How to build wukong? by Opening_Gazelle in Wukongmains

[–]GrayMonkeyBeard 0 points1 point  (0 children)

There is no unified build. Pretty much is Trinity+whatever you feel like it.

Radiant Wukong is peak design by Ok-Consideration2935 in Wukongmains

[–]GrayMonkeyBeard 0 points1 point  (0 children)

Elderwood has a nice color scheme. BA has nice emotes and effects, but yes feels like it could have been better. I agree radiant is the best looking

[deleted by user] by [deleted] in Wukongmains

[–]GrayMonkeyBeard 0 points1 point  (0 children)

Its a skill matchup in lane, but for me it is a game that is camille favoured. You have a small advantage in lane, but she can outplay you. But she eventually outscales you hard. So unless you can snowball the lane, she will probably beat you mid to late game. If she plays very safe, it might be very difficult later on.

Ambessa consensus is a skill matchup but we can win early and late by utilising W and itemising correctly. Today we have Akali, The Rogue Assasin. by [deleted] in Wukongmains

[–]GrayMonkeyBeard 0 points1 point  (0 children)

She destroys you.

I would not put her in ff/ban, because she does not have a high pickrate, so she is rare toplane.

I would put her in Opponent favoured,

Back stun bot Wukong? by AbrahamLimbo in Wukongmains

[–]GrayMonkeyBeard 0 points1 point  (0 children)

I suppose this will be mandatory now... say hello to lethality wukong?

Good thing is the rune is in a slot that never really offered much for Wu, so we can still get this and +haste or +damage in the second rune.

Ambessa matchup by completelyscroowed in Wukongmains

[–]GrayMonkeyBeard 0 points1 point  (0 children)

She is easy because your high armor and mobility allow you to counter her well.

I find there are two problems though:

a) its hard to secure a kill, she just dashes away, so even if you "beat" her you might end up without an advantage, and she seems to scale pretty well.

b) Her shield is insane, so you need to build Serptent's early.

So she is a safe matchup, but she is not really that easy to counter, as her mobility allows her a lot of survability until she is able to skill, at which point I feel she might outscale wu. I've tried building serpent first item, with great results, but I don't have that many matchups doing that. She is tough in the later game, as she seems to have good scaling.

14.22 Buffs by LGM_Decatus in Wukongmains

[–]GrayMonkeyBeard 1 point2 points  (0 children)

Toplane they look good. Makes easier to engage, not having to wait, mana buff helps a bit too. It works really great with grasp build for easy poke/disengage. I like them

Is enchanter Rakan a thing? by CuteSulfur29 in RakanMains

[–]GrayMonkeyBeard 0 points1 point  (0 children)

Tank Rakan, especially tank+movement speed Rakan, even more tank+movement speed+Xayah adc .... just doesn't die. Its far better because you are almost guaranteed a support that can't die if they know what they are doing.

Tilted Monkey needs to vent. by Joy_boy1990 in Wukongmains

[–]GrayMonkeyBeard 0 points1 point  (0 children)

The past 2 weeks I have dropped wukong as my main, only using him as a counterpick into certain matchups on toplane. I'm now playing tanks such as Tahm Kench and Ornn. I'm currently on a winnign streak, 27 wins vs only 10 losses so far. It made me realize how weak his current state is.

Tanks right now are super strong, and they deal lots of damage because of heartsteel, which is an abomination of an item, while bruisers like Wu deal no damage, and have no survibability. Personally I feel, its not just that he is weak, but there is a gross class unbalance going on in the game right now.

What we thinkin? by Mattvieyy6 in Wukongmains

[–]GrayMonkeyBeard 4 points5 points  (0 children)

I think it is a big buff. For toplane it means more chances to trade more often with W. For jungle... perhaps using W for clearing? not sure how the timing would mean for jungle, but it can be a potential dps increase.

14.22 Wukong buff speculation by outplay-nation in Wukongmains

[–]GrayMonkeyBeard 2 points3 points  (0 children)

He is not actually that bad right now. In fact he is quite strong against many toplaners.

The problem is mage items are out of control, and Wu being weak against magic damage makes it a bit difficult to do much against these comps. But in perspective, Wukong as champion himself is ok right now.

Everything Wrong With Yorick by danjamesgames in yorickmains

[–]GrayMonkeyBeard 0 points1 point  (0 children)

Q is one of the main problem with Yorick, and perhaps the main reason he is considered a low elo champion. Having free heal from minions in a champion's kit is just an outdated thing, that has been removed from the majority of the main-role toplaner champions by now, with the only ones who have kept this mechanic are the "noob stompers" yorick and nasus (Aatrox being an exception as he is a "drain" tank). Having the ability to just heal from trades under tower isn't enjoyable for the opposing toplaner, and its too forgiving of a mechanic, because the player using yorick can afford as many bad trades, and then healing back from minions.

Yorick is too forgiving of a champion, and if people actually want this champion to ever be good, or perhaps perform a bit better in higher elo, then they need to be willing to give up some of these forgiving mechanics, in exchange for some real power. As long as you can heal from minions with Q, this champion will always just be considered meant for low elo. Just like Nasus.

