Sep 1, 2021
Your Basic Attacks deal +50 True Damage and your Abilities +50% damage against Jungle Camps, Structures, and Jungle Bosses. When any of these die you are healed for 10% of their Health, 10% of your Mana, and are given 10 gold.
+60 PHYSICAL POWER
+90 MAGICAL POWER
+50 PHYSICAL POWER
+10 PHYSICAL PENETRATION
+20% COOLDOWN REDUCTION
PASSIVE - Enemies hit by your damaging Abilities take an additional 20 Physical Damage + 15% of your Physical Power over 2s.
+30 PHYSICAL POWER
+20% ATTACK SPEED
+15 PHYSICAL PENETRATION
PASSIVE - Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 5% Maximum Health damage at 400 Physical Power. Subsequent hits on the same target do 75% bonus damage for the next 3s.
+65 PHYSICAL POWER
+10% PHYSICAL PENETRATION
PASSIVE - For every non-ultimate ability on cooldown you gain a stack of Cruelty. Each stack provides 10 Physical Power and 3% Physical Lifesteal.
+25 PHYSICAL POWER
+10% PHYSICAL LIFESTEAL
+20% PHYSICAL PENETRATION
+7% MOVEMENT SPEED
PASSIVE - While over 25% Mana, you gain +10% Cooldown Reduction. While under 25% Mana, you gain +50 MP5.
+35 PHYSICAL POWER
+50 Health +50 Mana PASSIVE - Your Basic Attacks deal +15 True Damage and your Abilities deal +30% Damage versus Jungle Monsters. When a Jungle Monster is killed you are restored for 10% of the Monster's Health and 25 Mana. Can be upgraded at level 20.
+15 PHYSICAL POWER
This consumable heals 250 Health over 25 seconds.
Healing Potion (1)
This consumable deals 200 True damage to Jungle Monsters around you. This only affects Monsters on your side of the Jungle.
Hand of the Gods
Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 140s.
Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 160s.
7th Item Options
Abilities & Leveling Order
Sun Wukong's Magic Cudgel grows in length, and he slams it down, damaging all enemies in front of him. Minions and Jungle Camps take an extra +30% damage.
Damage: 90/130/170/210/250 (+60% of your Physical Power)
The Magic Cudgel
Sun Wukong strikes around him, damaging and Slowing all enemies.
Damage: 90/145/200/255/310 (+65% of your Physical Power)
Movement Slow: 30% for 2s
Attack Slow: 25% for 2s
Sun Wukong transforms into an Eagle, Tiger, or Ox, and charges forward. Eagle: Is the fastest of the three forms. Immune to Slow and Root effects. Tiger: Mauls the first enemy runs into, Stunning and causing damage. Ox: Knocks aside all enemies in his path and causes damage. Immune to Slow, Root, and Knockup effects.
Tiger Damage: 100/170/240/310/380 (+80% of your Physical Power)
Tiger Stun: 1.4s
Ox Damage: 70/105/140/175/210 (+60% of your Physical Power)
Sun Wukong leaps onto his cloud for up to 5s, leaving a Pet behind to fight. While on the cloud Sun Wukong is invisible, and regenerates Health. He may leap off before the duration expires, dealing damage. The Pet inherits a percentage of Sun Wukong's current strength and defense. The Pet is killed instantly if hit by a hard Crowd Control excluding Banishes and Knockbacks. If the Pet dies, Sun Wukong is revealed on his cloud.
Damage: 200/275/350/425/500 (+120% of your Physical Power)
Healing: 5% per second
When Sun Wukong is below 50% Health, he gains +10 Physical Power and +10 Protections, plus another 2 Physical Power and 1 Protection for his current level. While Undefeated Body is active, if Sun Wukong goes above 50% Health, he maintains the buff for 12s.
1st Maxed Ability:
2nd Maxed Ability:
3rd Maxed Ability:
Last Maxed Ability: