Extensive Wukong thread
Phy "--The last one is kind of weird actually. Wukong keeps getting nerfed, and keeps not giving a crap at all--he is still very dominant and is still a powerhouse with just a few items, even if he is not like completely overpowered. I don't think you tend to max your Q first so you will be stuck on that 0% AD ratio to start with--and I actually never seen that before... Like a champion starting on 0% and then scale up with ranks."
LoLalytics: keep in mind the win% / pick% is formatted lowest-highest and not chronological. Also the %s are obviously rounded. Patch// win%// pick%// remark 8.12 ** //** 52-53% // 10-12% ** //** post Q buff, post ADC and crit nerfs, Stormrazor (SR) buff 8.13 ** //** 53-54% // 11-15% ** //** Dom. tree buff, SR build path change, higher bounties 8.14 ** //** 52-54% // 11-13% ** //** E nerf (main damage ability), teleport nerf (alt. to ignite), conqueror nerf 8.15 ** //** 53-54.5% // 8-10% ** //** SR tweaked/can be bought sooner
The current meta, the items, the nerfs to other champions, and the fact that most Wukong players are one-tricks are what maintain the healthy win rate on Wukong. I mentioned
a lot. Wukong has an average 64% win rate with 13% pick rate with that item. Using this item is not as popular as
or
but it does have a higher win rate than those items, and synergies extremely well with
. This combo was abused a lot more in Korea than you see in NA servers, even though it isn't overly popular overall. FNC Caps also recently took Wukong mid into a Yasuo, built SR and did really well.
Currently
is sitting at a 53% win rate based on OP.GG. Lets not forget guys that win rate is not everything, otherwise
55.2% win rate
54.2% win rate
53.7% win rate … (and many others) would also be worth nerfs? I know a lot of you do not agree that champions such as
deserve nerfs just looking through the threads. But there it is.
This final part is basically a rant. Did you know that in lane Wukong's passive (Stone Skin) provides you with a measly 4 armor and 4 magic resistance? If you are going against an AD laner (the usual case top lane), your 4 armor is worth 80 gold worth of stats. I am not downplaying his passive, as it has great gold value mid-late game when you group for team fights, however his early game is extremely punishable. This is especially the case with a lot of the early game bullies taken top lane. Wukong was always meant to be weak early in this way, but strong mid-late game. What would we be accomplishing by nerfing his mid-late game and letting his early game still be bad, meanwhile the game length gets shorter?
I don't think he needs buffs, Wukong players have learned to work around his weaknesses (mostly in the early game). I also don't think he needs nerfs. APC's can build
, ADCs can build
(each of these help a lot), the jungler can easily shut him down, early game lane bully champions can zone him from farm, better vision, map awareness and anticipation skills for Wukong's very linear gameplay are very effective as well.