's effects increase by 50% for 5 seconds whenever Wukong or his clone damage an enemy champion or monster, stacking up to 10 times.
lets Wukong go invisible for 1 second, dash 300 units, and leave a clone behind, mimicking Wukong's previous commands but dealing reduced damage.
empowers Wukong and his clone's next auto attack, dealing bonus physical damage, shredding a % of the target's armor, has bonus range, and resets their auto attacks.
When Wukong or his clone damages an enemy,
's cooldown is reduced by 0.5 seconds. This synergizes with
's tick damage, quickly shortening
lets Wukong dash to an enemy and send out two clones to deal magic damage to all enemies struck. These clones can block non-targeted projectiles for 0.25 seconds. Then, Wukong and his clone gain bonus attack speed for 5 seconds.
grants 20% bonus movespeed, knocks up all struck enemies, and deals max % HP physical damage. This can be cast a second time to gain the same effects.
makes him exceptionally sturdy against AD champions, allowing him to dominate in trades.
can be cast multiple times during all-ins, giving Wukong very consistent damage in extended trades and teamfights.
's allow Wukong to destroy fights with multi-
's, which lowers
's cooldown faster to deal even more damage.
Has easy access to the enemy backline with
Can outplay enemies by pretending to use
, then actually use
to escape or re-engage.
Spikes extremely well at
's clone too much to make plays, and the cooldown is too long (20 seconds at level 1).
Has no way to safely escape after engaging.
Falls behind too easily because he needs a lot of gold to stay relevant.
Made with Lots of Love and Tilt in Los Angeles, CA.