

Wukong
The Monkey King
How this differs from the live game
- Decoy (W) does not mirror other abilities used and does not auto attack
- Cyclone (R) only has 1 activation
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
Flat attack damage is the default because Crushing Blow uses total AD and Nimbus Strike/Cyclone benefit from bonus or total AD; Wukong wants early lane burst more than attack speed. Swap glyphs to scaling magic resist only when the lane and enemy jungle have little early magic damage.
This is a 21/9/0 physical bruiser page: offense reaches Executioner only after 20 points are already spent in higher offense rows, while defense gives early health and resists for top-lane trades.
Skill order
ultimate at 6, 11 and 16Stone Skin
- Crushing Blow (Q) takes points at levels 2, 8, 10, 12, 13.
- Decoy (W) takes points at levels 3, 14, 15, 17, 18.
- Nimbus Strike (E) takes points at levels 1, 4, 5, 7, 9.
- Cyclone (R) takes points at levels 6, 11, 16.
Max E first for lane trading, wave control, and reliable physical burst, then Q for lower cooldown and stronger armor shred. Take W at level 3 for disengage and baiting, but leave it for last because its AP damage is not what the build scales.
Alternative — Max Q before E into lanes where you can repeatedly short-trade with Crushing Blow but cannot safely commit with Nimbus Strike.
Why these items
Openingsall within the 475 starting gold
Doran's Blade start — Default into lanes where you can trade early; the attack damage improves Q, E, and last-hitting while the health gives all-in durability.
Doran's Shield start — Use into ranged poke or auto-attack harass lanes where surviving the first buys matters more than killing pressure.
Flask sustain start — Use into attrition lanes where repeated mana and health sustain lets you keep farming until Brutalizer components.
Corein buy order
1The Brutalizer1,337gThe Brutalizer is Wukong's key early spike: attack damage, cooldown reduction, and armor penetration all amplify his physical combo.
2The Black Cleaver3,000gThe Black Cleaver turns Cyclone into a team-fight armor shred tool while giving AD, health, and cooldown reduction.
3Youmuu's Ghostblade2,700gYoumuu's Ghostblade adds burst, armor penetration, and an active that helps Wukong reach carries before or during Cyclone.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi over Mercury's Treads against heavy physical damage or basic-attack top/jungle pressure.

Hexdrinker1,350gBuy Hexdrinker early against dangerous AP burst before finishing Maw later if the magic damage remains the main threat.

Maw of Malmortius3,200gFinish Maw of Malmortius when an AP mid or double-AP composition can kill you before Cyclone finishes.

Last Whisper2,300gBuy Last Whisper when enemies stack armor beyond what Black Cleaver and Youmuu's can handle.

Sunfire Cape2,650gBuy Sunfire Cape when you need cheaper armor and health for extended melee fights instead of Randuin's active.
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
Flat AD marks and quintessences speed the first clear and directly scale Crushing Blow, Nimbus Strike, and Cyclone; Wukong's AP ratio is only on Decoy, so AP runes are wasted. Armor seals are mandatory for Season 3 jungle camps, with MR glyphs keeping ganks and skirmishes safer.
This is a corrected 21/9/0 jungle page: one point in Sorcery makes 20 offense points above Executioner, and Durability is maxed so Veteran's Scars is legal. The defense points keep the Season 3 jungle staples: improved Smite, Tough Skin, Bladed Armor, and early health.
Skill order
ultimate at 6, 11 and 16Stone Skin
- Crushing Blow (Q) takes points at levels 2, 8, 10, 12, 13.
- Decoy (W) takes points at levels 3, 14, 15, 17, 18.
- Nimbus Strike (E) takes points at levels 1, 4, 5, 7, 9.
- Cyclone (R) takes points at levels 6, 11, 16.
Max E first for the fastest jungle clear and reliable physical burst on ganks, then Q for armor reduction and stronger single-target follow-up. Take W at level 3 for gank deception and escape, but leave it low until damage skills are finished.
Alternative — Q max before E was used when playing for single-target armor shred and burst ganks instead of full-clear speed, especially with early Brutalizer pressure.
Why these items
Openingsall within the 475 starting gold
Machete and five potions — Default Season 3 jungle start; it gives the safest first clear and enough sustain to path through multiple camps before recalling.
Machete, ward, and potions — Use when invading, defending against an invade, or protecting a vulnerable first buff matters more than maximum potion sustain.
Corein buy order
1Spirit of the Elder Lizard2,000gSpirit of the Elder Lizard gives AD, CDR, sustain, and the Season 3 jungle damage passive Wukong wants for clears and ganks.
2Ninja Tabi1,000gNinja Tabi is the default boot choice into physical jungle pressure and auto-attack damage while diving with Cyclone.
3The Black Cleaver3,000gThe Black Cleaver stacks quickly through Wukong's physical spell pattern and Cyclone, amplifying his whole team's physical damage.
4Youmuu's Ghostblade2,700gYoumuu's Ghostblade adds armor penetration, CDR, and an active that helps Wukong reach and stay on targets during Cyclone.
Situationalonly when the game asks for it

Mercury's Treads1,200gBuy Mercury's Treads over Ninja Tabi when magic damage and crowd control are the main threats.

Spirit of the Ancient Golem2,000gTake Spirit of the Ancient Golem instead of Elder Lizard when your team needs a primary tank and you need Tenacity from the jungle item.

Last Whisper2,300gBuy Last Whisper when enemies stack armor beyond what Black Cleaver and flat penetration can handle.

Maw of Malmortius3,200gUpgrade Hexdrinker into Maw against burst AP threats that can kill you before Cyclone finishes.

Sunfire Cape2,650gUse Sunfire Cape when you need cheaper armor and health for repeated dives or extended melee fights.
One build, written by a player. Newest first.
Write a Wukong buildBuild
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x6Glyph of Scaling Magic ResistGlyph
x2Quintessence of Attack DamageQuint
x1Quintessence of Movement SpeedQuint
- Attack Damage +13.50
- Armor +9.00
- Move Speed +1.50%
- Scaling Magic Resist +1.20
Skill order
ultimate at 6, 11 and 16Stone Skin
- Crushing Blow (Q) takes points at levels 4, 8, 10, 12, 13.
- Decoy (W) takes points at levels 2, 14, 15, 17, 18.
- Nimbus Strike (E) takes points at levels 1, 3, 5, 7, 9.
- Cyclone (R) takes points at levels 6, 11, 16.
Why these items
Corein buy order
1Madred's Razors700g
2Boots of Speed325g
3Tiamat1,900g
4Boots of Mobility1,000g
Situationalonly when the game asks for it

Maw of Malmortius3,200g

Guardian Angel2,750g

Randuin's Omen3,125g

Mercurial Scimitar3,700g
Notes
the author's own wordsDeals tons of damage. I'm not sure about specifics — maybe take lethality runes or swap up the item order — but this is the gist of it.
Build by Jhymni, transcribed from the League Classic Wiki archive.
Abilities
per rankStone Skin
Increases Wukong's armor and magic resistance for each nearby enemy champion.
Crushing Blow5 ranks
Wukong's next attack gains extra range, deals bonus damage, and reduces the enemy's Armor.
- Damage
- 30 / 60 / 90 / 120 / 150 + 110% AD
- Cooldown
- 9 / 8 / 7 / 6 / 5s
- Cost
- 40 Mana
- Range
- 250 / 275 / 300 / 325 / 350
Decoy5 ranks
Wukong becomes invisible for 1.5 seconds. An uncontrollable decoy is left behind that will deal magic damage to enemies near it after 1.5 seconds.
- Damage
- 70 / 115 / 160 / 205 / 250 + 60% AP
- Cooldown
- 18 / 16 / 14 / 12 / 10s
- Cost
- 50 / 55 / 60 / 65 / 70 Mana
- Range
- 275
Nimbus Strike5 ranks
Wukong dashes toward a target enemy and sends out images to attack up to 2 additional enemies near his target, dealing physical damage to each enemy struck.
- Damage
- 60 / 105 / 150 / 195 / 240 + 80% bonus AD
- Cooldown
- 8s
- Cost
- 45 / 50 / 55 / 60 / 65 Mana
- Range
- 650
Cyclone3 ranks
Wukong's staff grows outward and he spins it around, dealing damage and knocking up enemies. Wukong gains movement speed over the duration of the spell.
- Damage Per Second
- 20 / 110 / 200 + 120% AD
- Damage
- 80 / 440 / 800 + 480% AD
- Percent HP Damage
- 16% / 24% / 32%
- Cooldown
- 120 / 105 / 90s
- Cost
- 100 Mana
- Range
- 315
Matchup against
62 champions, one-on-one
AhriEven
Wukong can kill Ahri if he reaches her after Charm is down, but Spirit Rush and Charm make a clean engage hard to force.
Watch for Charm stops Nimbus Strike follow-up and gives Ahri the room to land Orb of Deception both ways.
How to beat
Hold just outside Charm range and use minions or Decoy to make her throw it first. Commit with Nimbus Strike only after Charm or at least one Spirit Rush charge is spent, then stay on top of her with Cyclone before she can kite out.
Later Ahri is safer in side lane if Spirit Rush is up, but Wukong brings the stronger teamfight engage. Flank instead of front-engaging through Charm.
- Do not Decoy too early; save it to break her Charm angle or Fox-Fire targeting.
- If she misses Charm, she has to spend Spirit Rush defensively or die.
- Cyclone's knockup can keep her from spacing the return hit of Orb cleanly.

