Wukong Rework Concept

Stacona··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

Stacona2 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 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.

Stacona1 votes

I make AP where it is appropriate and AD where it is appropriate.

Ability Power is for modifying an ability. So any healing should be AP only, also AD Wukong can still get items like Hydra so he does not need double heal scaling with an AD ratio (that would not make sense) and his life steal.

Attack Damage is for anything that is associated with his attacks in some way. So anything that directly uses his pole weapon will scale with AD since that is what he uses for his basic attacks. Ultimate would feel like a mix of a super attack and a spell, so it gets hybrid scaling.


The pole growth is not meant to be hard to acquire since epic monsters, structures, and champions grant it for kills or assists. The 20 minions/monsters allows it to grow over time while still feeling earned by the player, but it is the slowest way to grow it since it is the easiest way, because realistically you might get 200 minion score by the end of the game and my goal is for Q+R at least to feel like really long range spells by end game and shortish range skill shots early to mid game.

Entirely dependent on not how much range he gets by late game, it is dependent on how long things are getting by what point on the average games (rare snowball games obviously will have a much faster growth rate).


For Wukong, I do see him as one of the squishier and more damage-orientated bruisers, but he does not really have a kit to support a quick in or out since he needs to do several wacks to kill anyone over time and once he commits to going in, then he really does not have a good way or anyway to getting out. His passive being a tool to help with scrappy fights, using his trickery of stealth and pole hopping dashes to weave in and out of fights and wait out the passive cooldowns.


The Q's armour ignore is a dynamic value and not an on or off thing. So the farther out you hit the target at, the more armour that attack ignores. I want it to feel like the growth of the pole is meaningful and use the range that it gets over time, otherwise he feels generic by not utilizing a core unique element. It is also more skillful going for a sweet spot to aim for and having the player learn their range.


He can double tap E for twice the dash range or wait for the AoE stun-damage. There is no untargetability or damage reduction, but perhaps casting it could reset the cooldown of his passive to offer more survivability.


I kind of like Wukong clone being stationary since players have grown to do the 'stop the movement' fake-outs with him as the trickery of whether or not he actually used his W. Plus with a dashing monkey bomb, it is better balance with the source being stationary before it runs out to nuke targets it goes through.


Forced ally movement is not a good idea, which is why I let the allies choose where they want to dash to if they got on the pole to fly through the air to do so after the delay to fling the pole upwards.

Also, there is only so many ways of doing "wacks guys with a stick" is why you see that way, but the delayed effect is the actual ultimate part to it, allowing for choice between knocking enemies up or giving your allies mobility. I like skill expression in my kits and try to avoid one-dimensional abilities and/or general play styles as much as possible.

Vargrjalmer1 votes

{quoted}

I make AP where it is appropriate and AD where it is appropriate.

Ability Power is for modifying an ability. So any healing should be AP only, also AD Wukong can still get items like Hydra so he does not need double heal scaling with an AD ratio (that would not make sense) and his life steal.

Attack Damage is for anything that is associated with his attacks in some way. So anything that directly uses his pole weapon will scale with AD since that is what he uses for his basic attacks. Ultimate would feel like a mix of a super attack and a spell, so it gets hybrid scaling.


The pole growth is not meant to be hard to acquire since epic monsters, structures, and champions grant it for kills or assists. The 20 minions/monsters allows it to grow over time while still feeling earned by the player, but it is the slowest way to grow it since it is the easiest way, because realistically you might get 200 minion score by the end of the game and my goal is for Q+R at least to feel like really long range spells by end game and shortish range skill shots early to mid game.

Entirely dependent on not how much range he gets by late game, it is dependent on how long things are getting by what point on the average games (rare snowball games obviously will have a much faster growth rate).


For Wukong, I do see him as one of the squishier and more damage-orientated bruisers, but he does not really have a kit to support a quick in or out since he needs to do several wacks to kill anyone over time and once he commits to going in, then he really does not have a good way or anyway to getting out. His passive being a tool to help with scrappy fights, using his trickery of stealth and pole hopping dashes to weave in and out of fights and wait out the passive cooldowns.


The Q's armour ignore is a dynamic value and not an on or off thing. So the farther out you hit the target at, the more armour that attack ignores. I want it to feel like the growth of the pole is meaningful and use the range that it gets over time, otherwise he feels generic by not utilizing a core unique element. It is also more skillful going for a sweet spot to aim for and having the player learn their range.


