Wukong
WUKONGSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 8 | 7.5 | 7 | 6.5 |
| Cost | 30 | |||
| Cooldown | 10.5 | 9 | 7.5 | 6 |
| Base Damage | 60 | 90 | 120 | 150 |
| Attack Damage | 35% | 40% | 45% | 50% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 14 | 13.5 | 13 | 12.5 |
| Cost | 55 | 60 | 65 | 70 |
| Duration | 3 | 3.5 | 4 | 4.5 |
| Clone Damage | 20% | 30% | 40% | 50% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 8 | |||
| Cost | 40 | |||
| Base Damage | 70 | 110 | 150 | 190 |
| Attack Speed | 25% | 35% | 45% | 55% |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 80 | 70 | 60 |
| Cost | 100 | ||
| Max Health | 10% | 14% | 18% |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+D← D50.3%3.4%0.4%
- Master+D← D50.3%3.5%0.4%
- ChallengerD← D50.3%3.8%0.4%
- LegendaryD← D49.7%3.9%0.3%
Tencent official (CN server) / Jungle / 2026-11-06
Tier stays D at every rank, with only a 0.6 point win-rate spread — consistent across ranks.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Jungle
One dot per championTier and numbers
- TierWinPickBan
- Diamond+D← D50.5%1.6%0.4%
- Master+D← D50.5%1.6%0.4%
- ChallengerD← D51.4%2.0%0.4%
- LegendaryD← D51.2%2.0%0.3%
Tencent official (CN server) / Top / 2026-11-06
Tier stays D at every rank, with only a 0.9 point win-rate spread — consistent across ranks.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Top
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 4 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes4 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 56.5%
- 55.8%
- 48.4%
- 55.3%
- 50.9%
- 52.1%
- 52.0%
- 57.1%
- 54.6%
- 53.6%
- 52.8%
- 51.2%
- 53.5%
- 61.1%
- 52.2%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 51.7%
- 51.6%
- 50.8%
- 47.8%
- 50.4%
- 45.9%
- 49.8%
- 47.4%
- 46.1%
- 50.8%
- 48.9%
- 56.2%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.3%
- 52.1%
Official Tencent data (China server)Diamond+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)9 combos, by pick rateby win rate
- CombinationPickWin
- 54.6%
- 56.6%
- 58.3%
- 59.0%
- 47.9%
- 48.9%
- 59.8%
- 52.2%
- 49.4%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 51.8%
- 51.1%
- 50.1%
- 49.6%
- 49.9%
- 53.7%
- 51.6%
- 43.7%
- 41.9%
- 46.7%
- 48.3%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.4%
- 50.9%
Official Tencent data (China server)Master+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)10 combos, by pick rateby win rate
- CombinationPickWin
- 55.7%
- 56.9%
- 57.9%
- 46.5%
- 59.0%
- 47.4%
- 52.4%
- 48.8%
- 62.8%
- 52.8%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 51.9%
- 51.2%
- 50.8%
- 49.7%
- 50.2%
- 51.1%
- 54.2%
- 45.0%
- 40.5%
- 46.1%
- 46.6%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.4%
- 51.2%
Official Tencent data (China server)Master+ / JungleAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 4 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes4 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 56.8%
- 55.5%
- 48.7%
- 55.7%
- 51.9%
- 51.9%
- 52.9%
- 56.5%
- 52.2%
- 51.1%
- 52.5%
- 50.2%
- 52.9%
- 53.1%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 52.0%
- 51.6%
- 50.5%
- 47.9%
- 49.1%
- 46.6%
- 49.3%
- 46.9%
- 46.1%
- 50.5%
- 50.0%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.2%
- 52.1%
Official Tencent data (China server)Challenger / TopAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)10 combos, by pick rateby win rate
- CombinationPickWin
- 59.6%
- 59.0%
- 61.6%
- 58.7%
- 44.8%
- 43.8%
- 60.6%
- 56.7%
- 50.0%
- 44.4%
Runes10 combos, by pick rateby win rate
- CombinationPickWin
- 53.4%
- 53.1%
- 49.8%
- 47.9%
- 52.1%
- 47.1%
- 56.0%
- 45.3%
- 52.3%
- 46.3%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 51.3%
- 52.3%
Official Tencent data (China server)Challenger / JungleAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 4 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes4 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 57.0%
- 56.9%
- 47.6%
- 53.8%
- 56.0%
- 53.1%
- 52.7%
- 58.9%
- 54.5%
- 46.7%
- 54.8%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 51.5%
- 51.2%
- 50.2%
- 46.5%
- 52.2%
- 49.2%
- 44.4%
- 43.6%
- 50.4%
- 46.5%
- 50.0%
- 47.4%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.2%
- 51.3%
Official Tencent data (China server)Legendary / TopAs of 2026-11-0611/06
Build patterns
Splits into 1 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core itemsNearly all one shape
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)11 combos, by pick rateby win rate
- CombinationPickWin
- 46.6%
- 57.6%
- 52.9%
- 57.7%
- 57.1%
- 56.2%
- 54.5%
