May i suggest a mini-rework in Wukong kit.

ValiantKiller··9 votes·6,784 views

So before we start please if you want to add anything or change anything, feel free to do it in comments.

Okey here we are , now what is Wukong according to all source in any game and this main story line which is journey to the west that he is the "Monkey king " and he is a "Trickster ". And this 2 words what i going to focus on , on the idea of the rework that i going to suggest which i think it will help him to have more better builds and can fit into diver design more.

**Note **: I will use " " on what should be changed within a skill.

**Trickster: ** Here the thing i find funny about his current design he doesn't do much aside from using his w to spawn a clone that do nothing aside from spinning, let's see what we can do to improve it. **E (Nimbus Strike) : ** ACTIVE: Wukong dashes on a cloud to the target enemy and sends out " 2 clones to attack up to two additional enemies near the primary target ", dealing physical damage 65 / 100 / 135 / 170 / 205 (+ 80% bonus AD) to each enemy struck "on initial cast followed by the 2 clones auto attacking their target for 1.5 second". Upon hitting his target, Wukong gains bonus attack speed for 4 seconds 30 / 35 / 40 / 45 / 50%.

** Q (Crushing Blow) ** ACTIVE: Wukong's next basic attack within 5 seconds gains 125 bonus range, deals bonus physical damage 10 / 40 / 70 / 100 / 130 (+ 0 / 10 / 20 / 30 / 40% AD) and reduces his target's armor for 3 seconds 10 / 15 / 20 / 25 / 30% of target's armor "Wukong command his Clones to auto attack the target that was recently hit by his Q".

**Monkey King: ** ** Passive (Stone Skin) ** INNATE: "Wukong gains 6 / 8 / 10 "OR" 4/6/8 "OR" 2/4/6 bonus armor and magic resistance for each Ally and clone in circle of 700 range, Additional Wukong heal 15% "OR" 10% of his Bonus HP for each autoattack or spell cast it clone take"

Conclusion : Here what i hope this change would do for MonkeyKing First give him some space in lane phase where he can trade without being forced into getting all in or die while in same time giving him more wave clear both in jungle and in lane. Second by default cause of his new passive it should make MonkeyKing player more encourage to build hp diver items such item 3742 item 3053 etc. Third it will give MonkeyKing more room to make plays and use his clones in the right time for high reward and sustain in teamfights, for example MonkeyKing should be very rewarding if he used his W and E right during teamfight so he be able to sustain within the heat of the battle and in same time use his passive to max power if he stays with team and lead them as a "King". Fourth it will finally give more room and more diversity for MonkeyKing in his runes and build without forcing him to play on burst only, as he would use GRASP OF THE UNDYING to stack more hp and be more buffy tanky if he want to be the frontline for his team and get rewarded for that by his passive healing since it scale with bonus HP. As well as it would reward MonkeyKing who fighting heavy tanky team by using conquer and heavy diver items such item 3071 since his clone will help with damage and focus one target. And finally he could still use the same old electrocute build with divers items such item 3078 mixed with item 3147 against squishy team.

Anyway here is my thoughts, please comment on what you think.

21 Comments

HalcyonDweller3 votes

I like this, but I think that the E clones should do what wukong does. If he doesn't attack, they should stand still so opponents have to guess if he used W after E. Or if he attacks then maybe they should attack like you suggested.

Edit: also, casting Q should make clones attack their nearest enemy at the same time he attacks with Q, rather than whoever he Qs.

ValiantKiller1 votes

{quoted}

I like this, but I think that the E clones should do what wukong does. If he doesn't attack, they should stand still so opponents have to guess if he used W after E. Or if he attacks then maybe they should attack like you suggested.

Edit: also, casting Q should make clones attack their nearest enemy at the same time he attacks with Q, rather than whoever he Qs.

Well you add more play with his E so it can be used to trick his enemy along his w, sound lovely to be honest i mostly suggest his change to get more clones to wukong while getting more idea like this to help him sustain from his passive and in same time have wave clear with ability to trick his enemy.

Though i disagree on q since your E would make the clones attack different target while q make you have option to focus on target if desire for trades.

