Wukong Rework 2020
##So as the meme goes, with 20+ PROFESSIONALS AND 200+ YEARS OF DESIGNING EXPERIENCE, you would expect to get a great Wu-rework after 1 year...but what we got is a design/balance team that does NOT know what it means to put work and care into a champion loved by a community; for both the game and that community. With Wukong falling COMPLETELY out of most tier lists, landing in D/F tier for the very few that do have him, I'm beyond tired of this incompetent team working on reworks for champs that they either 1) do NOT play or 2) do NOT even work with the community that do play them, communicating and exchanging ideas and changes. So by mixing, LUTZ, MEDDLER, and MY ideas together, I'm going to do their work for them, numbers and all, making sure that they won't need to code any new moves. (I implore RIOT to give this post a shot on their internal servers with actual Wu-mains.)
##REWORK (This rework is being compared to the current kit on live servers)
https://i.imgur.com/qK0GKss.png[/img] https://i.imgur.com/uKCiQTl.png[/img] https://i.imgur.com/y56wrqg.png[/img] https://i.imgur.com/U4OoWHE.png[/img] https://i.imgur.com/sklC77D.png[/img]
##Flash Review and Proof:
Keep in mind that this kit adds a shield, a slow, % HP damage, higher damage overall, slight mobility, utility, all this to keep in line with about 80% of all fighters currently in the game. Fair is Fair. This section is meant to be the calculation behind the changes and if anyone has doubts of the numbers your welcome to calculate yourselves.
##P: ##Way of Stone – This passive generally allows for more durability when fighting opponents/jungle camps.
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Taking in Wukong’s natural armor from levels 1-7, the shield offers around an increase of ~15%-16% of EFFECTIVE HEALTH, which would equate to around ~22 ARMOR on average if Wukong didn’t have the shield. Same logic applies to MAGIC RESIST.
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As the game progresses, if you don’t build HP and ARMOR the shield will start to get much weaker. Same logic applies to MAGIC RESIST.
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Weakness of the shield is that it is prone to poke damage, and will be poked off easily.
##Wuju’s Zeal – Replaces the ARMOR SHRED and flows better with prolonged fighting (bruiser) and is gated by needing to be stacked.
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Incentivizes you stay in prolonged fights for full benefits and pushes for building more durability (bruiser).
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DAMAGE AMP is much better against lower armor and early on in the game than ARMOR SHRED, but loses out late game. (calc below)
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Damage AMP(25%) vs SHRED: @250 Physical Damage vs; 100AR - 5% Buff; 200AR - 2% Nerf; 300AR - 2.5% Nerf (Higher Damage Values increase these percents).
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Max stack effect is used for slight utility, and further rewarding prolonged fights.
##Q: ##Crushing Blow – Overall stronger damage and utility that helps safer farming and consistent kills. (calcs use Longsword and AD runes (21AD))(Note: LEVELS 8 and on are mostly just buffed).
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LEVELS 1-3 (rank 1) ~46% Buff (no Wuju Zeal stacks)
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LEVEL 4 (rank 2) 10% Nerf -> 12% Buff (@Max Wuju Zeal)
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LEVEL 5-6 (rank 3) 12% Nerf -> 12% Buff (@Max Wuju Zeal)
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LEVEL 7 (rank 4) 7% Nerf -> 16% Buff (@Max Wuju Zeal)
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Range scaling is a 20% Buff at max rank.
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Mana Refund is QOL.
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If Q is a problem just keep it the same as here, but as a quick skill shot.
##W: ##Warrior Trickster / Smokepoppies – Allows for more mobility and a way to make the decoy more active and valuable.
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The magic damage this ability offers is good for dealing with armor stacking tanks and playing hybrid builds (if you want).
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Ability copying keeps the clone more active and could help confuse the enemy in knowing which is the real Wukong.
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Over half of the diver-champs can go over walls, so giving Wukong the same is only fair, but his W cooldown and Mana cost is higher because of it.
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The second cast, smokepoppies, gives Wu a way to disorient and help escape from deadly threats.
##E: ##Nimbus Strike – A change in damage to be better early/mid game or behind, if maxing first.
- Early game with 21 bAD (Longsword and runes) you have: rank 1 – 15% Nerf; rank 2 – 10% Nerf, rank 3 – 1% Nerf, rank 4 – 4% Buff, rank 5 – 5% Buff.
##R: ##Cyclone – % Health damage, better QOL, and scalings + effects that support bruiser builds more.
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Faster ticking allows for better synergy with stacking effects like Conq. or Black Clever, as well as better damage consistency.
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Flat movespeed is a QOL.
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Damage reduction gives you a chance to live in the middle of the enemy team.
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Base damage, scaling, and zeal buff allows for this ability to be stronger against enemies with 2500+ Health (usually fighters or tanks), but keeps it a little weaker against squishier targets under 2500 Health.
Wukong's Basic Combo Damage (No defenses, lethality, or shred): (used typical mid and late game builds [bc, db, ghostblade, etc.)
LVL 11 E-AA-Q: 924 -> 910 – 1092 (1.5% Nerf -> 19% Buff) [244AD, 141bAD] Note: 192 is with full Zeal stacks
LVL 18 E-AA-Q: 1400 -> 1520 – 1824 (8.5% Buff -> 34% Buff) [397AD, 261bAD] Note: 1824 is with full Zeal stacks
though the rework you suggested above is beyond op.
You cannot give a dash on the Z of 320 units + keeping 1.5s of invisibility. Pairs up with a
you will be able to engage from way too far.