He can double tap E for twice the dash range or wait for the AoE stun-damage. There is no untargetability or damage reduction, but perhaps casting it could reset the cooldown of his passive to offer more survivability.


I kind of like Wukong clone being stationary since players have grown to do the 'stop the movement' fake-outs with him as the trickery of whether or not he actually used his W. Plus with a dashing monkey bomb, it is better balance with the source being stationary before it runs out to nuke targets it goes through.


Forced ally movement is not a good idea, which is why I let the allies choose where they want to dash to if they got on the pole to fly through the air to do so after the delay to fling the pole upwards.

Also, there is only so many ways of doing "wacks guys with a stick" is why you see that way, but the delayed effect is the actual ultimate part to it, allowing for choice between knocking enemies up or giving your allies mobility. I like skill expression in my kits and try to avoid one-dimensional abilities and/or general play styles as much as possible.

I really like your idea of making wukong skillshot based. tired of this AA reset meta top lane lol. also tired of hyper bursty top laners, I breath a great sigh of dissapointment everytime I see a yasuo or wukong top as it is. They always build full damage and never help with teamfights xD

Stacona1 votes

I definitely gave him more teamfight aid with an optional AoE stun, but halves his mobility for it. In addition, with enough stacks, he can poke enemies with Q granting chip damage as a melee champion in the late game team fights (400 range is Warwick Q, so it starts very short).

It was by accident this ended up full skill shots, but it is the best way to introduce a growing pole mechanic while keeping him a melee champion (thought about doing it with his attack range as well, but probably too hard to balance and be notice-able at the same time, plus it does make more sense that only his abilities grow in range).

Vargrjalmer1 votes

{quoted}

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.

Every ad champion needs ONE ability that scales off ap for no reason. so SRO and anklespankin can make troll videos

Stacona1 votes

Not for no reason. If it is not directly an attack, then gains an ability power ratio or no ratio at all, and I do not like giving something no ratio unless it makes sense for it so it gains an ability power ratio. Q and falling E dealing damage by the pole, but not casting E and him dropping creates a shockwave which in turn is not striking enemies with his pole thus makes no sense to scale with AD.

While the ultimate is being struck by the pole, so it has an AD ratio, but only feels like a magical spell since it makes the pole a lot bigger and wider as well, so it gets hybrid scaling.

Here, it also allows for potential AP Monkies turning invisible, hopping on their pole, falling down and having the clone chunk people it charges through - a lot different play style than AD-bruiser Wukong. Also a stun allows for free-hits with attacks which already scale with AD, so a nuke that stuns that scales with AD would be double-scaling which throws balance out of the window since the nuke does more and you get more free hits in from basic attacks while they are stunned, also removes skill expression as AD since by making the stun AP the player chooses between more mobility and damage or less mobility and potentially more damage with wacking away at a stunned target.

painkills1 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 votes

First cast E, pretty much the same outside of it getting more cast range with stacks and does not grant him untarget-ability since he is meant to build slightly tanky. Second cast is where it is different with plop down being slightly similar.

I don't think it is bad having abilities that are similar since the overall package makes them unique when not isolating the ability on its own. Since Wukong is a monkey, having a deceiving and trickery gameplay kit makes sense for him.

The clone is pretty much what it is now, but you can now realistically apply the damage because right now it is never applying to anyone which makes the damage irrelevant. Pyke's move also gives him a dash directly.


I think the clone should be reserved for trickery, throwing the clone does not make much sense to do, also having the clone follow him encourages the bruiser to be in the middle of everyone where you get the highest passive benefits from as well (more notice-able than a passive armour/mr gain, doing functionally the same thing, but one requires slightly more skill to use with the heal).


A monkey hopping on a pole made sense and then have a choice between half dash range for an aoe stun or double dash range for no stun is a good trade-off for proper decision making and skill expression. I rather have an ability that has been "done before" rather than an ability that is unique for the sake of being unique. Him getting more range as the game goes on will be the biggest separator between him and all of the other bruisers.

To some degree, a sweeping pole attack around him makes sense, and perhaps that could be done as the animation instead and have its range scale with the length of the pole based on the first cast. Second cast would be the same however if you opt into the extra dash range instead. This would allow his current ultimate be on his kit to some extent.

Stacona1 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.)


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