AkaliEven
Both champions want the same short-range burst fight, and Wukong wins the first clean knockup while Akali wins if she drags it through Twilight Shroud and spell vamp.
Watch for Twilight Shroud denies your target access and turns your burst window into a waiting game.
How to beat
Trade only when you can mark where she entered Shroud and do not waste Crushing Blow into empty smoke. Let her spend Mark of the Assassin or a Shadow Dance charge first, then Cyclone as soon as she commits back onto you.
Later Akali becomes more dangerous in isolated side-lane picks, while Wukong is more reliable in grouped fights. Force her to answer waves, then leave fog and start fights on her backline instead of chasing smoke.
- Decoy can waste a Shadow Dance charge if she dives into your clone path.
- Stand near the edge of Twilight Shroud so she must reveal to keep hitting you.
- Cyclone immediately after she reappears; delaying lets her heal through the trade.

AlistarFavoured
Alistar can interrupt and displace Wukong, but he lacks the sustained damage to win a straight duel once Unbreakable Will is baited out.
Watch for Unbreakable Will removes Cyclone's control value and heavily reduces your damage during the all-in.
How to beat
Do not spend full combo into his ultimate; take short Crushing Blow trades and back off when he casts it. After Unbreakable Will ends, re-engage with Nimbus Strike and use Cyclone when Headbutt is unavailable or would push you toward safety rather than away.
Later Alistar is not a side-lane duelist, but he can ruin Wukong's teamfight entry with Pulverize and Headbutt. Look for flanks that make him choose between peeling you and protecting his carries from your knockup.
- If he Headbutts you away before Pulverize, the trade is over; do not chase through his team.
- Cyclone after Pulverize is safer than trying to start through it.
- His heal matters in lane trades, not in a finished-item duel.

AmumuUnfavoured
Amumu's armor mitigation, percent-health damage, and layered stuns make the extended melee fight bad for Wukong.
Watch for Curse of the Sad Mummy locks you in Despair range and prevents Decoy or Cyclone timing.
How to beat
Keep the fight short: tag him with Crushing Blow after Tantrum is used, then leave before Despair stacks up too much damage. If Bandage Toss misses, you can commit; if it lands while his ultimate is ready, save Decoy until after the stun chain ends rather than wasting it early.
Later Amumu usually beats Wukong by surviving side-lane pressure, but Wukong has the better backline access if he avoids Amumu's ultimate. In teamfights, enter from an angle so Curse catches fewer allies and does not stop your Cyclone before it reaches carries.
- Do not stand in Despair while waiting for cooldowns.
- Bandage Toss missing is your clearest green light.
- Cyclone can interrupt his chase, but it does not solve the full tank duel by itself.

AniviaUnfavoured
Anivia outranges Wukong, punishes direct dashes with Flash Frost and Crystallize, and often forces him to kill her twice because of Rebirth.
Watch for Flash Frost stops your Nimbus Strike engage and sets up the doubled Frostbite burst.
How to beat
Approach from fog or behind minions so she cannot line up Flash Frost for free. Bait Flash Frost or Crystallize first, then all-in immediately; if Rebirth triggers, save enough damage and cooldowns to finish the egg instead of spending everything on the first health bar.
Later Anivia is far stronger in grouped terrain control, while Wukong threatens flanks if she is not protected. In side lane, only force when her wall and stun are down or when you can kill the egg before help arrives.
- Decoy can make her detonate Flash Frost on the wrong body.
- Do not Cyclone before confirming she cannot wall you out of egg range.
- Her ultimate makes slow, repeated trades favor her.

AnnieUnfavoured
Annie's instant stun burst punishes Wukong's short engage range before he can finish his combo.
Watch for Pyromania Tibbers stun locks you in place and front-loads enough damage to decide the duel.
How to beat
Track her stun count before entering; if she is holding Pyromania, do not dash first unless you can kill through the return burst. Use Decoy to stall Tibbers and re-enter after the stun is spent, then commit fast because Annie has little mobility once her stun window is gone.
Later Annie is not a side-lane specialist, but her flash-stun teamfight threat is huge. Wukong should flank from outside her vision and avoid being the first target that eats Tibbers.
- A visible stun charge changes the matchup completely; wait it out if possible.
- Decoy after Tibbers lands can make the bear and follow-up spells lose value.
- Mercury's Treads matter more than raw damage in this fight.

AsheFavoured
Ashe can kite with Frost Shot and Arrow, but she usually dies if Wukong reaches her with Decoy and Cyclone available.
Watch for Enchanted Crystal Arrow stops your engage and gives Ashe enough space to kite with Frost Shot.
How to beat
Do not run straight at her through Volley and Frost Shot; use brush, flank angles, or Decoy to close the last gap. If Arrow is down or misses, Nimbus Strike into Crushing Blow and Cyclone immediately so she cannot walk out before your burst lands.
Later Ashe should never want the isolated duel, but her teamfight arrow can start fights before Wukong finds a flank. Buy enough tenacity or durability to survive the first stun, then dive her from the side rather than through her frontline.
- Decoy can block her target read before she fires Arrow.
- If she uses Volley to farm, her slow layering is weaker for the next trade.
- Do not chase in a straight line after Cyclone ends unless Frost Shot is unavailable.

BlitzcrankFavoured
Blitzcrank has disruptive burst, but after his knockups are spent Wukong wins the sustained melee fight.
Watch for Power Fist interrupts your damage window and can chain with Rocket Grab to buy time for his cooldowns.
How to beat
Stand behind minions until Rocket Grab is down, then force the duel before it comes back up. If he holds Power Fist, use Decoy to make him swing into the clone or Cyclone after it lands so you still control the extended trade.
Later Blitzcrank is more important as a pick support than as a side-lane threat. Wukong should avoid being hooked before fights, then punish Blitzcrank's backline after Rocket Grab is used.
- Do not Decoy before Rocket Grab unless you are sure he is throwing it.
- Mana Barrier can bait you into overchasing under allies or turret.
- Cyclone keeps him from walking away during Overdrive.

BrandUnfavoured
Brand's spell chain and percent-health burn punish Wukong heavily if he has to dash through open space.
Watch for Sear stuns you when Blaze is already applied, letting Brand land Pillar of Flame and Pyroclasm for free.
How to beat
Never give him a stationary line after he tags you with Blaze; sidestep before committing. Bait Pillar of Flame or Sear, then Nimbus Strike from an angle and use Cyclone before he can complete the stun chain.
Later Brand is fragile in side lane but far more dangerous in grouped fights because Pyroclasm punishes clumped dives. Wukong should flank him after key spells are used, not start the fight by carrying Brand's ultimate into his own team.
- Decoy can eat a Sear line if you cast it as he turns to stun.
- Do not fight inside minion waves when Pyroclasm is up.
- Hexdrinker is strongest before his combo can one-shot through your engage.

Cho'GathUnfavoured
Cho'Gath is difficult for Wukong because he interrupts dashes, silences Cyclone timing, and finishes trades with Feast true damage.
Watch for Feral Scream silences you during your engage and can stop Decoy or Cyclone from coming out when you need them.
How to beat
Bait Rupture sideways before using Nimbus Strike, then take a short Crushing Blow trade instead of standing in Vorpal Spikes. Commit only when Feral Scream is down or when you can Cyclone before he silences you; respect Feast range when low.
Later Cho'Gath usually controls the side lane through durability and wave control, while Wukong has the better backline threat in teamfights. Do not burn everything into Cho unless his carries are unreachable.
- If Rupture is still available, your dash path is predictable.
- Decoy before Feast range can deny his execute target if timed well.
- Armor shred helps your team hit him, but it rarely makes the solo kill easy.

CorkiEven
Corki can shred Wukong while kiting with Valkyrie, but he is vulnerable if Valkyrie is forced before Wukong commits Cyclone.
Watch for Valkyrie breaks your melee range and leaves a damage trail that punishes chasing in a straight line.
How to beat
Walk up first and make him Valkyrie defensively before spending Nimbus Strike if possible. Once Valkyrie is down, dash in from the side to avoid the Gatling Gun cone, then Cyclone before his missiles and autos wear you down.
Later Corki scales into a strong mixed-damage carry, so the side-lane duel depends on whether his escape is available. In teamfights, Wukong should flank past the frontline and force Valkyrie away from his team instead of chasing through Gatling Gun.
- Do not fight in the full Gatling Gun cone; it removes the armor you rely on.
- Decoy can waste a Phosphorus Bomb reveal or a missile during the chase.
- If Valkyrie is down, Corki is much easier to kill than most carries.

Dr. MundoUnfavoured
Dr. Mundo outlasts Wukong in long melee fights because Sadism and constant cleavers undo Wukong's burst window.
Watch for Sadism restores enough health to make your full combo fail unless healing is cut or he is already low.
How to beat
Keep minions between you and Infected Cleaver, then trade only around Crushing Blow rather than taking a full Burning Agony brawl. If he uses Sadism early, disengage with Decoy and re-enter after the healing window is mostly gone.
Later Mundo is the better finished-item side-lane stat check unless Wukong has anti-heal and help. Wukong should usually ignore him in teamfights, knock up the carries, and let his team handle Mundo after the backline is dead.
- Executioner's Calling is the matchup item; without Grievous Wounds, kills are unreliable.
- Do not chase while Burning Agony and Sadism are both running.
- Decoy can break cleaver rhythm long enough to leave the fight.

