Wukong Rework Concept

Stacona·1/10/2019, 4:31:36 AM·6 votes·4,514 views

Two majour things about Wukong:

  • There is nothing in his kit that screams out at you that his pole extends out, so I want to address that with his abilities.

  • Update his clone so that the damage portion can actually be utilized and allow for potential comboes with it.

  • Overall he will remain as a bruiser, just more unique and fun to play as that makes him different to every other bruiser! This will get him to be played for only what he can do, not for whoever does X thing the best.


Attack Range: 175 units


Monkey King (Passive):

Static Cooldown: 10 seconds; Range: 750 units

Whenever Wukong takes damage from large monsters, epic monsters, or enemy champion, he will heal for 30 - 60 (+15%AP) health before the damage applies, increasing by 30 - 60 (+15%AP) health for every enemy champion and epic monster nearby (max 180 - 360 (+90%AP) health). Does not trigger if Wukong is already above 90% health.

Kills/assists against takedowns will refund Monkey King's cooldown.

Additionally, Wukong's pole grows the more dominance he asserts on the fields of justice!

Crushing Blow (Q):

Cooldown: 7/6/5/4/3 seconds; Cost: 30/35/40/45/50 mana; Range: 400+ units

Wukong's pole extends out and he slams it down in the target direction, dealing 40/70/100/130/160(+120%AD) physical damage and ignoring up to 50/55/60/65/70% armor, the closer targets are to the tip of the pole, the more armor that is ignored.

Monkey King: Every 20 minions/monsters slain or every kill/assist against takedowns will permanently extend Crushing Blow's range by 20 units.

Decoy Strike (W):

Cooldown: 14/13/12/11/10 seconds; Cost: 50/55/60/65/70 mana

Wukong leaves behind a stationary clone of himself and turns himself invisible for up to 1.5 seconds. This refunds Monkey King's cooldown.

After 1.5 seconds, the clone will dash to Wukong's location, dealing 80/120/160/200/240(+100%AP) magic damage to struck enemies it passes through.

Nimbus Strike (E):

Cooldown: 18/16/14/12/10 seconds; Cost: 60/70/80/90/100 mana; Range: 250+ units

1st Cast: Wukong extends out his pole into the ground and hops on it at the target location and refunds Monkey King's cooldown. The length of the pole is based on how extended Wukong makes his pole. This will not break Wukong's invisibility.

If Wukong remains on the pole for 1.25 seconds, he will fall down in place and stun nearby enemies for 1.5 seconds and deal 40/60/80/100/120(+20%AD)(+75%AP) physical damage with a sweeping pole attack around him.

2nd Cast: While still on the pole, Wukong falls down a static distance in the target direction, distance traveled is based on the current length of the pole, dealing 30/55/80/105/130(+65%AD) physical damage to those the pole falls on.

Monkey King: Every 20 minions/monsters slain or every kill/assist against takedowns will permanently extend Nimbus Strike's maximum length by 5 units.

King Swing (R):

Cooldown: 120/100/80 seconds; Cost: 100 mana; Range: 700+ units

Wukong becomes stationary and grows his pole to ginormous proportions and slams it down in the target direction, dealing 200/275/350(+150%bAD)(+100%AP) physical damage.

After 0.75 second later, Wukong swings up his pole, knocking up all units, allies and enemies, for 1/1.25/1.5 seconds and into the air 600/750/900 units. Allies launched into the air will dash to the target location for their next movement command, maximum distance based on their current height.

Monkey King: Every 20 minions/monsters slain or every kill/assist against takedowns will permanently extend King Swing's range by 40 units.


UPDATE NOTES:

Nimbus Strike: Delay before Wukong drops down for the stun to 1.25 from 1.5 seconds (if he does not cast it again) Area for the stun reduced to 250+ from a static 400 units Damage changed to 40/60/80/100/120 +20%AD +75%AP PHYSICAL damage from 60/85/110/135/160 +50%AP MAGICAL damage The animation is now a sweeping pole attack around Wukong, a slight nod to his current ultimate.

