOE swinging at full damage while Wukong only hard CC is on cooldown. Berserker Rage passive attack speed below half HP and Reckless Swing (E) true damage chunk Wukong fast.

    Olaf
  • CC-immune duelist with HP-zero ultimate

    Tryndamere Undying Rage (R) HP-zero immunity ignores Cyclone (R) knock-up damage burst, so he walks out swinging at full damage while Wukong only hard CC is on cooldown. Mocking Shout (W) slow plus Spinning Slash (E) kite Nimbus Strike (E) gap-close attempts.

    Tryndamere
  • Long-range AOE engage jungler with fear

    Fiddlesticks Crowstorm (R) starts outside Wukong Nimbus Strike (E) 650 range and the fear plus AOE chain-CCs him before he can Warrior Trickster (W) out, denying the Cyclone (R) follow-up window. Terrify (Q) fear extends the chain and Reap (E) silences his W cast.

    Fiddlesticks
  • Long-range AOE engage jungler with chain stun

    Amumu Curse of the Sad Mummy (R) starts outside Wukong Nimbus Strike (E) 650 range when Bandage Toss (Q) leads with a stun, chain-CCing him before he can Warrior Trickster (W) out. Despair (W) drain plus Cursed Touch passive shred armor through Stone Skin.

    Amumu
  • Armor-stacking tank with knock-up ultimate

    Malphite Granite Shield passive plus armor stacking blunt Crushing Blow (Q) armor-shred trade, and Unstoppable Force (R) AOE knock-up beats Cyclone (R) in priority because it lands first. Seismic Shard (Q) slow chains Wukong before Nimbus Strike (E) gap-close lands.

    Malphite

Key matchups

  • Lee Sin / Graves: Early-game skirmishers who fight you well at level 3. Do not invade their jungle without a lane prio (a lane mate who has pushed enemies under tower and can rotate to help). After Black Cleaver Black Cleaver you out-trade them: Carve cuts the armor Graves stacks with Quickdraw (E), and Nimbus Strike (E) returns before Lee Sin re-uses Safeguard (W). Before that, farm scuttle crabs.
  • Kha'Zix / Rengar: Single-target assassin junglers. They want to leap on your back line, you want to leap on theirs. The trick: when Kha'Zix jumps, drop W so his Taste Their Fear hits the clone — he wastes his isolated burst and reveals himself for your counter. Track them on vision so you do not get caught alone.
  • Fiddlesticks / Amumu: Avoid grouping tightly with allies in mid-game. Their AOE engage range exceeds your R initiate distance — they ult you before you can spin in. Ward your jungle entrances and do not face-check brushes (walk into a brush blind without vision, where an enemy could be hiding) near objectives.
  • Olaf: His R makes him CC-immune, which means Cyclone does not knock him up. Save your R for his teammates after he has burned ult, or pick him as your R target only if your team can kite (back up while attacking, keeping distance) while he is locked in by it.
  • Caitlyn / Senna: Immobile ranged carries are your favourite snack — get in with Plated Steelcaps Plated Steelcaps + Black Cleaver Black Cleaver rushed, and dive their lane on every cooldown of E + R. Nimbus Strike (E) covers more ground than 90 Caliber Net (E) gives back, and Crushing Blow (Q) lands before Yordle Snap Trap (W) is re-placed. The bot side usually under-wards their tri-bush; punish that.

Power spikes & win conditions

  • Level 3: With one point in Q, E, W you have the full combo for ganks. Walk in from river bush, E onto the enemy, Q auto, W to break aggro after the kill. This is your first real gank window.
  • Level 6: Cyclone unlocks. Any unwarded grouped fight is now a 5-target knockup waiting to happen — drake or rift herald takes become Wukong skirmish wins.
  • Black Cleaver Black Cleaver completion (~ minute 12-14): 100 gold cheaper than the item that used to open the build, so it lands slightly sooner. Five Carve stacks plus Crushing Blow's debuff strip a squishy (a champion with high damage and low defenses, like the ADC) of the armor they bought. Gank on cooldown and force dragon trades here.
  • 3-item spike (Black Cleaver + Boots + Sundered Sky, ~ minute 22-25): Peak teamfight power. Your R now does enough damage on its own to delete the back-line carry, and you have enough HP to survive the focus afterward — group with your team and look for a 5v5 around baron.

Common mistakes

  • Using R as your engage tool from out of range. Cyclone spins in place where you started — if no one is grouped near you when it begins, it does nothing. Always E in first to attach yourself to a target, then R. R is the finisher, not the opener.
  • Wasting W before the fight starts. Warrior Trickster's clone is a fake target: it tricks the enemy into burning abilities on a copy. If you W to reposition with no enemy nearby, the clone has no one to fool. Use it the moment an enemy commits an ability, not before.
  • Spinning the front line. Cyclone catches anyone you walk through — that includes the enemy tank. If you R the Sion, he is happy: you wasted your ult on the wrong target while the carries flank around. Always aim R at the squishy back line (the carries who deal damage from behind their tanks).
  • Clearing the entire jungle before ganking. You out-tempo most junglers with E-Q ganks at level 3-4. If you full-clear before your first gank, you give up your biggest advantage. Tax 2-3 camps then look for an angle.
  • Ignoring Q resets between autos. Crushing Blow resets your auto-attack timer — you should weave it between two normal autos for maximum DPS, not cast it at random. The pattern is AA → Q → AA, not Q → AA → wait.

Advanced tip

Practice the R-Flash combo: start Cyclone on the spot, then Flash forward during the first 0.5 seconds of the spin. The AOE knockup follows you — you end up on top of an enemy team that thought they were safe outside your dash range. The trade-off is you spend Flash, so save the trick for fights that win the game (baron contests, late-game 5v5s). Practice in Practice Tool a dozen times before trying it in a ranked match; the timing window is short and the cooldown on Flash is long.

Past patches

No previous versions available.

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