EvelynnEven
Evelynn can open first and burst hard, but Wukong's Decoy and Cyclone punish her if she commits into melee without killing him.
Watch for Agony's Embrace gives Evelynn the slow and shield-like swing she needs to survive your return burst.
How to beat
Do not waste abilities on the first shimmer of her approach; hold Decoy until after Ravage or her ultimate slow starts. If she spends Agony's Embrace to engage and does not burst you out, turn immediately with Cyclone because she has to stay close to finish the kill.
Later Evelynn is better at finding isolated picks, while Wukong is better when both teams are grouped and vision is controlled. Stay near allies before objectives, then counter-engage when she reveals instead of face-checking alone.
- Control wards are not in this catalog, so itemizing MR matters more than trying to duel blind.
- Decoy can make her Ravage or Hate Spike chain hit the wrong target angle.
- Cyclone reveals the real fight once she has committed into melee.

EzrealEven
Ezreal wins if he keeps spacing with Mystic Shot and Arcane Shift, but Wukong kills him if Shift is forced before the all-in.
Watch for Arcane Shift resets the distance after your Nimbus Strike and denies Cyclone uptime.
How to beat
Approach without dashing first and use Decoy or brush to make him Shift defensively. Once Arcane Shift is down, Nimbus Strike into Crushing Blow and Cyclone instantly; do not let him stack Rising Spell Force for a long poke fight.
Later Ezreal is safer in side lane than most marksmen because of Arcane Shift, but he still cannot stand still against Wukong's flank. In teamfights, force Shift sideways or backward, then re-target if he escapes and your knockup would be wasted.
- Decoy can eat Mystic Shot and deny his cooldown refund.
- If he uses Arcane Shift aggressively, punish immediately.
- Essence Flux attack-speed slow matters less if you front-load Cyclone instead of trading autos.

FiddlesticksEven
Fiddlesticks can fear and drain Wukong out of the duel, but Cyclone and burst punish him hard if Drain or Crowstorm timing is interrupted.
Watch for Terrify forces you to run while Fiddlesticks sets up Drain or Crowstorm damage.
How to beat
Do not engage while Terrify is ready unless you can survive the full fear into Drain. Bait fear with a short approach or Decoy, then interrupt Drain with Cyclone and finish before his cooldowns cycle back.
Later Fiddlesticks is far more relevant from fog in teamfights than in honest side-lane duels. Wukong should ward flank routes, keep Decoy for Crowstorm entry confusion, and knock him up before he channels freely in the middle of the team.
- Cyclone cancels Drain and turns the duel immediately.
- Mercury's Treads sharply reduce the fear window.
- Do not fight near multiple minions if Dark Wind can bounce silence repeatedly.

GangplankEven
Gangplank's Parrrley poke and Remove Scurvy make the duel scrappy, but Wukong wins clean all-ins when Gangplank cannot cleanse or kite the knockup window.
Watch for Remove Scurvy clears the control portion of your engage and heals through part of your burst.
How to beat
Trade around Parrrley cooldown and avoid eating repeated pistol shots before committing. Force Remove Scurvy with a short Cyclone start or low-health pressure, then re-engage with Nimbus Strike and Crushing Blow when his cleanse is down.
Later Gangplank can pressure side lanes well and Cannon Barrage affects fights from anywhere, while Wukong has the stronger direct backline engage. In teamfights, do not chase him through Cannon Barrage if his carries are exposed.
- Decoy can waste a Parrrley if he uses it as you step forward.
- His passive makes extended auto trades worse than quick burst trades.
- If Remove Scurvy is down, Cyclone has real kill pressure.

GarenEven
Wukong can outplay Garen with Decoy and armor shred, but Garen wins extended trades if Judgment stays on top of him and Demacian Justice finishes the race.
Watch for Judgment: if Garen keeps contact through your Decoy window, it chews through your trade while you cannot answer with clean autos.
How to beat
Hold just outside Decisive Strike range and make Garen spend Q to reach you instead of saving it for silence. Trade with E-Q, then Decoy sideways as Judgment starts so he spins in the wrong direction. Commit only when his Q or E is down and his passive has been recently broken.
Later In the side lane this stays close, with Garen harder to force out if he gets time to regenerate. Wukong is much better in teamfights because Cyclone can reach carries while Garen mostly punishes one low target, so look for flank engages instead of matching his front-to-back durability forever.
- Tag Garen often enough to keep Perseverance disabled; giving him quiet time loses lane by default.
- Do not Decoy before he casts Judgment, or he can simply follow the clone path and keep spinning on you.
- Cyclone early can interrupt his attempt to run you down after Decisive Strike rather than saving it only as a finisher.

GragasEven
Wukong wins if he sticks after Body Slam is down, but Gragas can poke, disengage, and reset trades with Cask.
Watch for Body Slam: it stops your engage, slows you, and creates the space Gragas needs to drop Barrel Roll or disengage.
How to beat
Stand outside direct Body Slam lines and use minions or angles to make his dash collide awkwardly. Bait Body Slam first, then E onto him and hold Decoy for either the return damage or Explosive Cask displacement. Short trades favor him if he lands barrel poke first, so commit when his mobility spell is unavailable.
Later Gragas is harder to pin down in a side lane once cooldowns are low, but Wukong has the cleaner all-in if Cask is down. In teamfights, Gragas can break your engage with Explosive Cask, so flank from fog and force him to choose between peeling you and disrupting your backline.
- Do not open with E if Body Slam is ready and he has room to retreat.
- Decoy can make Gragas throw Explosive Cask at the clone if you vanish as he starts spacing backward.
- Avoid fighting inside a charged Barrel Roll zone; the attack-speed slow hurts your follow-up autos.

HeimerdingerUnfavoured
Heimerdinger's turret zone and blind punish Wukong's melee engage before Wukong can finish the fight cleanly.
Watch for CH-1 Concussion Grenade: a direct hit stuns your engage, and even the surrounding blind ruins your Q and follow-up autos.
How to beat
Do not duel him inside multiple H-28G Evolution Turrets; clear or pull the wave first so Nimbus Strike does not land you in a turret nest. Hold Decoy until after grenade is thrown, then re-enter from an angle and burst him before turrets stack damage. If grenade is up and turrets are set, concede space rather than forcing a bad all-in.
Later Heimerdinger still controls fixed ground better than Wukong in a side lane, especially around turrets. Wukong contributes more decisive teamfight initiation if he flanks past the turret line and reaches Heimer or his carries with Cyclone.
- Nimbus Strike can pick Heimer himself, but the clone hits can also pull turret shots and make the trade messy.
- If grenade misses, that is the real window; do not wait for every turret to die first.
- Decoying in place inside turret range rarely works because the turrets keep covering the area.

JannaFavoured
In a pure duel Janna lacks damage to kill Wukong, but her disengage makes actually finishing her difficult.
Watch for Monsoon: it knocks you out of Cyclone range and resets the fight after you commit.
How to beat
Approach from fog or after Zephyr is used, because walking straight at her gives too much time to charge Howling Gale. Use E-Q for the first trade, then save Cyclone until she has already spent either Howling Gale or Monsoon. If she plays only to escape, accept that the real win is forcing her away from her carry or objective.
Later Wukong wins any honest side-lane duel, but Janna should not be taking that duel. In teamfights she is a major answer to your engage, so flank wide and try to force Monsoon before your carries spend their damage.
- Decoy can dodge a charged Howling Gale if you vanish before the tornado releases through your path.
- Do not Cyclone instantly into Monsoon unless the knockback still wins space for your team.
- Her shield can make early trades look worse than they are; wait it out before judging lethal.

Jarvan IVEven
Both champions armor-shred and burst hard, with the duel decided by whether Wukong dodges the Demacian Standard plus Dragon Strike control window.
Watch for Demacian Standard + Dragon Strike: the knock-up lets Jarvan land Martial Cadence and keep you trapped for his full trade.
How to beat
Hold a diagonal position so Jarvan cannot line up E-Q for free through the wave. If he misses or uses the combo to farm, E-Q immediately and Decoy after his first burst to waste his follow-up autos. Inside Cataclysm, Cyclone can turn the confined space in your favor if you are not already too low.
Later Jarvan usually has the stronger reliable side-lane catch with Cataclysm, while Wukong has the scarier multi-man teamfight if he gets flank access. Do not mirror his front engage every time; look for angles where his Cataclysm cannot simply isolate you away from his carries.
- Your Decoy can make Jarvan commit Cataclysm onto the wrong target if timed as he starts the leap.
- Do not stand directly behind low minions; Dragon Strike through them still tags you.
- Cyclone inside his arena often beats trying to walk out while slowed by Golden Aegis.

