VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Wukong

the Monkey King

Wukong is a durable champion who creates space through control, protection or a committed front line. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

JungleMostly physical damageMelee attacks
Usual roleJungle
ClassFighter · Tank
DifficultyLow · 3/10
Basic attacksMeleeMelee basic attacks · 175 range.
Damage profileMostly physical damageMost normal kit pressure is physical. Armour may help, but check whether attacks or abilities are the main source.
Reference patch16.20.1

Strengths and limits

What Wukong does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Combines damage and durability in committed skirmishes or extended exchanges.
  • Creates space through durability, control or a reliable front-line threat.

Limits to respect

  • Can be worn down or controlled before reaching the range where the kit is strongest.
  • Durability does not make an unsupported engage safe or guarantee enough damage to finish a target.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.

Riot ally tips

Use these while learning the champion
1

Decoy and Nimbus Strike work well together to quickly strike your enemy and get out before they can retaliate.

2

Try using Decoy near brush to make an enemy overreact to your movement.

Riot opponent tips

What an opponent is told to watch for
1

Wukong will often use Decoy after Nimbus Strike. Try delaying your abilities by a short amount of time to ensure that you're hitting the real Wukong.

2

Wukong becomes tougher to kill when surrounded by his enemies. Try to isolate him to gain an advantage.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Wukong in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily physical pressure

Armour can reduce the broad physical profile. Separate basic attacks from physical abilities before relying on an item passive that only affects attacks.

Fight rhythm

Repeated access matters

The threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control before the repeated pattern settles in.

Range and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Create space and absorb attention

The kit is usually most valuable when it controls an entrance, protects a carry or begins a fight allies can actually reach. Durability does not make an isolated engage safe.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Wukong?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Plated Steelcaps usually fit better

Armour and attack reduction address repeated physical basic attacks. The passive does not reduce every physical ability.

Choose Mercury's Treads instead when magic damage or reducible crowd control across the full team matters more.
Repeated attacksDisplacementHealing or sustainHealth-scaling or true damage
PHYSICAL DEFENCE

Physical defence

Armour · health · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive is specific to attacks.

Match the item to attacks, critical strikes or ability burst rather than buying armour from the label alone.
REPEATED ATTACKS

Repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit your champion.

Do not use this as an answer to physical spells that are not attacks.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
HEALTH-SCALING OR TRUE DAMAGE

Health-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.

Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Wukong fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopSecondary

Historical reference. Recommendation review pending. Wukong has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup
MidUnestablished route

Historical reference. Recommendation review pending. Wukong is normally played Jungle and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Wukong is normally played Jungle and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Wukong is normally played Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Kit reference

Wukong abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Stone Skin

What it doesWukong gains stacking armor and max health regeneration while fighting champions and monsters.

Practical readStone Skin is the always-on rule shaping Wukong's normal trading and fight pattern. Watch its in-game state before committing.

Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

Q
Q ability

Crushing Blow

What it doesWukong's next attack gains attack range, deals bonus damage, and reduces the target's armor for a few seconds.

Practical readCrushing Blow contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown8/7.5/7/6.5/6 secCost20Listed range250/275/300/325/350 units
W
W ability

Warrior Trickster

What it doesWukong becomes Invisible and dashes in a direction, leaving behind a clone that will attack nearby enemies.

Practical readWarrior Trickster is part of Wukong's W pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown22/21/20/19/18 secCost60/55/50/45/40Listed range275 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

E
E ability

Nimbus Strike

What it doesWukong dashes to a targeted enemy and sends out images to attack enemies near his target, dealing damage to each enemy struck.

Practical readNimbus Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown10/9.25/8.5/7.75/7 secCost30/35/40/45/50Listed range650 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

R
Ultimate

Cyclone

What it doesWukong's extends his staff and spins it around repeatedly, gaining Move Speed. Enemies struck take damage and are knocked up.

Practical readCyclone contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown130/110/90 secCost100Listed range315 units

Levels 1–18

Wukong · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1610 Health330 Mana
Level 3756 Health426 Mana
Level 61,001 Health587 Mana
Level 111,479 Health900 Mana
Level 162,043 Health1,271 Mana
Level 182,293 Health1,435 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityCrushing Blow

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 18 secRank 27.5 secRank 37 secRank 46.5 secRank 56 sec
W
Basic abilityWarrior Trickster

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 122 secRank 221 secRank 320 secRank 419 secRank 518 sec
E
Basic abilityNimbus Strike

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 110 secRank 29.25 secRank 38.5 secRank 47.75 secRank 57 sec
R
UltimateCyclone

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1130 secRank 2110 secRank 390 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1610330 ManaChoose the first basic ability
2681377 ManaAdd another basic ability or rank
3756426 ManaAdd another basic ability or rank
4834477 ManaSpend one ability point
5916531 ManaSpend one ability point
61,001587 ManaFirst ultimate rank normally available
71,090645 ManaSpend one ability point
81,182705 ManaSpend one ability point
91,277768 ManaSpend one ability point
101,376833 ManaSpend one ability point
111,479900 ManaSecond ultimate rank normally available
121,585970 ManaSpend one ability point
131,6941,042 ManaSpend one ability point
141,8071,116 ManaSpend one ability point
151,9231,192 ManaSpend one ability point
162,0431,271 ManaFinal ultimate rank normally available
172,1661,352 ManaSpend one ability point
182,2931,435 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

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