
Scorchclaw Pup
450 doubloonsProvides th' Smite upgrade and a slowing burn after th' companion be fully grown.
Jungle · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Wukong has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Jungle
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Provides th' Smite upgrade and a slowing burn after th' companion be fully grown.

Adds hull, haste and a strong spell-into-attack fighting pattern.

Reduces repeated physical damage; choose Mercury's Treads instead when reducible crowd control and magic damage be th' larger threat.

Adds hull, haste and repeatable healing across Wukong's multi-target ultimate fights.

Shreds armour during extended fights fer Wukong and his physical-damage crewmates.

Arrr, adds armour and delayed physical-damage protection after committing.

Adds hull and a low-hull shield agin' mixed burst.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.
Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.
Arrr, runes and summoner spells
Reach th' fight wit' control available and absorb th' first aboard response.
Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.
Arrr, matchup notes
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.
Trick reference
Trick reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Stone Skin be th' always-on rule shaping Wukong's normal trading and fight pattern. Watch its in-battle state afore committing.
Crushing Blow contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 8/7.5/7/6.5/6 · Cost 20 · Arrr, listed range 250/275/300/325/350Warrior Trickster be part o' Wukong's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.
Cooldown 22/21/20/19/18 · Cost 60/55/50/45/40 · Arrr, listed range 275Nimbus Strike contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 10/9.25/8.5/7.75/7 · Cost 30/35/40/45/50 · Arrr, listed range 650Cyclone contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 130/110/90 · Cost 100 · Arrr, listed range 315Doom 'n Gloom be an automatic part o' th' kit involving hard crowd control and damage. Track when its condition be active instead o' treating every fight th' same way.
Mistral Bolt be a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Arrr, listed range 1200Personal Space contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Arrr, listed range 475Looming Darkness creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Arrr, listed range 800Shadow Surge be a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 140/120/100 · Cost 100 · Arrr, listed range 2000/2500/3000Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Take efficient camps betwixt plays so a lead does nay disappear into repeated awaiting.
Use course priority afore invading or starting an prize, and leave when nigh th' ship lanes cannae move.
Enter through controlled vision and keep a course out; a taking th' victory Jungler still loses a shutdown when isolated.
Track opposing camps and course states instead o' forcing th' first aboard visible target.
Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.
Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.
Course through known territory and lend a hand lanes only when th' foe be genuinely vulnerable.
Cross-sea chart rather than arriving late to a lost prize, then restore defensive vision wit' an ally.
Play 'round th' strongest teammate and make th' foe commit into yer control.
Pings, movement and prizes
Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.
Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.
Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.
Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.