JaxUnfavoured
Jax outscales the melee duel because Counter Strike denies Wukong's auto-Q damage and his attack-speed ramp wins the extended fight.
Watch for Counter Strike: it dodges your basic attacks and Q, then stuns you if you stay in range.
How to beat
Do not spend Crushing Blow into Counter Strike; bait E with a short step-in or E poke, then Decoy away before the stun lands. Re-engage after Counter Strike expires and keep the trade short unless he is already low enough for Cyclone to finish. If he gets to stack Grandmaster's Might freely, leave the duel.
Later Jax wins the finished side lane and forces Wukong to answer waves carefully rather than duel him straight up. Wukong's edge is in teamfights, where Cyclone can reach multiple targets before Jax gets a long isolated fight.
- If Jax starts Counter Strike after your E, stop autoing and use Decoy to deny the stun follow-up.
- Cyclone damage still works through his dodge, but do not rely on it if he has already stacked attack speed.
- Armor helps early, but it does not solve the matchup once Jax has sustained DPS.

KarthusFavoured
Wukong can dodge Lay Waste patterns with Decoy and kill Karthus quickly, but must respect Death Defied after the takedown.
Watch for Death Defied: killing Karthus does not end the damage, and staying near his corpse lets him keep casting Lay Waste and Defile.
How to beat
Hold enough lateral space to sidestep Lay Waste and do not walk through Wall of Pain before committing. Once Wall or repeated Qs miss, E-Q and use Cyclone to keep him from kiting through Defile. After he dies, immediately leave his passive zone unless you need one last hit to secure the trade.
Later Wukong still wins the side-lane duel if he reaches Karthus, but Karthus affects fights globally with Requiem and punishes clumped engages. In teamfights, your job is to kill or disrupt him fast, then exit Death Defied before it turns the engage into a trade.
- Decoy can break his Q rhythm, but do not stand still beside the clone afterward.
- Cyclone's knock-up gives you time to move through Wall of Pain without eating every follow-up Q.
- Track Requiem when dueling low; Hexdrinker can decide whether the post-death damage kills you.

KassadinFavoured
Season 3 Kassadin is dangerous to mages, but Wukong's physical burst and knock-up punish him before Riftwalk scaling takes over.
Watch for Riftwalk: after level 6 it lets Kassadin dodge the second half of your trade or escape before Cyclone finishes.
How to beat
Before level 6, pressure him hard because Null Sphere silence matters less against your physical auto-Q pattern than it does against casters. After level 6, wait for Riftwalk to be used aggressively or for mana stacks to make him commit, then E-Q and Cyclone before he gets distance. Keep Decoy for his return burst or to make him Riftwalk the wrong direction.
Later Kassadin becomes harder to hold in a side lane because he can refuse bad fights, but he still dislikes being caught by Cyclone. In teamfights, do not chase him endlessly; force his Riftwalk defensively and then turn your engage onto his backline.
- Null Sphere silence does not stop your already-started basic attacks, so do not panic if you are in melee range.
- If he Riftwalks in for damage, that is usually your best all-in window.
- Magic resist is useful, but the main answer is punishing his cooldown and mana commitment.

KatarinaFavoured
Wukong's burst and Cyclone interrupt give him a strong answer to Katarina's all-in as long as he saves control for Death Lotus.
Watch for Death Lotus: if you use Cyclone too early or waste Decoy, she channels through your health bar at close range.
How to beat
Let Katarina spend Shunpo or Sinister Steel to enter before you commit fully. Trade with E-Q, but save Cyclone specifically to interrupt Death Lotus rather than using it only for damage. If she Shunpos defensively after a short trade, back off and repeat while her reset passive is irrelevant in a pure duel.
Later Wukong still wins the isolated fight if he can interrupt Death Lotus, but Katarina's real threat is cleaning up low-health teamfights. Hold Cyclone until she commits, or flank first and force her to enter after her team has already lost formation.
- Do not Decoy away before Death Lotus starts unless you are sure you can leave its range.
- Cyclone cancels her ultimate immediately, so patience is worth more than burst greed.
- Avoid fighting next to low allies in real games; Voracity makes her much scarier than in the 1v1.

KayleUnfavoured
Kayle kites Wukong with Reckoning and Righteous Fury, then denies his finishing burst with Intervention.
Watch for Intervention: it blanks your Cyclone or Q finisher and lets Kayle keep attacking while you wait out invulnerability.
How to beat
Stay outside Reckoning range until you can engage from brush or after she uses Righteous Fury on the wave. Force a short E-Q trade first, then disengage with Decoy and do not spend Cyclone until Intervention is down or nearly forced. If she still has ultimate and room to kite, do not chase through the slow.
Later Kayle generally wins the side lane once she has sustained ranged damage and Intervention. Wukong is better used as a flank initiator in teamfights, where forcing Kayle to ult herself instead of a carry can still be a win.
- Her ranged E makes Doran's Shield and armor less clean than they look because much of the threat is mixed damage.
- Do not Cyclone at full health unless your goal is only to force Intervention.
- Decoy after Reckoning lands can waste part of her slow window and stop the free ranged chase.

KennenUnfavoured
Kennen's ranged harass, marks, stun, and Lightning Rush make it hard for Wukong to stick without being locked down.
Watch for Mark of the Storm stun: stacked marks interrupt your chase and let Kennen reset spacing after you engage.
How to beat
Avoid taking free W marks from repeated autos; if his passive hit is ready, give ground until it is spent on a minion or shield your approach with brush. Engage only after Lightning Rush is down or when you can Cyclone immediately to prevent him from kiting. Use Decoy to break his target tracking after the first mark, not after you are already stunned.
Later Kennen remains safer in the side lane if he can kite, while Wukong wins only from fog or cooldown advantage. In teamfights both have strong AoE ultimates, but Wukong should look to interrupt or displace Kennen before Slicing Maelstrom covers the whole fight.
- Count his empowered W auto; engaging into it gives him an easy stun chain.
- Decoy can cause Thundering Shuriken to miss if you vanish while moving laterally, not straight back.
- Mercury's Treads are unusually valuable because the matchup is about escaping mark stun chains.

Kog'MawFavoured
Wukong wins the duel if he reaches Kog'Maw before Bio-Arcane Barrage gets extended uptime, but misplaying the approach lets Kog shred him.
Watch for Bio-Arcane Barrage: it gives Kog'Maw the range and percent-health damage to kill you before you can stay in melee.
How to beat
Do not walk straight through Void Ooze; flank from brush or wait until the slow is used. Once Bio-Arcane Barrage is active, either commit immediately with E-Cyclone or back out until the window ends. After killing him, move away from Icathian Surprise instead of chasing extra minions or standing on the corpse.
Later Kog'Maw can beat almost anyone front-to-back if protected, but he is still fragile in a true side-lane duel against a clean Wukong engage. In teamfights, your job is to arrive from the side and knock him up before his peelers turn your engage into a slow march.
- Decoy can waste part of Bio-Arcane Barrage if you use it after he starts firing, not before.
- Save Nimbus Strike for after Void Ooze unless you are sure the burst kills.
- Do not forget his passive explosion; winning the duel and dying four seconds later is still a failed trade.

Lee SinEven
Lee Sin has stronger early skirmish tools and reveal, but Wukong can win by dodging Q and using Cyclone after Lee commits.
Watch for Sonic Wave / Resonating Strike: if Q lands, Lee controls when the all-in starts and adds execute damage as you get lower.
How to beat
Keep minions between you and Sonic Wave, then punish immediately if it misses. Do not rely on Decoy as your only escape after Tempest hits, because Lee can reveal you and follow the real position. Commit with Cyclone after he takes Resonating Strike or spends Safeguard, when his exit is limited.
Later Lee Sin's side-lane threat falls off compared with Wukong's teamfight value, but he can still kick you out of your engage. In teamfights, wait out Dragon's Rage or enter from an angle where a kick cannot peel you cleanly away from his carries.
- Tempest reveals Decoy tricks, so use invisibility before he casts E or after leaving its range.
- If Lee follows Q2 into you, Cyclone immediately turns his commitment against him.
- Do not fight him after he has just used abilities and still has Flurry autos queued unless you can burst out.

LeonaFavoured
Leona is hard to kill quickly but lacks solo damage, so Wukong wins extended duels unless he wastes damage into Eclipse and gets chain-locked near her team.
Watch for Eclipse: it heavily raises her defenses during the part of the fight where Wukong wants his burst to matter.
How to beat
Let Leona spend Zenith Blade or Shield of Daybreak first, then trade after her initial lockdown ends. If Eclipse is active, use Decoy to stall rather than dumping Q and Cyclone into the resistance window. Commit once Eclipse falls, because her solo damage drops sharply after the first rotation.
Later Wukong wins the isolated side-lane duel, but Leona's real value is starting fights and holding you still for allies. In teamfights, avoid being the first target hit by Zenith Blade; flank past her or wait until she uses Solar Flare on someone else.
- Do not judge the matchup by early trades where Eclipse is still glowing; hit after it expires.
- Decoy can waste her empowered Shield of Daybreak auto if timed before she swings.
- If she uses Zenith Blade and misses, she has no real way to stop your re-engage alone.