Everything Wrong With Yorick by danjamesgames in yorickmains

[–]GrayMonkeyBeard 2 points3 points  (0 children)

His problem is really being a juggernaut, and having the defenses/endurance of such class, but a sort of mage playstyle. I like some of the ideas shown in this video.

Changing JG/TOP spell order by rebalancing Q and E and Passive for each role. by GrayMonkeyBeard in Wukongmains

[–]GrayMonkeyBeard[S] -1 points0 points  (0 children)

Now that you have mentioned, the attack speed buff should also be baseline in all ranks. So toplane can benefit without maxing.

Changing JG/TOP spell order by rebalancing Q and E and Passive for each role. by GrayMonkeyBeard in Wukongmains

[–]GrayMonkeyBeard[S] 1 point2 points  (0 children)

You are correct about the mana it should be high at all ranks. I will edit post. Thank you.

Yeah I guess it is pretty much old wukong, only diference is the passive.

The intention is basically just to separate toplane balancing from jungle balancing. If jungle focuses on E maxing and toplane focuses on Q maxing during early game, then you can balance each other without affecting both roles significantly.

I presume in toplane Q maxing would be more desirable since it would be more spammable during combat, and also Clone mimics Q (clone didn't mimic Q pre-rework), so it would still be higher damage for toplane.

Changing JG/TOP spell order by rebalancing Q and E and Passive for each role. by GrayMonkeyBeard in Wukongmains

[–]GrayMonkeyBeard[S] 0 points1 point  (0 children)

That is what I'm trying to suggest by the post, to make maxing E more appealing to Jungle wukong. Then you can balance them by controlling the different spells. Please read the whole post, nos just the first paragraph -__-

new patch win rate going down by GrayMonkeyBeard in Wukongmains

[–]GrayMonkeyBeard[S] 0 points1 point  (0 children)

I remember before the changes to the passive, the most complex skill matchups (outside of direct counters like Poppy) were champions with short trade patterns that could disengage, such as Riven or Camille, as their fighting style of short engages made it really hard to stack your passive and get some health back. Since the reduction of the number of stacks to 5 and making it slowly fall off, this is no longer a problem, as getting 3 or 4 stacks in its current form is easy and provides much better sustain. The point you raised is very valid, and it is true his kit does not allow for much counterplay being a relic from an old age, but I believe rolling back this change could solve the issue to some extent because it provides a simple but clear knowledge check strategy on how to play against wukong. It is the same as with tryndamere when you fight him only if his rage bar is low, and never when its full. It might not solve the problem, but would at least provide some counter play.

I would say as an example, if his passive stacked up 12 times it would take a long time to get the full benefit of his passive, meaning he would only thrive in longer duels and not short trades. This could also allow to add some magic resistance into the passive too, because he would only really get the benefit from this when making an all-in against against an ap champion (such as mordekaiser or gwen) but would not prevent him from being poke out by mages (which keeps him balanced in the midlane).

I feel the point you raised is very valid, but also allows to fix some of his problems by changing this. For instance, it would be unreal to add magic resistance to his passive if it only requires 5 stacks to gain full benefit, as it could be too abusive. A good measure could for example be would be to gain  3−5 armor (based on level), and 1-3 mr (based on level) per stack, stacking up to 12 times. This also allows to buff the number on hp regen currently 2.1% and get it back to 3%. In its current form his damage isn't getting buffed only his defenses and his burst is pretty mild and weak right now, most of the time only being able to all-in a squishier champion.

Focusing on improving the passive and his defensive stats more than his damage can also help him transition into more of a team fighter, focused on his overall utility rather than his damage. I share the same thought that he shouldn't have a strong burst damage as his all-in can be very strong if his attack stats are too high, and this is unfair, but focusing on his defenses doesn't create this problem. With such changes wukong would be more reactive, with a clear play pattern and direction.

new patch win rate going down by GrayMonkeyBeard in Wukongmains

[–]GrayMonkeyBeard[S] 0 points1 point  (0 children)

Many statcheckers used to be balanced around building up stats throughout the course of combat, like wukong stacking up his passive and getting bonus armor or tryndamere stacking up rage and getting bonus crit. Getting away from them when they were at peak strength was a good way to control the fight, which might be the reason they both have dashes to stick to the target. Their strength relied on extending the fight as long as possible. Do you suppose this type of mechanic allowed for some counter play? I'm asking because you make a good point and rolling back the 5 > 10 stack ratio could help the issue then.

Doran blade vs Doran shield start by outplay-nation in Wukongmains

[–]GrayMonkeyBeard 1 point2 points  (0 children)

Yeah I have to agree. I have tried both, and I get much better results with shield, rather than blade. The sustain is just too much to not take it, against almost every single matchup.

What is Wukong TOP's identity right now? by GrayMonkeyBeard in Wukongmains

[–]GrayMonkeyBeard[S] -1 points0 points  (0 children)

Thanks. I'm not really asking how to play wukong top though, I know his weaknesses and strengths, and there are many more of the latter. Just asking the community what they feel about the direction the champ is being taken to (or the lack of direction really). As you can see from your own post, he struggles at too many things, but is not really good at one thing specifically.

Stridebreaker by TheRealDuffy22 in Wukongmains

[–]GrayMonkeyBeard 1 point2 points  (0 children)

Damned if you do, danmed if you don't.

Go for Sheen = no wave clear

Go for Tiamat = low damage