HalcyonDweller2 votes

{quoted}

Well you add more play with his E so it can be used to trick his enemy along his w, sound lovely to be honest i mostly suggest his change to get more clones to wukong while getting more idea like this to help him sustain from his passive and in same time have wave clear with ability to trick his enemy.

Thanks!

Though i disagree on q since your E would make the clones attack different target while q make you have option to focus on target if desire for trades.

Oooh, I get it now, yeah ignore what I said on this part. I like your idea way better anyways.

ValiantKiller1 votes

{quoted}

Thanks!

Oooh, I get it now, yeah ignore what I said on this part. I like your idea way better anyways.

Yah my idea if got tweaked by your design, it should make him able to wave clear with his e and in same time trick people if he stop attacking or keep attacking different target using his clones during the 1.5 second. Of if he desire to focus one target for trade with his clones during that time special such idea would reward a conquer wukong alot against tankers since his q will give extra armor pen + clones aa + conquer proc. I just want to break the damn chain that he got on himself by giving him more option in runes, trading, tricking and leading team.

HalcyonDweller2 votes

This is a worthwhile cause, I'm grateful that you put the time into making a post about it :)

ValiantKiller1 votes

{quoted}

This is a worthwhile cause, I'm grateful that you put the time into making a post about it :)

Well we got to share our ideas hopefully that riot wake up from their sleep and do something about him, special it will be easier to work with ideas from the mains of this champions. Like he already got many amazing ideas from alot of games i just collect them reforge them in my mind and take them under how they can apply to game like league and here what i got.

Blue Moon Wolf1 votes

I like it. It kind of reminds me of Paragon Wukong's ult that allowed him to create clones after every AA. That in of itself would be a bit weird and possibly OP for League (though I still think it would be neat to see a Passive Ultimate one day), That's kind of a nice way to add in a mechanic like that without making it be too reliable.

ValiantKiller1 votes

[{quoted}](name=Blue Moon Wolf,realm=NA,application-id=3ErqAdtq,discussion-id=KxhpANtq,comment-id=0001,timestamp=2018-08-22T19:51:24.291+0000)

I like it. It kind of reminds me of Paragon Wukong's ult that allowed him to create clones after every AA. That in of itself would be a bit weird and possibly OP for League (though I still think it would be neat to see a Passive Ultimate one day), That's kind of a nice way to add in a mechanic like that without making it be too reliable.

Well you will get like 3 clones in any fight and if people wasn't smart enough to stop hitting them you will get free sustain while in same time you able to clear waves using clones and use them to focus target or multi target while your new passive help you well in team fight special if you lead your team with ult.

Herlgar1 votes

[{quoted}](name=Blue Moon Wolf,realm=NA,application-id=3ErqAdtq,discussion-id=KxhpANtq,comment-id=0001,timestamp=2018-08-22T19:51:24.291+0000)

though I still think it would be neat to see a Passive Ultimate one day

Doubt it, they pretty much added an active to all passive-only abilities. Ashe's E and Jax' ult used to be pure passive abilities.

Crunbum1 votes

While I'm all for reworking Wukong to be played as more of a bruiser-ish champion, the changes you proposed would not have the outcomes you think they would. Although those changes would make tanky wukong more than viable, they would also make assassin wukong completely broken. I'm not counting your passive here which is horribly overpowered.

Here's my go at it:

Innate : Stoneskin

Wukong receives [4-10] (based on level) bonus armor and magic resistance for each second he is in combat with enemy champions or epic monsters, up to a maximum of [20-50]. This bonus is temporarily disabled while Wukong is immobilized and rapidly decays while out of combat.

While under 40% maximum Health, Wukong receives [5% bonus health] less damage from all sources* and [16-32%] (based on level) bonus Tenacity.

  • Damage Reduction is 1/3 as effective vs DoT

Q : Crushing Blow

Passive : Wukong's and his clone's basic attacks reduce the target's armour by 3/4/5/6/7 for 4 seconds, stacking up to 5 times.

Active: Wukong's or his clone's (whoever strikes first) next basic attack within 5 seconds gains 125 bonus range, deals 20/40/60/80/100 (+20% AD per stack of Crushing Blows on target) bonus physical damage and doubles [Crushing Blow] armour reduction on target for 3 seconds.

