Ideas about a Wukong Gameplay update

Morègank Freemàn··1 votes·312 views

OLD PASSIVE: Stone Skin. Wukong's Armor and Magic Resistance is increased by 4/6/8 for each nearby enemy champion.

NEW PASSIVE: Wuju Rage. When Wukong’s Decoy suffers fatal damage, is hard CC’d, or Reunites with the true Wukong, Wukong goes bananas (Get it? Monkeys? Bananas? hehe xd) for 4 seconds, gaining 10/20/30/40/50% bonus Attack Damage and healing himself for 5/7.5/10/12.5/15% of all the damage he deals (both scales with W's level). If two conditions happen at the same time Wuju Rage's bonuses are calculated as if the W level was 5. [example: a Poppy pins Wukong’s Decoy on the wall. This triggers Wuju Rage, and its values are calculated depending on his W level. Now:

  1. the Decoy simply survives, triggering the passive depending on his W level;
  2. the Decoy survives AND the true Wukong manages to reunite with the Decoy by properly using his E, triggering Wuju Rage as his W was lv5;
  3. the Decoy dies 'cause Poppy hammered him to death, triggering Wuju Rage as his W was lv5. The last case scenario, in which the Decoy is FIRST hard CC’d then killed, triggers Wuju Rage at his full potential simply because it should only happen when either Wukong is really low on health, so the Decoy was created with very low health, OR he successfully escaped a big burst of damage that would have killed him in a large fight. Both instances mean that Wukong was successful in being a nimble, trickster fighter, and that he should be rewarded for it]

OLD Q: Crushing Blow. Wukong's next attack gains 125 range, deals 30/60/90/120/150 (+10% Attack Damage) bonus physical damage and reduces the enemy's Armor by 10/15/20/25/30% for 3 seconds. Mana cost: 40 at all ranks. Cooldown: 9/8/7/6/5.

NEW Q: Crushing Blow. Think about the Yasuo Q. Wukong slams the ground in a direction, dealing (120% AD) physical damage and reducing the enemy's Armor by 10/15/10/25/30% for 3 seconds. 300 range, narrow hitbox. Mana cost: 30 at all ranks. Cooldown: 6 at all ranks.

OLD W: Decoy. Wukong becomes Invisibile for 1.5 seconds, leaving behind a decoy that will deal 70/115/160/205/250 (+60% Ability Power) Magic Damage to enemies near it after 1.5 seconds. Mana cost: 50/55/60/65/70. Cooldown: 18/16/14/12/10.

NEW W: Decoy. Wukong becomes Invisible for 1.5/1.75/2/2.25/2.5 seconds, leaving behind a Decoy that lasts 3/3.5/4/4.5/5 seconds before disappearing without dealing damage. The Decoy will mimic the true Wukong's basic abilities (if they're casted), dealing 30% of the damage the true Wukong would deal, if he hits an enemy with them. The Decoy will strike in the direction of the true Wukong's ability direction. The abilities cast by the Decoy only deal damage, Armor Shred and Attack Speed won’t stack if both the Decoy and the true Wukong hit their abilities correctly. Mana cost: 60 at all ranks. Cooldown: 20/18.5/17/15.5/14.

OLD E: Nimbus Strike. Wukong dashes to target enemy and sends out images to attack up to 2 additional enemies nearby. Each enemy struck takes 60/105/150/195/240 (+80% bonus Attack Damage) physical damage. Wukong then gains 30/35/40/45/50% Attack Speed for 4 seconds. Mana cost: 45/50/55/60/65. Cooldown: 8 at all ranks.

NEW E: Nimbus Strike. Wukong dashes to target location and sends out up to 2 images to hit up to 3 nearby enemies (prioritizes Champions -> minions / jungle creeps about to die -> minions / jungle creeps that are closest to the area where the spell was casted, same concept of Fiora's Q), dealing 50/100/150/200/250 (+75% bonus AD) damage to all enemies hit. If Wukong hits an enemy champion or epic monster, he gains 30/35/40/45/50% Attack Speed for 4 seconds and a short burst of movement speed that decays over 2 seconds (10/15/20/25/30% bonus Movement Speed). If he hits a large monster, he gains half the amounts. If both the Decoy and the true Wukong dash to the same location (meaning they were fairly close to each other in order to match the range of the ability), they will Reunite, causing the Decoy to disappear. Mana cost: 50/55/60/65/70. Cooldown: 12/10.5/9/7.5/6

OLD R: Cyclone. Wukong's staff grows outward and he spins it around for 4 seconds, dealing 20/110/200 (+110% Attack Damage) physical damage per second to nearby enemies, knocking them up for 1 second the first time they get hit. At the start, Wukong gains 15% Movement Speed, and he gains an additional 10% per second over the duration. Mana cost: 100 at all ranks. Cooldown: 120/105/90

NEW R: Cyclone. Wukong starts spinning with his staff pointed outward. He spins for 3 seconds, dealing 50/100/200 (+100% AD) each 0.75 seconds to nearby enemies, knocking them up for 1/1.25/1.5 seconds the first time they get hit. Mana cost: 100/125/150. Cooldown: 100/85/70.

