The Wukong Rework We Need But Don't Deserve
Hi guys. I think Wukong needs a complete rework. So I'll post my idea here. To avoid it sounding overpowered (which it probably will) I'll avoid any base damages, ratios, cooldowns and costs. It would be cool if you guys can even suggest those things or anything else regarding this idea. Wukong is a great character and I feel like he deserves to be one of the best champions and most fun to play on LoL.
So we need a goal for Wukong. Do we want him to be an Assassin, Diver, Skirmisher? Do we want him to primarily be played in Top or Jungle or even other lanes? What is it that makes the champion unique and fun to play and play against? What is the champion's main theme or idea?
So I personally believe Wukong should be a Skirmisher. He should be able to duel champs like Fiora, Riven, Jax, Yasuo, etc 1v1 and be able to win. I also think he should be played in the Top lane with Jungle being another option almost like now but reversed.
So what should be the main theme of the champion? I think being a strong fighter that relies on deception to prevail in 1v1s. He should not be able to just q, w, e and r to win. He also should not be able to just auto attack to win. He should use his abilities in creative ways to avoid damage, disrupt his opponent and return damage. In terms of difficulty he should be 2 bars to learn but 4 bars to master.
So with that being said let's take a look at my imagined rework kit of Sun Wukong Great Sage, Equal to Heaven:
Unbreakable Body/Eye of Truth (Passive) - Wukong gains 5/10/15/20 bonus armor and magic resist at level 1/6/11/16.
Wukong can reveal wards and traps in his immediate vicinity and disable them with one well aimed strike (120 cooldown).
Note: Not much to be done here. Its in his out of league lore. I'm not sure whether this is a nerf or a buff. I kind of think its a buff because he will have it all the time instead of when close to enemies. That means he will be better 1v1 than 5v5. Most basic part of this reworked kit. Also the mini duskblade passive cause lore lol
Ruyi Jingu Bang (Q) - Wukong delivers a powerful blow with his divine weapon.
First Cast: Wukong quickly charges Ruyi Jingu Bang (Q), increasing the strike's range.
Second Cast: Wukong delivers a overhead strike dealing X/X/X/X/X (+X% Attack Damage) physical damage.
Wukong's clones will micmic this ability dealing X/X/X/X/X (+X% Ability Power) physical damage per clone and healing for X/X/X % max health per clone.
Cost: X mana Cooldown: X seconds Range: X units
Note: Pretty straight forward. A Xerath Q without the Move Speed penalty with reduced range. Decent poke damage with added sustain when using with clones.
Heir of the Monkey King (W) - Wukong's hair has magical properties that allows him to create up to 3 clones every X/X/X/X/X seconds that last for X/X/X/X/X seconds or until destroyed. Clones are destroyed after 1/1/2/2/3 hits.
Clones follow Wukong and attacks the nearest enemy champion dealing X/X/X/X/X (+X% Ability Power) physical damage. Each clone can also be controlled by selecting a clone and using ALT + Right Click or using ALT + Right Click without selecting a clone to control the group.
Enemies see Wukong's clones with the same health as he has.
Cost: X mana Cooldown: X seconds Range: X units
Note: This is Wukong's trickster ability. He can use it to confuse enemies for amazing outplays and effective ganks. The clones also add a bit of dps if not destroyed giving Wukong more damage as well as effective health.
Catch Me... If You Can (E) - Wukong can hurl a nearby clone dealing X/X/X/X/X (+X% Ability Power) physical damage and slowing the enemy's Move Speed by X decaying after X seconds destroying the clone in the process. Throwing clones ignore enemy minions collision.
By holding E a nearby clone will instead hurl Wukong dealing X/X/X/X/X (+X% Attack Damage) physical damage and briefly stunning the target for X seconds destroying the clone in the process. Throwing Wukong does not ignore minion collision but can go over thin walls.
Cost: X mana Cooldown: X seconds Range: X units
Note: Wukong's only projectile attack using either clones or himself. Useful for slowing target, gapclosing or as an escape tool.
72 Earthly Transformations (R) - Wukong can transform into either an Eagle, Tiger or Ox depending on how many clones he has active.
Eagle - When activating his ultimate with 1 nearby clone Wukong becomes a majestic eagle for X seconds increasing his Move Speed by X and ignoring terrain for X seconds.
Tiger - When activating his ultimate with 2 nearby clones Wukong becomes a fierce tiger which pounces on a single target inflicting grievous wounds and shredding % Armor dealing X/X/X (+X% Ability Power) physical damage.
Ox - When activating his ultimate with 3 nearby clones Wukong becomes a mighty ox that stampedes for a short distance dealing X/X/X (+X% Ability Power) physical damage and knocking enemies up.
Note: Wukong's ultimate uses his most iconic ability the 72 Earthly Transformations to transform Wukong into either an eagle, tiger or ox depending on what he needs at that moment and how many clones he has at his disposal. This could mean a quick escape after split pushing or chasing down a slippery enemy. It can help him take down a worthy opponent or peel for his allies in a team fight. The pro is the utility the ultimate provides while the con is having his ultimate on cooldown when he needs one of his other forms.
Cost: X mana Cooldown: X seconds Range: X units
Misc.
Just some minor details I would like added:
AA Animation - Wukong's auto attack animation will be a variety of choreographed punches and kicks.
Leaving Base Animation - When leaving base at start of game or after being revived Wukong is seen riding his nimbus.
Visual Update - Make him look like a real warrior not a power ranger anime monkey.
Conclusion:
So finally the conclusion. I believe this kit will be an amazing facelift for Wukong. It will reenergize the champion and bring him up to modern standards. It will allow for a lot of outplay potential and make playing him feel like still is needed. Decent poke and some sustain for laning phase, soft CC and disruption for teamfighte and duels as well as a great escape for splitpushing. If this is ever implemented I would love to see the creative ways people use him in jungle.
Thank you for reading. Any and all opions are welcome.
Edit: Took ChaosThief's advice to heart and made some changes to his kit. His W and R is basically switched with minor changes as some changes to his Q and a new E.
Like always please feel free to give me any feedback.