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Wukong

Champion guide

Patch 26.16

Wukong

The Monkey King

  • Fighter
  • Top
  • Jungle
  • Mana

An invisibility that flips half the fights it's used in, a leap that hits three targets at once, and a cyclone that knocks everyone into the air. Wukong rarely fights one on one, even when he technically is.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
520+85
HP regen (per 5s)
5.75+0.65
Mana
240+38
Mana regen (per 5s)
7.6+0.65
Attack damage
57.7+3.2
Attack speed
0.658+3 %
Armor
22.5+3.5
Magic resist
31.25+1.25
Attack range
175
Move speed
345

Abilities

Wukong, Stone Skin

Passive

Stone Skin

Increases Wukong's armor and magic resistance for each nearby enemy champion.

  • Wukong Q, Crushing BlowQ

    Crushing Blow

    5 ranks
    Cooldown
    9/8/7/6/5 s
    Cost
    40 Mana
    Range
    250/275/300/325/350
    Damage
    30/60/90/120/150 (+110 % AD)

    Wukong's next Attack has 125 bonus Attack Range, deals 30/60/90/120/150 (+110 % AD) physical damage and reduces the enemy's Armor by 30% for 3 seconds.

  • Wukong W, DecoyW

    Decoy

    5 ranks
    Cooldown
    18/16/14/12/10 s
    Cost
    50/55/60/65/70 Mana
    Range
    275
    Damage
    70/115/160/205/250 (+60 % AP)

    Wukong becomes Invisible for 1.5 seconds. An uncontrollable decoy is left behind that will deal 70/115/160/205/250 (+60 % AP) magic damage to enemies near it after 1.5 seconds.

  • Wukong E, Nimbus StrikeE

    Nimbus Strike

    5 ranks
    Cooldown
    8 s
    Cost
    45/50/55/60/65 Mana
    Range
    650
    Damage
    60/105/150/195/240 (+80 % AD bonus)

    Wukong dashes toward a target enemy and sends out images to attack up to 2 additional enemies near his target, dealing 60/105/150/195/240 (+80 % AD bonus) physical damage to each enemy struck. Upon hitting his target, Wukong gains 30/35/40/45/50% Attack Speed for 4 seconds.

  • Wukong R, CycloneR

    Cyclone

    3 ranks
    Cooldown
    120/105/90 s
    Cost
    100 Mana
    Range
    315
    Damage
    20/110/200 (+120 % AD)

    Wukong's staff grows outward and he spins it around, dealing 20/110/200 (+120 % AD) physical damage per second and Knocking Up enemies he encounters. Wukong gains Move Speed over the duration of the spell. Lasts 4 seconds. Recast: Cancels the ultimate early.

In short

Wukong combines mobility, area damage and a disguise that literally flips duels. Nimbus Strike leaps him onto a target while throwing out images that hit nearby enemies, making it both a gap closer and a multi-target damage tool. Crushing Blow charges his next attack with bonus damage while reducing enemy armor, the foundation of every trade he starts.

Decoy turns him invisible for a short moment and leaves behind a clone that explodes for damage, a tool that works either defensively or offensively depending on when it's used. Cyclone closes out the kit with a whirlwind that knocks nearby enemies into the air and boosts his own move speed, perfect for initiating or pulling himself out of a bad fight. His passive, Stone Skin, grants armor and magic resist based on the number of enemy champions nearby, making him surprisingly tanky in the middle of a group fight.

Strengths and weaknesses

His mobility is rare for a fighter this sturdy: Nimbus Strike closes distance and hits multiple targets at once, making him dangerous in two or three-man skirmishes. His invisibility creates duel windows where the enemy attacks the wrong side, and his passive makes him one of the rare champions who gets naturally tankier in the middle of a group fight rather than more fragile.

His flaws come from his dependence on close engagement: without Nimbus Strike available, he loses a huge chunk of his threat, and his invisibility doesn't last long enough to serve as a real escape against an opponent who anticipates his path. Against a team with multiple reliable detection sources or area damage, his clone and invisibility lose much of their value.

Laning phase

Your basic trade runs through Crushing Blow followed by an attack: the armor shred makes every following hit pay off more, so never waste it on a minion if a trade is brewing. Nimbus Strike should stay in reserve to confirm a kill or pull you out of a dangerous spot rather than for free harassment, its cooldown is too valuable for that early on.

Decoy is your best defensive tool in lane: cast at the right moment against an aggressive push, it makes you invisible and leaves a clone that soaks up attention or projectiles. Against a duo pushing hard, it can also catch one of the two players off guard, brutally flipping the momentum of a trade that looked lost.

Power spikes

The first spike hits as soon as you can chain Nimbus Strike and Crushing Blow with no dead time, generally around the point both spells have gotten a rank or two: the damage window becomes strong enough to win trades you used to lose. Your passive already benefits from any fight with multiple people, so look for skirmishes rather than pure duels.

The second spike follows your first hybrid item of power and attack speed, where your full combo starts to represent a real burst threat. The third arrives once your ultimate is fully ranked: Cyclone becomes a reliable fight-opening tool, capable of locking down several enemies at once instead of just one.

Teamfights and positioning

Your role in a fight depends on the composition: against a poorly grouped team, you're the one isolating a carry with Nimbus Strike before the rest can react. Against a tight-knit team, Cyclone becomes your main opener, as long as you time it for the moment several enemies are close enough to all get knocked up at once.

Use Decoy to soak a targeted damage burst or to reposition quietly mid-fight, never as a free opener. Your passive means staying close to several enemies makes you tankier rather than weaker, so resist the reflex to back off the moment a fight escalates: that's often when your resistances are highest.