LuluUnfavoured
Lulu's polymorph, slow, shield, and Wild Growth deny Wukong's burst window and make sticking to her unusually difficult.
Watch for Whimsy: polymorph removes your ability to continue the engage right when you need Q, Decoy, or Cyclone follow-up.
How to beat
Do not open from max range where Lulu has time to Whimsy and Glitterlance before you connect; look for brush or fog engages. Try to bait Whimsy with a fake approach, then E-Q once it is down and hold Cyclone for after Wild Growth's knock-up. If both Whimsy and Wild Growth are ready, the all-in usually fails unless she is already low.
Later Lulu should not be dueling Wukong, but with completed defensive tools she can survive long enough to escape or wait for help. In teamfights, she is one of the best peel answers to you, so force her cooldowns on herself and then re-engage when your team can hit the protected carry.
- Polymorph stops your Cyclone timing, so do not delay engage decisions once Whimsy is down.
- Wild Growth's knock-up can interrupt your chase even if she casts it on herself.
- Glitterlance after Help, Pix! can come from a shifted angle; do not sidestep only from Lulu's body.

LuxEven
Wukong wins if he dodges Light Binding and reaches her, while Lux wins by landing bind into full burst before he can stick.
Watch for Light Binding: it stops Nimbus Strike follow-up and gives Lux time to land Lucent Singularity plus Finales Funkeln.
How to beat
Stand behind minions until you are ready to engage, because Light Binding can hit two targets but still has to connect through a line. Bait Q with a side step or Decoy, then E-Q immediately while it is down. Save Cyclone to keep her from walking out of melee after Prismatic Barrier absorbs your first burst.
Later Lux is vulnerable in the side lane if caught, but she usually plays from long range where Wukong must flank rather than frontally chase. In teamfights, do not start from vision through her bind zone; enter from fog and force her to cast defensively instead of lining up her full combo.
- Decoy can eat or dodge Light Binding, but only if you do not keep running in the same line.
- If she misses Q, her remaining spells do not stop your all-in by themselves.
- Hexdrinker can let you survive the bind-combo long enough to turn with Cyclone.

MalphiteUnfavoured
Malphite's armor stacking, Granite Shield resets, and Ground Slam attack-speed cut make Wukong's physical all-in lose value unless Malphite wastes cooldowns first.
Watch for Ground Slam reduces your attack speed during the window where Crushing Blow and follow-up autos need to matter.
How to beat
Hold just outside Seismic Shard range when his Granite Shield is up and tag him only after minions or a short trade break the shield. Bait Ground Slam with Nimbus Strike, Decoy out before trading autos, then re-enter when his shield and E are both down. Do not commit Cyclone into a fresh Unstoppable Force unless you are already ahead.
Later Malphite usually wins the pure side-lane tank duel by outlasting your physical damage, while Wukong has the stronger backline disruption if he finds a flank. In grouped fights, avoid being the first target of Unstoppable Force and look to Cyclone his carries after Malphite engages elsewhere.
- Break Granite Shield before using Crushing Blow if possible.
- Decoy after Nimbus Strike can waste Ground Slam's best trade window.
- If Malphite holds Unstoppable Force, do not chase in a straight line through narrow terrain.
- Your armor shred helps teammates kill him more than it wins the solo duel.

MalzaharUnfavoured
Malzahar punishes Wukong's predictable dash with Malefic Visions into Nether Grasp, and Wukong cannot fight back while suppressed.
Watch for Nether Grasp suppresses you through your melee burst window and holds you inside Null Zone damage.
How to beat
Do not Nimbus Strike in while Nether Grasp is available unless you can kill him during the knockup chain or have Quicksilver Sash ready. Stay off infected minions so Malefic Visions does not soften you before the all-in, then use Decoy to dodge Call of the Void or break his targeting rhythm. Commit only after he spends E on the wave or his passive Voidling is away from the duel.
Later Malzahar remains dangerous in side lanes because Nether Grasp forces you to buy cleanse or bring help, but Wukong is far better at starting multi-man fights. Late, flank rather than front-to-back so Malzahar must choose between ulting you and being knocked up by Cyclone.
- Quicksilver Sash changes the matchup more than raw magic resist does.
- Do not stand in Null Zone just to finish a Crushing Blow trade.
- Voidlings make Decoy paths easier to read if you walk straight back.
- Cyclone can interrupt his team after QSS removes Nether Grasp.

Master YiEven
Wukong can burst and knock up Master Yi before he ramps, but Yi wins extended auto fights if Alpha Strike and Meditate absorb the key damage.
Watch for Meditate can erase your burst if you spend Crushing Blow and Cyclone before he channels it.
How to beat
Keep trades short: Q-auto, Nimbus Strike out of minion cover, then Decoy before Yi can keep hitting with Highlander. Save Cyclone until after Alpha Strike lands so he cannot disappear during the knockup start. If he uses Meditate, stop feeding free reduced damage and either interrupt with Cyclone if lethal or disengage and re-hit when it ends.
Later Yi becomes the stronger isolated duelist when he has enough attack speed and lifesteal, especially if your knockup is down. Wukong should force grouped fights, knock him up after he commits, and avoid side-lane coin flips unless ahead.
- Do not open Cyclone before Alpha Strike; he can dodge too much of it.
- Decoy is strongest after Yi activates Highlander, not before.
- Crushing Blow's armor shred helps you burst him before Double Strike value builds.
- If Meditate is down, your all-in is much cleaner.

Miss FortuneFavoured
Miss Fortune has strong lane poke but no reliable escape once Wukong reaches her and interrupts Bullet Time with Cyclone.
Watch for Make It Rain slows your approach and can keep you in Bullet Time's cone if Decoy is unavailable.
How to beat
Do not give her free Double Up angles through low minions; stand to the side of the wave until you can threaten Nimbus Strike. Once Make It Rain is used, dash through a minion or directly onto her, Crushing Blow immediately, and save Cyclone to cancel Bullet Time or prevent her walking out. Decoy sideways, not backward, to break her attack chain and Strut reset path.
Later Miss Fortune wins only if protected; in a solo lane Wukong still kills her if he reaches melee. In teamfights, your job is to flank and cancel Bullet Time before it channels across your team.
- Never stand directly behind a minion that is low enough for Double Up bounce damage.
- Cyclone cancels Bullet Time, so do not waste it on a harmless chase.
- Decoy sideways out of Make It Rain's center to preserve gap-close pressure.
- Breaking Strut with any hit makes the second engage much easier.

MorganaEven
Wukong wins if he dodges Dark Binding and forces Black Shield before Cyclone, but Morgana can stall or turn the fight with binding into Soul Shackles.
Watch for Dark Binding stops your engage long enough for Tormented Soil and Soul Shackles to punish you.
How to beat
Approach from angles where minions do not force a straight Nimbus Strike and use Decoy to make Dark Binding miss before committing. If she Black Shields early, wait it out or use physical damage first, because Cyclone's knockup will not matter into the shield. Commit hard when Q or E is down and you can stay close enough to finish before her second spell rotation.
Later Morgana is not a side-lane duelist, but Black Shield can deny your best teamfight target. In late fights, hit whoever is not shielded, or force Black Shield with your entry and re-engage after it expires.
- Do not Cyclone into an active Black Shield expecting a knockup.
- Decoy can bait Dark Binding if you pause at the edge of its range.
- Leave Tormented Soil instead of trading autos inside it.
- If Soul Shackles latches, use Decoy movement to break distance before the stun.

NasusEven
Wukong controls early trades with armor shred and burst, but Nasus turns the duel if Wither and Fury of the Sands force a long fight.
Watch for Wither destroys your ability to kite out after the engage and cuts your sustained damage as it ramps.
How to beat
Punish him before he has stacked Siphoning Strike: short Q trades, Decoy out, repeat before his lifesteal matters. Never stand in Spirit Fire while dueling, because its armor reduction makes his Q trades much better. When he casts Fury of the Sands, disengage with Decoy unless he is already low enough to die during Cyclone.
Later Nasus usually wins the finished side-lane duel if he has meaningful Q stacks and Wither available. Wukong's value shifts to teamfighting: force flanks and knock up carries while Nasus is stuck walking through your team.
- Do not fight inside Spirit Fire; it flips trades harder than it looks.
- Save Decoy for Wither or Fury of the Sands, not for the first Q.
- Crushing Blow early can deny him comfortable last-hit Q trades.
- If Nasus ults at high health, leave and restart after it ends.

NidaleeEven
Nidalee can poke and reset with heal, but Wukong wins the close fight if he dodges Javelin Toss and catches cougar form without a clean Pounce escape.
Watch for Javelin Toss at long range removes too much health before you ever get to duel.
How to beat
Stay behind minions or close enough that spears cannot reach high damage, then pressure brush so Prowl does not give her endless spacing. Use Nimbus Strike after she uses Pounce or when she steps into auto range for a heal trade, and hold Decoy to dodge spear on disengage. If you trigger Bushwhack, do not all-in during the resist shred unless she has already committed cougar form poorly.
Later Nidalee is better at poke and siege, while Wukong is better at decisive 5v5 engage. In side lanes, she avoids honest duels; use sweeped flanks and force her to fight in short terrain where Decoy and Cyclone trap her.
- A trap's Armor and MR shred is a bad time to start the duel.
- Do not chase through brush blindly; Prowl makes her spacing much stronger there.
- Cyclone after Pounce is far more reliable than Cyclone before it.
- Short-range spears are tolerable; long-range spears decide the fight.

Nunu & WillumpFavoured
Nunu's slows are annoying, but he lacks the burst to kill Wukong and Cyclone can stop Absolute Zero before it wins the fight.
Watch for Absolute Zero punishes you if you spend Cyclone early and stay in the channel.
How to beat
Accept that Ice Blast will slow you, then trade in short bursts with Q and E while Decoy hides your exit path. Do not use Cyclone just for damage if Nunu still has Absolute Zero; save it to interrupt the channel or knock him up when he commits. Fight away from minions if his Consume sustain is keeping him healthy between trades.
Later Nunu rarely wants a finished-item duel with Wukong, but his Blood Boil and slows matter more around carries. In teamfights, interrupt Absolute Zero and then move past him toward the backline instead of spending everything on the tank.
- Cyclone cancels Absolute Zero; that is the main interaction.
- Do not let him reset trades beside minions he can Consume.
- Ice Blast slows attack speed too, so avoid long auto-only trades after it lands.
- Decoy out of the Absolute Zero circle if Cyclone is unavailable.

OlafUnfavoured
Olaf beats Wukong in extended melee because Reckless Swing ignores defenses, Vicious Strikes sustains him, and Ragnarok denies Cyclone's knockup.
Watch for Ragnarok makes him immune to Cyclone's control during the exact moment you need to stop his chase.
How to beat
Do not take equal-health all-ins; poke with Crushing Blow after Undertow misses or lands too far for him to pick up quickly. Decoy sideways after his first axe to break the chain of slows, then re-engage only when Ragnarok or Vicious Strikes is down. If he ults, kite until it ends rather than trying to out-stat his true damage and lifesteal.
Later Olaf remains the stronger side-lane brawler when he can run you down, while Wukong has the better backline knockup if Olaf is not marking him. Group more often late and save Cyclone for targets that Ragnarok does not protect.
- Never rely on Cyclone to peel Olaf during Ragnarok.
- Side-step Undertow first; fighting after repeated axe pickups is losing.
- Executioner's Calling matters if Vicious Strikes is deciding the all-in.
- Decoy should break his axe line, not just create distance straight backward.

PantheonUnfavoured
Pantheon's point-and-click poke, stun, and passive block blunt Wukong's short trades before Wukong can take over.
Watch for Aegis Protection can block Crushing Blow's empowered attack and erase your best trade hit.
How to beat
Track his passive shield and remove it with a normal auto or Nimbus Strike image splash before using Crushing Blow. Do not dash in while Aegis of Zeonia is ready unless you can Decoy immediately after the stun and avoid Heartseeker Strike. Your best commit is after he spends Spear Shot or W on a bad trade and his passive block is down.
Later Pantheon falls off harder in grouped fights, while Wukong's Cyclone scales as a real engage tool. In side lanes he can still win short burst trades, so force longer map plays and flank teamfights instead of eating Spear Shot poke first.
- Do not let Aegis Protection block Crushing Blow.
- Decoy can make Heartseeker Strike face the wrong direction after his stun.
- If he has passive ready, your first hit is setup, not damage.
- Cyclone is strongest after his stun is used.

RammusUnfavoured
Rammus is built to punish Wukong's physical autos with armor, taunt, and reflected damage, so the duel is poor unless Rammus wastes Defensive Ball Curl.
Watch for Defensive Ball Curl returns damage and stacks armor during the exact window you want to auto after Crushing Blow.
How to beat
Do not full combo into Defensive Ball Curl; Q once if you must, then Decoy out and wait for it to end. Keep enough distance to dodge Powerball's direct engage, then punish after he misses or has no taunt. If Puncturing Taunt is available, avoid starting under his minion wave or turret because you will be forced to hit him.
Later Rammus usually wins or neutralizes the side-lane duel through armor and taunt, but Wukong is better at reaching enemy carries if Rammus is not holding you. In teamfights, bait taunt with Decoy or a shallow entry, then Cyclone past him.
- Stop attacking during Defensive Ball Curl whenever possible.
- Do not Nimbus Strike into taunt range under turret.
- Crushing Blow armor shred helps your team more than it solves the duel.
- Decoy can make Powerball hit the clone path if timed early.

RyzeUnfavoured
Ryze's root, low-cooldown spell chain, and Desperate Power sustain punish Wukong before he can finish the burst.
Watch for Rune Prison roots you in place after your dash and lets Ryze unload Overload and Spell Flux while you cannot stick properly.
How to beat
Hold outside Rune Prison range until he spends a spell on minions or steps forward without Desperate Power. Use Decoy to break his spell rhythm after the root or to dodge the follow-up angle, then commit only if you can Cyclone before he kites with ultimate move speed. Avoid standing near minions when Spell Flux can bounce and amplify damage.
Later Ryze becomes a stronger duel threat as mana and cooldowns stack, while Wukong stays more valuable as an engage champion. Late, do not side-lane into Ryze without magic resist and cleanse options; flank teamfights and force him to cast defensively.
- Quicksilver Sash is the cleanest answer to Rune Prison all-ins.
- Do not fight beside a minion wave that improves Spell Flux bounces.
- Desperate Power's move speed can make Cyclone miss ticks if you start too late.
- Hexdrinker helps only if you still avoid the full root combo.

ShacoEven
Shaco can outplay with Deceive and boxes, but Wukong's area knockup and Decoy make the clone duel less one-sided than most melee matchups.
Watch for Jack In The Box fears you during your chase and gives Shaco the backstab angle he needs.
How to beat
Do not chase him through fog or brush where boxes are likely; make him use Deceive first, then hold Cyclone for where he appears rather than where he vanished. Use Decoy when he gets behind you to deny Backstab damage and force him to guess the real target. If Hallucinate is up, watch which Shaco takes item or minion damage before committing Crushing Blow.
Later Shaco prefers picks and split pressure, while Wukong is much better in grouped fights. In side lanes, push with vision and avoid box corridors; in teamfights, Cyclone the real Shaco if he dives or ignore the clone and reach carries.
- Never chase directly into a likely box nest.
- Decoy denies Backstab angles if you move sideways after casting it.
- Cyclone can reveal pressure on both Shaco and clone, but killing the clone explosionlessly is still important.
- Wait out Deceive before spending Crushing Blow if he can blink behind you.

ShenEven
Shen can blunt trades with Feint and taunt, but Wukong has enough burst and armor shred to pressure him if he avoids extended sustain patterns.
Watch for Shadow Dash taunts you through your disengage and can force you to keep hitting into Feint or turret range.
How to beat
Trade when Ki Strike is down, and do not spend Crushing Blow into Feint unless you are only trying to break the shield. Keep slightly off-center so Shadow Dash has to be aimed, then Decoy after the taunt or to make it miss. Interrupt or punish Stand United with Cyclone pressure if he tries to leave while you are in melee range.
Later Shen is usually more useful in side-lane macro because Stand United lets him join fights, while Wukong brings the stronger direct engage. Match him only if you can threaten his teleport channel; otherwise force fights fast when Shen shows away from his team.
- Do not Q into Feint unless the shield is already low.
- Track Ki Strike; his best short trade is built around it.
- Cyclone can stop him from comfortably channeling Stand United if you are close.
- Stand to the side of minions so Shadow Dash is not a free line.

SingedUnfavoured
Singed wins by refusing the standstill duel, dragging Wukong through Poison Trail, and using Fling plus Insanity Potion to outlast the chase.
Watch for Fling puts you behind Singed into Poison Trail and breaks your clean burst spacing.
How to beat
Do not chase through poison; cut him off from the side and use Nimbus Strike only when Fling is down or when Cyclone can keep him from walking away. If he drops Mega Adhesive, leave the zone before committing because your Decoy escape becomes too slow. Trade in short Q bursts when his ultimate is down, then disengage before Poison Trail wins the health race.
Later Singed is a stronger side-lane nuisance and can often ignore the duel by proxying or kiting, while Wukong has the cleaner teamfight engage. Late, stop chasing him and instead force fights on his team when he is separated.
- If you are running behind Singed, you are usually losing.
- Save Decoy for after Fling or Mega Adhesive, not before.
- Cyclone is best used to stop his escape path, not to chase through poison.
- Insanity Potion means reset the fight unless he is already low.

SionUnfavoured
Classic Sion's stun, shield burst, and Cannibalism lifesteal make extended melee fights bad for Wukong unless the shield is popped before the all-in.
Watch for Death's Caress absorbs your burst and then detonates, turning your engage into his damage trade.
How to beat
Tap the shield early and back out with Decoy before it detonates, then re-engage only after Death's Caress is gone. Respect Cryptic Gaze range; if he stuns you before you Q, he gets free Enrage autos and can start Cannibalism safely. Use Cyclone to interrupt his lifesteal tempo after the shield is down, not while he is fully protected.
Later Sion can become the stronger straight-line duelist if Cannibalism lets him keep attacking, but Wukong has better access to enemy carries in teamfights. Late, apply grievous wounds if you must answer him side lane and save Cyclone to separate him from sustained autos.
- Do not unload Crushing Blow into a fresh Death's Caress shield.
- Executioner's Calling is valuable when Cannibalism decides the fight.
- Decoy before shield detonation can deny both damage and follow-up autos.
- If Cryptic Gaze is down, your short trade window is much safer.