(Monkey King's range increase now increases the radius of the stun, most cases this is a nerf so less delay time to help him actually land his stun. Physical damage attack to make more sense with him hitting targets physically with his pole.)


11 Comments

Stacona1/10/2019, 7:13:44 PM2 votes

UPDATE NOTES (1):

Monkey King: Healing reduced to 30 - 60 +15% / 30 - 60 +15% per champion and epic monster from 20 - 100 +20% / 20 - 100 +20%AP [Max healing to 180 - 360 +90%AP from 120 - 600 +120%AP]

Crushing Blow: Attack damage reduced to 120%AD from 125%AD

Decoy Strike: Now also refunds Monkey King's cooldown on cast.

Nimbus Strike: Now also refunds Monkey King's cooldown on cast. Attack damage reduced to 65%AD from 70%AD


(I wanted to emphasis Wukong's scrappy and bruiser play style more, so shaved off a tiny bit of damage and introduced less bursty healing, but healing more often instead for that monkey trickery of weaving in and out of fights.)


YCondition1/10/2019, 8:24:24 AM1 votes

I really, really like this, I have a few questions though. For his Monkey King passive why does it scale off AP? His kit so far feels more like a burst fighter or even assassin, if you wanted to stick him in the more traditional fighter bruiser role making it scale with bonus hp would encourage a damage build while still stacking HP for the sick team fight heals. The pole growing is a cool idea but it might have to be tweeked, 20 cs is really easy to get, if it only grows a little bit each time it would feel less impactful as it should, why not like a Rengar mechanic, each kill it grows and then you have the safety of a size cap, aka 5 growths. As for the Q, the bonus pen is fantastic, would you consider making it the center of the pole which would make it stronger with a cc gank but very different from aatrox and the other tip abilities? Question about the E, is he immue while on the pole because that could get op quick. Or would he get a damage reduction, even just a little, otherwise I would worry it would turn him into a sitting duck for an easy flash able stun and it would give beautiful depth to your ability. Back tracking, you did a wonderful work with the w. I have an idea and wonder what you think, could the clone be activated while you are moving in a direction as well, so it is a little less obvious but still allows for those classic wukong fakes. Lastly the R. The first part feels like your Q so it seems like it aouldnt feel like a true ult. i like the idea but would the movement of allies be too out of place with his character and role? Does this sound good? Knock all enemies in the air for x time and push allies to the outside, breaking any cc they are in. Over all I really liked what you did! It feels like if this were to happen he would become another assassin rather then the bruiser you wanted. Fantastic work dude let me know why what you think of my thoughts good and bad.

painkills1/15/2019, 4:01:15 PM1 votes

I really like the idea for the new passive. However, I feel like both the W and E lack identity. W is a copy of Pyke's shadow dash thing and E is a copy of Fizz's pole jump.

I had previously suggested making Wukong's current decoy stun anyone hit by his spin... and allowing your Q to push the clone in a direction of your choice, allowing you to control it's trajectory. This would be a unique mechanic for Wukong.

With regards to the E, I agree with the idea of him not having as much dash if he's to be a bruiser. Maybe it could keep his current R spin, allowing him to slow / knockup targets hit. Maybe have him dash in a direction and then spin.

Stacona1/15/2019, 7:26:09 PM1 votes

UPDATE NOTES (2):

Nimbus Strike: Delay before Wukong drops down for the stun to 1.25 from 1.5 seconds (if he does not cast it again) Area for the stun reduced to 250+ from a static 400 units Damage changed to 40/60/80/100/120 +20%AD +75%AP PHYSICAL damage from 60/85/110/135/160 +50%AP MAGICAL damage The animation is now a sweeping pole attack around Wukong, a slight nod to his current ultimate.

(Monkey King's range increase now increases the radius of the stun, most cases this is a nerf so less delay time to help him actually land his stun. Physical damage attack to make more sense with him hitting targets physically with his pole.)