Wild Rift Guides
Wukong Jungle Wild Rift Guide
Wukong jungle counters include Nunu & Willump and Rammus. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Clear camps between ganks Use your 2nd ability beside a camp to create a clone that attacks with you, and keep farming while watching for exposed lanes.
- Approach with your clone's invisibility Use your 2nd ability to leave a clone and briefly turn invisible. Get closer before dashing onto the enemy with your 3rd ability.
- Save your ultimate for fights with follow-up Knock enemies up when nearby teammates can attack, then use the second cast as the fight continues.
Strengths
- Excellent gank and skirmish setup: the clone fakes engages and the Cyclone (Ult) knockup turns close duels into kills.
- Sticky, mobile diver who can commit onto a backline and then dash or stealth out if the fight goes wrong.
- Strong early and mid game duelist and counter-ganker who turns leads into picks and stolen objectives.
Weaknesses
- No range and no escape once his dash and clone are spent, so clean lockdown kills him mid-dive.
- Front-loaded power: if a faster jungler wins the early game, his snowball never starts and pure farmers pass him.
- His tricks need the enemy to guess wrong, so patient opponents who hold their crowd control see through the clone.
Build Snapshot
Rune Setup
Summoner Spells
Wukong Jungle Counters
Who counters Wukong Jungle in Wild Rift (WR)? These champions beat Wukong in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Nunu & Willump: Nunu shrugs off your combo with his stacked health, and his knockup stops your dive before Cyclone (Ult) lands, so the clone trick does nothing against a body you cannot kill.
- Rammus: Attacking Rammus hurts you more than him: his taunt drags your committed dive onto Defensive Ball Curl (2nd), and every hit you land gets reflected back into your own health bar.
Champions Wukong Is Strong Against
Wukong's best matchups in Wild Rift. Wukong holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Nidalee: Nidalee only threatens you if the long spear lands, and a fragile cat with her cougar cooldowns spent is exactly what your Cyclone (Ult) punishes. The clone also baits out her pounce.
- Lee Sin: Lee Sin commits his whole combo up front, and your clone turns that into a wasted cooldown: he kicks or dashes onto the decoy, then has nothing left when the real Wukong arrives.
- Zed: Zed has to land a clean combo to win, and your clone makes him spend his shadow and burst on a decoy while your Cyclone (Ult) knocks him out of the swap he needs to escape.
Early Game
Use the first clear to reach the side with the best lane setup instead of forcing a fixed route every game. Take Scuttle when lane priority protects the river and use the experience toward level five, when Cyclone (Ult) makes the next gank much harder to escape. Before that point, gank lanes that already have crowd control or an overextended target. Return to camps when no lane offers a clean angle so a failed visit does not cost both tempo and experience. Contest Scuttle only when the nearby lanes can move or you have tracked the enemy jungler away from support. Warrior Trickster (2nd) can absorb the first important spell or cover your retreat. Invade a predictable farmer after confirming lane priority and an exit route; taking one camp is not worth being collapsed on without Nimbus Strike (3rd) or the clone available.
Mid Game
Crash or cover the nearby lanes before starting an objective, then look for Cyclone (Ult) on the enemy jungler or backline as they enter river. Herald is a useful conversion when it can break a turret, while dragon is stronger when your lanes can arrive first and your composition wants repeated grouped fights. If the enemy controls the entrance, trade for camps, a wave, or the opposite objective instead of using Warrior Trickster (2nd) to face-check the pit. Between objectives, gank the lanes that are already pushing and turn every won skirmish into an objective. Keep your income up by mixing ganks with quick camps, and remember the clone works as a vision and bait tool from fog, not just a burst button.
Late Game
Group before Baron and Elder rather than taking a distant side-lane duel. Approach from swept vision and look for a Cyclone (Ult) angle on several enemies, but keep Warrior Trickster (2nd) available until the target and enemy control spells are clear. If the enemy backline cannot be reached, use Cyclone (Ult) to interrupt divers and protect your own sustained damage. A visible flank can still force the enemy away from the pit, so do not reveal yourself early by clearing a ward in their sight.
Teamfights
Wait until your team can follow before committing Nimbus Strike (3rd) and Cyclone (Ult). From a flank, use Warrior Trickster (2nd) to change the entry line or absorb a key spell, then move Cyclone (Ult) through the carry and nearby peel. Keep the recast for the enemy's reposition or for a second disruption after your team arrives. If the frontline blocks access to the backline, protect your carry and damage the reachable target rather than crossing the entire formation alone.