Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers
Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.
For those of you who will say that Wukong is fine the way he is and don't change things that don't need to be changed, I know this already. If you guys don't feel comfortable about what this page is about, then you guys can tell me why it feels so wrong. Until then...
Wukong's gains 4% armor and magic resistance for each visible nearby enemy champion and jungle monster up to a maximum of 20%. This bonus is doubled when only one enemy champion or jungle monster is nearby.
ACTIVE:Wukong enters stealth and gains 40 movement speed for 1.5 seconds and leaves behind a decoy of himself which, after 1.5 seconds, vanishes and deals magic damage to all nearby enemies. The cooldown is lowered by 0.5 seconds each time the clone is struck.
ACTIVE:Wukong spins around for up to 4 seconds, losing the ability to use abilitiesand basic attacks but dealing physical damage to all nearby enemies every second. Enemies affected by Cyclone for the first time are briefly knocked up.
During Cyclone, Wukong gains 5% bonus movement speed every half second, up to a maximum of 40% bonus movement speed.
Reactivating Cyclone cancels it immediately.
For stone skin, I wanted Wukong to have some of that bonus while he was jungling or going top lane, giving the passive more presence in either categories. As for scaling off percentage, it not only scales with Wukong per level, but synergizes with him building armor and resistance. In return, it doesn't give as much armor and resistance when Wukong doesn't build tank stats but gives him more when he does. To compensate for those wukongs who don't want to build tank to have the old defense bonus back, Nimbus strike grants extra damage reduction when you jump into a fight.
For crushing blow, it always irks me how Wukong has no crowd control pre level 6. Here, Wukong's crushing blow gives him some CC to allow chasing or ganks. In return, his cooldown gains one extra second for the one second slow.
For decoy, again for the extra jukings or ganks. However, there's incentive to use it for jukes. If enemies fall for the clone and attack it, it lowers the CD and allows more juke happiness. In return, the cooldown is slightly longer to compensate for the extra escape/ganking mobility.
If anyone has extra things to say about this, that would be great.