SivirFavoured
Wukong wins if he does not donate his engage to Spell Shield, because Sivir has no real answer once he reaches melee and Cyclone follows her movement burst.
Watch for Spell Shield blocks Nimbus Strike or Cyclone and turns your all-in into free mana and distance for Sivir.
How to beat
Hold just outside her auto range and use minion cover so Boomerang Blade cannot hit both passes. Tap her with Crushing Blow or fake forward movement to draw Spell Shield, then Nimbus Strike after it expires and save Cyclone until she has committed On The Hunt or tried to kite.
Later Sivir should not beat Wukong in a side-lane duel unless she has major vision and spacing advantage. In teamfights she is more valuable if untouched, so flank instead of front-to-back and force Spell Shield with E or Q before knocking her up.
- Do not open with Cyclone into an unused Spell Shield.
- Decoy can make Boomerang Blade miss the return pass after you trade.
- If she uses On The Hunt defensively, keep spinning through her path instead of stopping for autos.
- Fight away from your caster minions so Ricochet does not chip you before the engage.

SkarnerEven
Skarner can outlast short trades with shield speed and repeated Crystal Slash, but Wukong has the burst and armor shred to win if he disengages before Skarner's cooldown loop takes over.
Watch for Impale suppresses Wukong through Decoy and Cyclone timing, dragging him out of his damage window.
How to beat
Do not stand in extended melee while Crystal Slash is charged; trade with Nimbus Strike, Crushing Blow, then Decoy out before Energize resets everything. Break Crystalline Exoskeleton first if possible, then re-enter when his speed and shield are gone. If Impale is up, save Decoy for after the suppression rather than before it.
Later Skarner becomes harder to kill in the side lane if he is tank-stacked, but he still struggles to stop Wukong from choosing the fight. In teamfights, do not be the first target he can Impale; enter from fog after he has used it or force him to suppress a clone/low-value target.
- If his W shield is intact, he controls the chase speed.
- Short trades favor Wukong; repeated Q cycles favor Skarner.
- Decoy does not cancel Impale once it has connected.
- Cyclone after his shield drops so he cannot simply walk out.

SonaFavoured
Sona's poke and auras matter in lane, but in a straight duel she is too fragile to survive Wukong reaching her unless Crescendo stops the entire engage.
Watch for Crescendo stuns Wukong during his commit and can deny the Cyclone knockup window.
How to beat
Stay out of repeated Hymn of Valor poke until you are ready to engage. Bait Power Chord or Crescendo with a short Nimbus Strike and Decoy reset, then reappear close enough to Crushing Blow and Cyclone before she can kite with Song of Celerity.
Later Sona is not a side-lane duelist and should lose if caught alone. In teamfights, she is dangerous because Crescendo can stop your backline dive, so approach from an angle and force her to ult defensively before your carries commit.
- Track Power Chord; the damage-reduction version can blunt your burst.
- Decoy can waste her Q target choice if you break vision before it fires.
- Do not spin through her team in a straight line where Crescendo hits you and your follow-up.
- Mercury's Treads shorten the only crowd control that matters.

SorakaFavoured
Soraka can silence and heal through poke, but she lacks the damage and mobility to beat Wukong once he times his engage around Infuse.
Watch for Infuse silences Wukong before Cyclone or Decoy, delaying the burst and escape he needs.
How to beat
Do not spend your full combo while Infuse is ready if she is near turret or allies. Walk her down after she uses silence for poke or mana, then Nimbus Strike into Crushing Blow and hold Cyclone for after Wish or Astral Blessing extends the fight.
Later Soraka should never choose the side-lane duel; Wukong catches and kills her unless she is protected. In teamfights, killing her is valuable but only if you do not waste Cyclone into a team already disengaging with her heals.
- Infuse cannot stop autos after you are already on top of her, but it can stop Cyclone.
- Her Astral Blessing armor makes Crushing Blow's armor reduction more important.
- Do not chase through repeated Starcall stacks if your burst failed.
- Executioner's Calling is only worth it if her healing is deciding fights.

TaricEven
Taric's armor aura, heal, and stun make him surprisingly hard to burst, but Wukong can win by forcing Dazzle and refusing a slow armor-stacked brawl.
Watch for Dazzle stuns Wukong at the start of his trade and lets Taric answer with Shatter and Radiance while Wukong cannot reposition.
How to beat
Do not take the fight as a stationary melee slap-fest into Shatter armor. Step in for Crushing Blow range or Nimbus Strike, Decoy the expected Dazzle if possible, then recommit after his stun and armor burst are down. Use Cyclone to finish or disengage before Imbue buys him another full rotation.
Later In side lane, Wukong can pressure Taric but may not kill him quickly through armor and healing. In teamfights Taric wants to stun the diver and protect carries, so force his Dazzle early and look for Cyclone on the backline instead of tunneling the tank.
- His W aura directly reduces your physical burst until Shatter is used.
- If he saves Dazzle for Cyclone, start with Q trades instead of all-inning.
- Decoy can break his target tracking before Dazzle is fired, not after it lands.
- Armor penetration and anti-heal matter more than raw chase items here.

TeemoUnfavoured
Teemo wins many equal duels by blinding Wukong's Crushing Blow and poisoning him during the chase, but Wukong can kill him if Blind is baited and mushrooms are avoided.
Watch for Blinding Dart makes Crushing Blow and follow-up autos miss, removing the damage window Wukong relies on.
How to beat
Hold brush or fog angles rather than walking straight through Toxic Shot autos. Force Blinding Dart with a fake engage or Decoy, wait it out, then Nimbus Strike and immediately use Crushing Blow into Cyclone before Move Quick opens distance. Avoid fighting in lanes he has had time to seed with Noxious Trap.
Later Teemo is annoying in side lane because shrooms and blind punish predictable engages, but Wukong wins clean catches. In teamfights, Teemo contributes less hard control than Wukong, so buy enough magic resistance to survive the poison and look for flank knockups.
- Never press Q into active blind; it wastes your best trade tool.
- Decoy can soak a blind or make him misplace a mushroom chase path.
- Sweeping is not in this item catalog, so play around known trap lines with pathing.
- Mercury's Treads reduce blind duration and mushroom slows.

TristanaEven
Wukong can burst Tristana if he reaches her after Rocket Jump, but her jump, slow, and Buster Shot give her enough peel to make the duel execution-based.
Watch for Rocket Jump creates distance and slows Wukong, often wasting Nimbus Strike's gap close and forcing him to chase without cooldowns.
How to beat
Do not Nimbus Strike until Rocket Jump is down unless you are sure Cyclone will catch her during the cast or landing. Walk up through fog or Decoy to make her jump first, then follow with E and save Cyclone for after Buster Shot or to interrupt her escape path. Short Q trades are poor if she can answer with Rapid Fire autos.
Later Late Tristana's range makes side-lane approaches much harder, but she still dies if caught without jump. In teamfights, Wukong's job is not to duel through her whole team front-to-back; flank so Buster Shot only peels you, not your entire engage.
- Her range grows with levels, so the duel gets harder to start later.
- If she jumps aggressively, Cyclone the landing zone before she can reset space.
- Buster Shot can knock you out of Cyclone damage but not undo the first knockup if it landed.
- Ninja Tabi and attack-speed reduction are strong once Rapid Fire is the problem.

TryndamereUnfavoured
Tryndamere's sustained crit damage and Undying Rage beat Wukong's burst unless Wukong can disengage the ultimate and re-enter after it ends.
Watch for Undying Rage denies the kill during Wukong's Cyclone burst and lets Tryndamere keep hitting at low health with high crit chance.
How to beat
Trade early with Crushing Blow and leave with Decoy before the fight becomes a Fury-stacked auto duel. When he uses Undying Rage, stop spending damage and use Decoy, Cyclone movement, or terrain to run out the duration, then turn as it expires. Do not chase him after Spinning Slash if Mocking Shout can catch your back and reduce your attack damage.
Later Tryndamere usually owns the pure side-lane duel once items are finished unless Wukong can kite out R perfectly. Wukong is more reliable in teamfights, so force grouped fights where Cyclone disrupts carries and make Tryndamere choose between split push and joining late.
- Never finish your burst into Undying Rage unless you can immediately disengage.
- Keep your champion facing him when backing out so Mocking Shout cannot slow you.
- Frozen Heart and Randuin's Omen are the anti-duel items that change this fight.
- Decoy after he commits Spinning Slash, not before he has chosen a direction.

Twisted FateFavoured
Twisted Fate can stun and kite briefly, but he is too fragile to survive Wukong's close-range burst if Pick A Card is baited or mistimed.
Watch for Gold Card from Pick A Card stuns Wukong and can stop his engage long enough for Twisted Fate to walk out or set up Wild Cards.
How to beat
Respect his locked card; do not dash in while Gold Card is visibly ready unless you are using Decoy to waste it. Once Pick A Card is down, Nimbus Strike closes the gap and Cyclone prevents him from calmly channeling Gate. Keep side pressure when Destiny is unavailable, because his duel is weak without advance warning and distance.
Later Twisted Fate rarely wants a direct side-lane duel; he wants to shove and leave with Destiny or Gate. Wukong should threaten all-ins to pin him, then punish his teamfight arrival with flank Cyclone if he ports behind your team.
- A visible Gold Card is the fight; wait it out or Decoy it.
- Cyclone cancels his attempt to channel away if you are already on top of him.
- Do not line up behind minions for free Wild Cards before engaging.
- Mercury's Treads are enough if Gold Card is the only thing stopping you.