The kit is pretty much the same. Those changes just added a new level of complexity that rewards players who actually invested time into mastering the Monkey King. New players will still be able to E - AA - Q - W - Escape, while experienced Monkeys will have to think about how to use the Decoy: do I want to use it to boost my all in damage? Do I want to save it in case the jungler is top side right now? Do i fake a Decoy in order to gain a position advantage and hit a double E Q combo? The new Q can also be used as a waveclear tool; that makes Tiamat still a good buy, just not as core as before, at least in the early stages of the game. The new E can be used to move through terrain in the jungle (a Monkey climbs terrain, that's simple logic). So its cooldown has been increased early and reduced late, in order to prevent too much mobility from the Monkey King in the early game. Making Cyclone hit faster allows Wukong to stop dashes if timed correctly; very hard, but still a possibility.

Don't ignore, give the Monkey some love.

3 Comments

Seilleas1 votes

Just some feedback. For the passive to give 50% AD and 15% of all damage dealt you would have to reduce his base damages because he would turn into a drain-tank like Aatrox or Darkin Kayn . Imagine having item 3146 and going tank with item 3748 item 3068 item 3050, you proc your passive and ult and you heal to full in seconds for example. Also with E´s ATS bonus hes gaining too many stats for free and will end up like Rengar post-rework pre-nerf with a lot more options.

Morègank Freemàn1 votes

In order to trigger the new passive you have to use W, which is your main source of teamfight engage and escape since it gives invisibility for a decent period of time. Being able to trigger Wuju Rage inside a teamfight means you went in with the W available: if you engage while invisible the Decoy is left behind, it cannot suffer any damage, therefore he can't die and trigger the passive; he cannot get hard CC'd, therefore it cannot trigger the passive; it cannot Reunite with the true Wukong because of the distance between the two, therefore it cannot trigger the passive. Going into a teamfight with W up means the enemy team has the time to react to the play you are going to make, since they see you unless you're inside a brush or something: a Malzahar's flash ultimate can shut you down, a Malphite can engage on you right away, you can get Polimorphed by Lulu, hooked by Thresh, and so on. And every Wukong player knows that one of his strenghts is the surprise 5-man ultimates he can pull off.

Furthermore, since Wukong is listed as a Diver, he should have the tools to be annoying in skirmishes and teamfights: almost every other Diver has CC, sustain abilities and/or ways to keep themselves inside the fight and deal damage or be a nuisance.

  • After he went in with his ultimate, Warwick has healing, damage reduction and an AOE fear.
  • Aatrox and Rhaast are drain tanks, with INSANE amounts of healing and CC coming from Rhaast, a GA-like passive and missing health based healing coming from Aatrox.
  • Kled if ignored can remount on Skaarl, gain loads of HP back and dish out heavy amounts of damage again.
  • Irelia has a good amount of healing on her ultimate and W and a point-and-click hard CC on her E.
  • Renekton has point-and-click hard CC, free HP off his ultimate, mobility and healing on his Q.
  • Jarvan IV has hard CC, an insane shield, the potential to trap immobile enemy champions, Armor Shred and an Attack Speed steroid for the whole team. The list goes on.

Wukong? Dash in, press R trying to hit the highest amount of enemy champions, pray that's enough for your team to win the fight. If not, you're going to be blown up instantly.

Maybe the 50% value is indeed high, but it is a decent reward for making a risky play. Keep in mind that the surprise factor (stealth engage, which prevents you from triggering your passive in that fight) is still key while playing Wukong, and being able to fully trigger the passive inside a 5v5 teamfight (means you succesfully engaged while having your W still up and available for the rest of the fight) is something you should be rewarded for.

In order to punish Wukong for not using his Decoy properly, he could suffer part of the damage the Decoy receives. Just thought about it.

Thank you for the feedback my friend, #dontignoregivethemonkeysomelove

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