W : Decoy

[Unchanged]

E (Nimbus Strike) :

Active: Wukong creates a clone* that dashes on a nimbus cloud dealing 70/100/130/160/190 (+60% bonus AD) physical damage to the primary target and two other, nearby enemies (prioritising champions),

Upon hitting his target, Wukong gains 18/21/24/27/30% bonus movement speed for 1.5 seconds and can, during that time, reactivate this ability to switch places with the clone or decoy nearest to his cursor position.

  • The clone lasts for 2.5 seconds and can be manually controlled to move and attack. (shift+right click)
  • On-hit effects are applied to the primary target of Nimbus Strike.

R : (Cyclone) :

Physical damage per second changed from 20/110/200 (+ 110% AD) to 50/140/230 (+75% AD). Applies a stack of [Crushing Blow] every second to all enemies hit.

What do you all think? TL;DR - Passive reworked, ability damage shifted to be higher base but lower scalings, utility increased and now requires skill to play.

ValiantKiller1 votes

{quoted}

While I'm all for reworking Wukong to be played as more of a bruiser-ish champion, the changes you proposed would not have the outcomes you think they would. Although those changes would make tanky wukong more than viable, they would also make assassin wukong completely broken. I'm not counting your passive here which is horribly overpowered.

Here's my go at it:

Innate : Stoneskin

Wukong receives [4-10] (based on level) bonus armor and magic resistance for each second he is in combat with enemy champions or epic monsters, up to a maximum of [20-50]. This bonus is temporarily disabled while Wukong is immobilized and rapidly decays while out of combat.

While under 40% maximum Health, Wukong receives [5% bonus health] less damage from all sources* and [16-32%] (based on level) bonus Tenacity.

  • Damage Reduction is 1/3 as effective vs DoT

Q : Crushing Blow

Passive : Wukong's and his clone's basic attacks reduce the target's armour by 3/4/5/6/7 for 4 seconds, stacking up to 5 times.

Active: Wukong's or his clone's (whoever strikes first) next basic attack within 5 seconds gains 125 bonus range, deals 20/40/60/80/100 (+20% AD per stack of Crushing Blows on target) bonus physical damage and doubles [Crushing Blow] armour reduction on target for 3 seconds.

W : Decoy

[Unchanged]

E (Nimbus Strike) :

Active: Wukong creates a clone* that dashes on a nimbus cloud dealing 70/100/130/160/190 (+60% bonus AD) to the primary target and 35/50/65/80/95 (+ 30% bonus AD) to two other, nearby enemies (prioritises champions).

Upon hitting his target, Wukong gains 18/21/24/27/30% bonus movement speed for 1.5 seconds and can, during that time, reactivate this ability to switch places with the clone or decoy nearest to his cursor position.

  • The clone lasts for 2.5 seconds and can be manually controlled to move and attack. (shift+right click)

R : (Cyclone) :

Physical damage per second changed from 20/110/200 (+ 110% AD) to 50/140/230 (+75% AD). Applies a stack of [Crushing Blow] every second to all enemies hit.

What do you all think? TL;DR - Passive reworked, Ability Base Damages slightly increased but scalings reduced, utility increased and now requires skill to play.

I don't think my change would make assassin wukong viable by all means cause 3 simple things.

  1. His passive does scale with bonus hp which assassin wukong special jungle wukong doesn't get except from Black Cleaver only.
  2. His passive armor/Magic resist scale with the team around him not his enemy, so he can't just go all in and sneak from backline cause he will lose alot of his passive power.
  3. His clones would die at instance from aoe damage if they squishy which mean no viable effect from them.

Passive isn't overpowered by all means cause it force wukong to stay within 700 range of his team, if you see any assassin wukong play he mostly away from his team with atleast 800 range cause he want to sneak attack and not be exposed while in his same time as i said it bonus hp what make you heal from your clones taking damage that mean you need atleast 3 hp items + boots which give you 2 more items slot either for more hp and be buffy tanky bruiser or go for item 3147 item 3026 if you want do some damage.