- 80.0%
- 70.0%
- 40.0%
- 40.0%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 52.9%
- 50.7%
- 53.3%
- 42.3%
- 51.6%
- 56.0%
- 62.5%
- 47.1%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.9%
- 52.5%
Official Tencent data (China server)Legendary / JungleAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 4 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes4 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)12 combos, by pick rateby win rate
- CombinationPickWin
- 56.5%
- 62.9%
- 48.2%
- 43.1%
- 44.3%
- 50.0%
- 46.8%
- 54.5%
- 46.9%
- 60.0%
- 39.3%
- 51.9%
Runes13 combos, by pick rateby win rate
- CombinationPickWin
- 53.2%
- 51.1%
- 53.8%
- 47.9%
- 46.1%
- 42.2%
- 47.5%
- 51.8%
- 46.4%
- 44.2%
- 28.2%
- 54.5%
- 45.5%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 49.7%
- 43.8%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds5 builds
- Streamer / proCore itemsKeystone, spells
Items in these builds
Immortal Boots3 of 5
Trinity Force3 of 5
Mortal Reminder3 of 5
Amaranth's Twinguard2 of 5
Sundered Sky2 of 5
Divine Sunderer2 of 5
Hullbreaker2 of 5
Unending Despair2 of 5
Armorcrusher Boots1 of 5
Guardian Angel1 of 5
Sunfire Aegis1 of 5
Thornmail1 of 5
Duskblade of Draktharr1 of 5
Black Cleaver1 of 5
Hollow Radiance1 of 5
Randuin's Omen1 of 5
Eclipse1 of 5
Armored Advance1 of 5
Serpent's Fang1 of 5
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Sundered Sky
Black Cleaver
Death's Dance
Trinity Force
Divine Sunderer
Serpent's Fang
Chempunk Chainsword
Eclipse
Maw of Malmortius
Stridebreaker
Goredrinker
Mercurial Scimitar
Blade of the Ruined King
Serylda’s Grudge
Hullbreaker
Guardian Angel
Sterak's Gage
Youmuu's Ghostblade
Duskblade of Draktharr
The Collector
Wit's End
Mortal Reminder
Essence Reaver
Dominik’s Regards
Defense
Runes
Precision
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3Changed
Base Stats
- Attack Speed Ratio: 0.625
- Base Attack Speed: 0.625
- Base Bonus Attack Speed: 0.28
- Attack Speed per Level: 0.028
Analysis
Nothing equippedCombat Power at Lv15 is 11,872 (#55 of 142, #27 of 37 Fighter). Down from #12 at Lv1: it ranks higher early.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Fighter median | Rank |
|---|---|---|---|---|
| 1 | 6,609 | 5,897 | 6,196 | 12 |
| 2 | 6,967 | 6,459 | 6,866 | 27 |
| 3 | 7,536 | 6,934 | 7,443 | 34 |
| 4 | 8,054 | 7,485 | 8,023 | 34 |
| 5 | 8,416 | 7,899 | 8,416 | 38 |
| 6 | 8,734 | 8,244 | 8,734 | 39 |
| 7 | 9,099 | 8,552 | 9,099 | 38 |
| 8 | 9,426 | 8,948 | 9,505 | 42 |
| 9 | 9,782 | 9,378 | 10,013 | 47 |
| 10 | 10,151 | 9,716 | 10,319 | 46 |
| 11 | 10,488 | 10,018 | 10,657 | 49 |
| 12 | 10,896 | 10,461 | 11,188 | 51 |
| 13 | 11,214 | 10,786 | 11,518 | 50 |
| 14 | 11,547 | 11,138 | 11,829 | 53 |
| 15 | 11,872 | 11,462 | 12,217 | 55 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- +30 armor (3 Stone Skin stacks)375G
- Heal (3 stacks, 1.05% max health per second)987G
Combat only: 50%- Bonus physical damage (empowered attack)1,056G
Combat only: 50%At most once per 8sSkill ranks from level- Clone attack physical damage909G
Combat only: 50%Damage valued like healingSummons attack once per secondSkill ranks from level- Physical damage938G
- Attack speed458G
Combat only: 50%At most once per 8sDamage valued like healingSkill ranks from level- Physical damage278G
- Move speed46G
- Physical damage (10-18% of target's max HP)287G
Combat only: 50%Survival factorMove speed % as flatChampion medianSkill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Summons attack once per second
A summon's attacks (Tibbers, turrets, plants, clones, etc.) are assumed to hit the same target once per second unless an attack speed is given, for as long as the summon lasts (5 seconds if not stated, at most the 10-second fight length). Summons are counted once per cooldown (at most once every 8 seconds), with the usual combat-only 50%. A summon's health is counted like a shield for the attacks it soaks, assuming it's targeted 50% of the time. Clones that mimic the champion's abilities are assumed to copy each one once while they last. Buffs to a summon are applied to that summon's share.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
| Lv 15 | Wukong | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,370 | 1,832 | 2,422 | 2,732 |
| Armor | 100 | 34 | 104 | 127 |
| Magic Resist | 66 | 45 | 60 | 80 |
| Attack | 128 | 50 | 109.5 | 147 |
| Attack Speed | 1.045 | 0.735 | 0.951 | 1.252 |
| Move Speed | 350 | 335 | 350 | 360 |
| HP regen | 22 | 14 | 19 | 29 |
| MP | 919 | 802 | 1,080 | 1,390 |
| MP regen | 28 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