TwitchFavoured
Twitch can kill Wukong if he opens first from Ambush with stacked poison, but Wukong wins the honest duel once he closes and interrupts Spray and Pray positioning.
Watch for Ambush opener lets Twitch start the fight with attack speed, distance, and Deadly Venom stacks before Wukong can choose the trade.
How to beat
Do not face-check areas where Twitch can open from stealth with Spray and Pray already lined up. If he appears at range, Decoy sideways to break his first volley angle, then Nimbus Strike after Venom Cask or his movement has committed. Once in melee, Crushing Blow into Cyclone kills him quickly unless you chase through a full poison stack while low.
Later Twitch's late-game teamfight damage is far higher if he free-fires, but he is still fragile in a side-lane catch. Wukong should save flank access for Twitch's reveal, then knock him up before Spray and Pray pierces through the whole team.
- His stealth opener is stronger than his point-blank duel.
- Decoy sideways, not straight back, when Spray and Pray starts.
- Do not re-enter at low health with many Deadly Venom stacks; Expunge is the execute.
- Ninja Tabi and Randuin's Omen punish his attack-speed window.

VayneUnfavoured
Vayne's Condemn, Tumble spacing, and Silver Bolts let her beat Wukong in a clean late duel unless he catches her without peel space.
Watch for Condemn knocks Wukong out of melee and can stun him on terrain, ending his burst window while Vayne keeps firing.
How to beat
Fight away from walls and do not dash in from an angle that gives her an easy Condemn stun. Make her Tumble or Condemn first with Decoy pressure, then Nimbus Strike back onto her and Cyclone before Final Hour invisibility lets her reset spacing. If she still has Condemn, hold Cyclone until after the knockback or you may spin in empty space.
Later Vayne is one of the marksmen who can genuinely win the side-lane duel when both are finished. Wukong's better job is teamfight access: flank from fog, force Condemn defensively, and knock her up for allies before Silver Bolts shreds your health.
- Never fight near a wall unless Condemn is down.
- Final Hour Tumble invisibility makes target tracking harder after your first engage.
- Decoy can make her waste a shot, but it does not stop Silver Bolts once she resumes firing.
- Randuin's active helps keep her in Cyclone range after Tumble.

VeigarEven
Wukong kills Veigar quickly if he dodges Event Horizon, but one stun into Dark Matter and Primordial Burst can remove him before he finishes the combo.
Watch for Event Horizon controls the entire engage space, stunning Wukong if he crosses the edge and setting up Veigar's burst.
How to beat
Do not Nimbus Strike through the cage wall; wait inside or outside the ring until the edge is safe, then commit. Use Decoy to bait Baleful Strike or Dark Matter placement, and save Cyclone for after Event Horizon is down so Veigar cannot simply cage your spin. Build magic resistance if his combo is the only way you lose.
Later Veigar's burst scales hard, so the side-lane duel becomes more binary: dodge cage and kill him, or get stunned and die. In teamfights, Wukong should approach from fog and avoid being the first obvious cage target before using Cyclone on Veigar and his carries.
- Crossing Event Horizon's rim is the mistake; patience beats panic.
- Decoy can make Dark Matter land on the clone position if he casts early.
- Primordial Burst is less punishing to Wukong than to AP champions, but the full combo still kills.
- Banshee's Veil can blank the first spell that starts his setup.

WarwickUnfavoured
Warwick's healing and suppress lock make him favored in a sustained duel, while Wukong needs burst trades and anti-heal to avoid being drained out.
Watch for Infinite Duress suppresses Wukong and lets Warwick heal and deal damage while Wukong cannot Decoy or Cyclone.
How to beat
Do not let the fight become repeated autos plus Hungering Strike; Wukong's edge is short burst and disengage. Trade with Q armor shred, leave with Decoy before Warwick heals back too much, and only all-in when Infinite Duress is down or you have Quicksilver Sash. Apply Grievous Wounds if you are specifically matching him in side lane.
Later Warwick remains a better isolated drain duelist if he can force long contact. Wukong is more explosive in teamfights, so avoid being his suppression target and look to Cyclone multiple enemies while someone else absorbs or cleanses Infinite Duress.
- Executioner's Calling is valuable because his passive and Q both extend the duel.
- Quicksilver Sash removes Infinite Duress and flips many all-ins.
- Do not Decoy before his R if he can simply wait and suppress your reappearance.
- Short trades are fine; full-health stat checks are not.

ZileanEven
Zilean can kite and undo a kill with Chronoshift, but Wukong wins if he forces the revive early and saves enough mobility to finish after it expires.
Watch for Chronoshift denies Wukong's burst kill and revives Zilean if Wukong spends Cyclone too early.
How to beat
Do not chase endlessly through Time Warp slow while double Time Bombs chip you down. Engage from fog or after he uses Time Warp aggressively, force Chronoshift with Q and E damage, then back off until the rune expires or prepare to kill him again after the revive. Save Decoy to dodge bomb timing or break pursuit when Rewind gives him another slow.
Later Zilean almost never wants the side-lane duel, but he can stall it and waste your time. In teamfights, he is more valuable through Chronoshift than damage, so either force his ultimate on himself before the real engage or ignore him and Cyclone the revived target after the buff is gone.
- Killing him during Chronoshift is not a kill; watch the buff before committing more damage.
- Time Warp can be used as either his escape or your engage denial, so track which target he cast it on.
- Decoy can make a bomb detonate away from your re-entry path.
- Mercury's Treads help against the slow, but timing Chronoshift matters more than items.
No champion by that name.
18- Attack damage
- 297.8
- Ability power
- 0
- Armor
- 217
- Magic resist
- 134.1
- Attack speed
- 1.013
- Cooldown reduction
- 20%
- Critical strike chance
- 15%
- Move speed
- 390

Click an item to leave it out of the numbers.
Resources
- Health
- 2,773
- Health regen
- 31.8 / 5s
- Mana
- 886
- Resource regen
- 18.65 / 5s
Offense
- Attack range
- 175
- Crit chance
- 15%
- Crit damage
- 210%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QCrushing Blowrank 5/5
- Damage
- 487
WDecoyrank 5/5
- Damage
- 255
ENimbus Strikerank 5/5
- Damage
- 396
RCyclonerank 3/3
- Damage Per Second
- 569
- Damage
- 2,274
- Percent HP Damage
- 32.6%
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.013
- Average hit
- 353.9
- Normal hit
- 303.8
- Critical hit
- 637.9
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 43 / s
- Time to kill
- 2.8s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 257.8
- Ability power
- 0
- Armor
- 236
- Magic resist
- 105.1
- Attack speed
- 1.020
- Cooldown reduction
- 31%
- Critical strike chance
- 15%
- Move speed
- 390

Click an item to leave it out of the numbers.
Resources
- Health
- 2,803
- Health regen
- 30.8 / 5s
- Mana
- 886
- Resource regen
- 25.65 / 5s
Offense
- Attack range
- 175
- Crit chance
- 15%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QCrushing Blowrank 5/5
- Damage
- 442
WDecoyrank 5/5
- Damage
- 255
ENimbus Strikerank 5/5
- Damage
- 364
RCyclonerank 3/3
- Damage Per Second
- 520
- Damage
- 2,078
- Percent HP Damage
- 32.6%
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.020
- Average hit
- 302.4
- Normal hit
- 263
- Critical hit
- 525.9
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 3.2s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 112.1
- Ability power
- 0
- Armor
- 82
- Magic resist
- 52.5
- Attack speed
- 0.994
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 345
Resources
- Health
- 1,965
- Health regen
- 16.8 / 5s
- Mana
- 886
- Resource regen
- 18.65 / 5s
Offense
- Attack range
- 175
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QCrushing Blowrank 5/5
- Damage
- 273
WDecoyrank 5/5
- Damage
- 250
ENimbus Strikerank 5/5
- Damage
- 240
RCyclonerank 3/3
- Damage Per Second
- 335
- Damage
- 1,338
- Percent HP Damage
- 32%
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.994
- Average hit
- 112.1
- Normal hit
- 112.1
- Critical hit
- 224.2
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.0s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 320.55
- Ability power
- 0
- Armor
- 122
- Magic resist
- 74.1
- Attack speed
- 1.020
- Cooldown reduction
- 22%
- Critical strike chance
- 15%
- Move speed
- 350.17

Click an item to leave it out of the numbers.
Resources
- Health
- 2,303
- Health regen
- 31.8 / 5s
- Mana
- 886
- Resource regen
- 18.65 / 5s
Offense
- Attack range
- 175
- Crit chance
- 15%
- Crit damage
- 200%
- Life steal
- 27%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QCrushing Blowrank 5/5
- Damage
- 513
WDecoyrank 5/5
- Damage
- 255
ENimbus Strikerank 5/5
- Damage
- 415
RCyclonerank 3/3
- Damage Per Second
- 596
- Damage
- 2,385
- Percent HP Damage
- 32.6%
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.020
- Average hit
- 376
- Normal hit
- 327
- Critical hit
- 653.9
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 103.5 / s
- Time to kill
- 2.6s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.