A minor change that I think should be made to Wukong
Since that other post is getting upvoted, might as well throw this out there:
First, Wukong's Decoy should grant bonuses to his other abilities if it hits somebody/it gets hit. Then, nerf his other abilities accordingly.
Let's be totally fair here, there's not too much mechanical depth to Wukong's kit, and his counterplay leans more on Macroplay than Microplay, which is a legitimate form of Counterplay, but not one the vast majority of League players are apparently capable of wrapping their heads around. His W is the only real element in his kit with active micro-mechanical skill potential and with a bit of work and creativity, it can siphon power from the rest of his abilities as far as 'power budget' goes so that playing against Wukong has a far more active element of playing around his Decoy than just him E-Q-Ult and killing squishy targets.
As for what bonuses in particular, I've thought of ideas like granting bonus range on his Q and E, resets/soft resets on cooldowns, doubling bonuses on his Passive (or the secondary effects of his Q and E), doubling the proc rate on his Ultimate :p, but ultimately I don't think I'm in a position to actually suggest specifics to solutions other than noting problems and general directions on how to deal with them.