Wukong is controversial: Dealing with his binary nature.
Currently, Wukong is absolutely controversial:
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If you play as him, he feels weak, limited, unable to do much in laning phase and relying on clutch assassinations / teamfights to be useful.
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If you play against him and he gets fed, he is a one-shotting, no counter-play monster who kills you from stealth before you can squeal.
Something needs to be done to reconcile these two perspectives, pushing Wukong away from "degenerate one-shotting" and towards healthier damage / trade patterns, while still letting him be useful and helpful for his team.
However, I'd like to point out that this doesnt even require a full rework, as some numbers tuning and one additional mechanic or so in passive and Q could do the trick:
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Q - Crushing blow: Wukong's next basic attack deals 30/50/70/90/110 + (110% AD) physical damage and shreds the enemy's armor by 10% for 6 seconds. The armor reduction stacks up to 5 times and refreshes the duration to 6 seconds. 25 mana, 5 second cooldown.
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Passive - Stoneskin: Wukong gains +2 armor and magic resist for every 150 bonus health. He gains an additional 3/5/7 armor and magic resist for every nearby enemy champ.
Analysis: Wukong's Q would now deal a little more damage early game (+20 base and +10% scaling) but less damage late game (-20 base and -30% scaling). This means his overall AD scaling for one shot builds is diminished. However, the fact that his Q scales, and has a 5 second cooldown means that he can threaten enemies with loads of damage if they keep getting hit by him. He will eventually outdamage current wukong, but only if he stays there and slams you 5 times to ruin your armor. It gives him team utility by threatening anyone shreded by him to be destroyed by physical damage dealers. It gives him something unique, without making him the bursty nightmare he is, and without changing his basic playstyle / trade patterns (E-aa-Q-W).
However, for that Q to work, he needs to be able to stay in the fight to apply it to a target several times. For this, he needs some survivability beyond a clone every 10 seconds. Therefore, lets change his passive. If a Wukong were to try to abuse the passive, he would get Titanic Hydra, Black Cleaver, Steraks, Frozen Mallet, and Warmogs (450 + 400 + 450 + 800 + 700 = 2800). This nets him 2800 HP (37 ar/mr). With his passive, that grants him 44 - 72 bonus AR and MR. Strong, better than his 8 - 40 ar/mr atm. Yet, this is only if he builds full bonus health. If he tries to go full AD build, then his passive is weaker than current. People already argue that its largely useless, so that shouldnt be a big deal. However, for bruiserkongs, a more reasonable Black Cleaver, Trinity Force, Steraks, Titanic, Deaths Dance (400 + 250 + 450 + 450 = 1550) nets him 1550 HP (21 ar/mr). This would give him 28 - 56 ar/mr. Tankier in duels, with 28 intead of 8, tankier in teamfights with 56 instead of 40, but in doing so he's given up lethality, AD, Duskblade procs, and other bursty patterns that would make him overpowered.
These changes make a Wukong Assassin, who everyone hates less effective. It makes a Wukong who goes full tank be quite beefy, but potentially helpful in teamfights as he shreds people's armor. It makes a Bruiserkong more survivable, less bursty, but with some threat of future damage if he keeps slapping you with his stick.
fault... its damage creep and the new itemization that broke him.
and even the new
.