Although i would said the passive you suggest is interesting but i would still prefer mine cause he need sustain over pure damage reduction honestly.

Crunbum1 votes

{quoted}

I don't think my change would make assassin wukong viable by all means cause 3 simple things.

  1. His passive does scale with bonus hp which assassin wukong special jungle wukong doesn't get except from Black Cleaver only.
  2. His passive armor/Magic resist scale with the team around him not his enemy, so he can't just go all in and sneak from backline cause he will lose alot of his passive power.
  3. His clones would die at instance from aoe damage if they squishy which mean no viable effect from them.

Passive isn't overpowered by all means cause it force wukong to stay within 700 range of his team, if you see any assassin wukong play he mostly away from his team with atleast 800 range cause he want to sneak attack and not be exposed while in his same time as i said it bonus hp what make you heal from your clones taking damage that mean you need atleast 3 hp items + boots which give you 2 more items slot either for more hp and be buffy tanky bruiser or go for item 3147 item 3026 if you want do some damage.

Although i would said the passive you suggest is interesting but i would still prefer mine cause he need sustain over pure damage reduction honestly.

1.Yes, but the clones can autoattack. This means that they deal quite hefty damage while they're alive, directly scaling with AD and lethality that assassin Wukong loves.

Also, do consider that you could easily go BC + Sterak's while, other than that, still being nearly full lethality. You would have an even easier time snowballing with an assassin build, as, once you're done building your damage core, you can now get a lot of survivability AND damage.

2.Not really. Not only is this a net buff - more free stats per target AND more possible targets - up to 2 clones, decoy and 5 nearby allies!

You can have 3 stacks of passive up while BY YOURSELF due to your clones, which gives you a similar amount of armor/mr to what you would get with 4 stacks of the current passive.

Again, this means Wukong can ignore going for defensive stats, go full lethality and maybe grab a bit of health on top of that. And have the same damage he has now while being tanky af.

3.As assassin you'd typically dive in single, easily killable targets that cant retaliate or go into an aoe ultimate which knocks everyone up and, if positioned properly, prevents any retaliation, including AOE that could technically kill your clones but, again, thanks to your overturned passive they are now tanky even with squishy build.

I'm not saying your idea is bad. It isn't. Its more of a "too high numbers" case than "bad idea". I still prefer mine though.

ValiantKiller1 votes

{quoted}

1.Yes, but the clones can autoattack. This means that they deal quite hefty damage while they're alive, directly scaling with AD and lethality that assassin Wukong loves.

Also, do consider that you could easily go BC + Sterak's while, other than that, still being nearly full lethality. You would have an even easier time snowballing with an assassin build, as, once you're done building your damage core, you can now get a lot of survivability AND damage.

2.Not really. Not only is this a net buff - more free stats per target AND more possible targets - up to 2 clones, decoy and 5 nearby allies!

You can have 3 stacks of passive up while BY YOURSELF due to your clones, which gives you a similar amount of armor/mr to what you would get with 4 stacks of the current passive.

Again, this means Wukong can ignore going for defensive stats, go full lethality and maybe grab a bit of health on top of that. And have the same damage he has now while being tanky af.

3.As assassin you'd typically dive in single, easily killable targets that cant retaliate or go into an aoe ultimate which knocks everyone up and, if positioned properly, prevents any retaliation, including AOE that could technically kill your clones but, again, thanks to your overturned passive they are now tanky even with squishy build.

I'm not saying your idea is bad. It isn't. Its more of a "too high numbers" case than "bad idea". I still prefer mine though.

Then we can adjust the number of passive and make it goes 4/6/8 or even 2/4/6 so it would give the same result of his old passive or more nerfed but around his clones and ally. And you seem to forgot that wukong q is heavy nerf with the runes change else why he only spike after buying item 3147 item 3095 item 3142 right now which mean he still need 3 ad items + boots +item 3053 +item 3071 both of them would give him 850 bonus HP that mean he would heal 15% of bonus hp on each hit mean 127hp roughly we can change that to 10% aswell so it be 85hp.

It matter of numbers change here more than the design it self.

HalcyonDweller1 votes

That E is basically Zed' W. I'd rather Wukong keep something more unique. OP's E idea is great because with multiple clones to choose from opponents will have a harder time figuring out who to target. It plays off of his trickyness more.

ValiantKiller1 votes

{quoted}

That E is basically Zed' W. I'd rather Wukong keep something more unique. OP's E idea is great because with multiple clones to choose from opponents will have a harder time figuring out who to target. It plays off of his trickyness more.

Yah i know right ? You just made me notice that E idea is more like mix between zed W and Shaco R.

HalcyonDweller1 votes

Possibly yeah. There's an idea for Wukong that's similar to this, that I thought up with a friend of mine that we think would be really cool, but it would only work if he were re-designed as an assassin. Here's how it would work:

Casting R would stealth you and leave you in your current position unable to move (that or simply tethered to a certain range from the casting location), meanwhile it spawns a clone that you gain full control of. You can cast abilities as normal from the clone, and if you re-cast it the clone goes away creating a new effect (either 1. do a leg sweep with your bo-staff briefly stunning or knocking up nearby enemies, or maybe disarming them? or 2. create a smoke cloud similar to what Graves has, but either in a larger area or spread out in a ring like Akali's new shroud).

Even if this doesn't end up getting used for Wukong, I think it would be a lot of fun even on another character eventually.

You could use the clone to lead opponents away from your real body, or you could use it to turn and fight, giving yourself a bonus effect and an advantage in the fight. Or you could use it to dive twice in a teamfight, once with the clone and then a second time as yourself.

ValiantKiller1 votes

{quoted}

Possibly yeah. There's an idea for Wukong that's similar to this, that I thought up with a friend of mine that we think would be really cool, but it would only work if he were re-designed as an assassin. Here's how it would work:

Casting R would stealth you and leave you in your current position unable to move (that or simply tethered to a certain range from the casting location), meanwhile it spawns a clone that you gain full control of. You can cast abilities as normal from the clone, and if you re-cast it the clone goes away creating a new effect (either 1. do a leg sweep with your bo-staff briefly stunning or knocking up nearby enemies, or maybe disarming them? or 2. create a smoke cloud similar to what Graves has, but either in a larger area or spread out in a ring like Akali's new shroud).

Even if this doesn't end up getting used for Wukong, I think it would be a lot of fun even on another character eventually.

You could use the clone to lead opponents away from your real body, or you could use it to turn and fight, giving yourself a bonus effect and an advantage in the fight. Or you could use it to dive twice in a teamfight, once with the clone and then a second time as yourself.

Problem is where would his R go? You know that spin move on this R is the iconic animation for Sun Wukong which our was wukong was based on, so yah. The idea is lovely but then you would make him less of the Sun Wukong xD

HalcyonDweller1 votes

What about the R is the classic Sun Wukong? Is it the constant spinning part or the initial spin and knockup? I'm genuinely asking, not just being facetious. I don't want to step on the toes of the original character.

With one version of my R idea it would preserve the spin and knockup, but not the multiple spins one.

Another idea for the ultimate would be to allow him to recast it a few times, stunning or knocking up on the first hit and then any repeat hits on enemies just slow them instead.

ValiantKiller1 votes

{quoted}

What about the R is the classic Sun Wukong? Is it the constant spinning part or the initial spin and knockup? I'm genuinely asking, not just being facetious. I don't want to step on the toes of the original character.

With one version of my R idea it would preserve the spin and knockup, but not the multiple spins one.

Another idea for the ultimate would be to allow him to recast it a few times, stunning or knocking up on the first hit and then any repeat hits on enemies just slow them instead.

Didn't you ever notice the design of any wukong in any other games ? Wukong special move is his spin and even in most of RPG games ,any character that use staff and is based on Asia game mostly get a special spin as well.

HalcyonDweller1 votes

I hadn't noticed that. Guess I'll take a look at some other games to educate myself!

ValiantKiller1 votes

{quoted}

I hadn't noticed that. Guess I'll take a look at some other games to educate myself!

https://youtu.be/khsjzariacQ Here you go check how wukong in smite looks like.

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