Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- −1.1pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3334
- Max MP
- 560
- Physical Attack
- 173
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 385
- Attack Range
- Melee
- HP Regen / s
- 50
- MP Regen / s
- 14
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy draft fields two or more squishy backline heroes.
The buy order matches Build 2: Rapacious Bite at 2160G, then Boots of Fortitude at 700G to get moving early. Eternity Blade and Shadow Ripper alone carry crit rate to 40%. Ten Unparalleled slots add another 7% and pile on 36% critical damage from arcana alone. Attack speed and health are left to the Fate setup; this one buys the size of the hit.
When the enemy fields durable frontliners that no single burst can drop.
The same six items in the same order as Build 1. Swapping the ten slots to Fate lifts the totals to +48% attack speed, +1337 max health and +123 physical defense. Crit rate stops at the 40% the items provide, and no arcana critical damage sits behind it. Both builds carry the same 36.2% physical lifesteal from Reaver and Bloodweeper; the extra 10% attack speed is what turns it over faster.
This is what the Popular tab of the in-game Recommended Loadout screen showed on 2026-08-28. The number on each arcana is how many of the 30 slots it fills; each colour adds up to 10. The game also shows a rank and a win rate, but those shift from day to day, so they are not reproduced here.
Strategy Guide
A crit assassin built around parrying: Skill 1 blocks an enemy skill, and a successful block grants invincibility and a shield that flows into his knock-up combo. The whole kit is a mind game.
Best for: reading the opponent one step ahead. Bait a key skill, block it, punish — and accept that a wrong guess is the reason you die.
Every skill cast enhances the next Basic Attack, and that hit always crits. Slotting Skill 1 in purely as filler buys one more enhanced attack. Whether two of them land inside the 1s launch is what decides if a squishy target drops.
The block window is 1.5s at most. Reacting to their counter-skill is usually too slow, so raise it just before you commit. A successful block hands you 0.2s of invincibility and a shield to fight through, while a whiff burns the full 12s cooldown at Lvl 1.
These combos are not official data. They are this site's own write-up, built only from the skill data transcribed from the in-game display; nothing that the skill text does not state is included.
- Post-skill empowered basics always crit, giving elite late-game burst
- Skill 1 can nullify one key enemy skill and flip entire duels
- The monster execute makes his jungle clear among the fastest anywhere
- 40% speed from Skill 1 and 90% from Skill 2 start both his engages and his exits fast
- His damage stays modest until crit items actually come online
- Whiffing the Skill 1 block exposes just how soft his defenses are
- Reliant on empowered basics — attack-dodging enemies blank him
- The knock-up is his only CC, so fleeing targets are hard to pin
Wukong owns one of the fastest jungle clears in the game. Skill 2 deals true damage to monsters and outright executes any monster below 15% HP (Tyrant and Overlord excluded), so his full clear beats most junglers by a camp. The catch: his crit damage starts capped at 150%, so his early dueling is weaker than the highlight reels suggest. Farm to level 4 without greed, and keep one eye out for the enemy jungler's invade — that's the only real threat.
Everything changes around 8-10 minutes with one or two attack speed and crit items done. His post-skill empowered basics always crit, which means every point of crit damage on your items is pure scaling. Gank by entering with Skill 2's dash, then empowered basic into the Ultimate's knock-up into detonating brands with basics. Hold Skill 1 in reserve as insurance against their answer skill instead of burning it for movement — your success rate climbs immediately.
At full build, a single empowered basic deletes backliners. His body stays soft, though, so never walk in through the front. Wait in side bushes or behind walls and strike from behind the moment enemy eyes face forward. One trick: pre-channel Skill 1 right before you dive. Catching their reaction skill is far easier that way than pressing it reactively, and a successful block's shield plus 0.2 seconds of immunity transforms your odds of walking out alive.
Opening the teamfight is a mistake. Wukong's job is spotting the handful of seconds when the enemy backline's peel thins out. Enter with Skill 2's speed, empowered basic, Ultimate knock-up, then detonate the brands with basics while another guaranteed crit lands. Everything crits, so squishy targets die before the knock-up ends. Finish, then take Skill 2's second dash to complete the exit. Whether you chase a second kill comes down to one question: is Skill 1 still up?
Counters & Synergies
Countered-by and synergy picks are this site's own reading, based on each hero's kit. What the official app publishes is how often heroes are picked together (see "Frequently Paired With" below); it does not publish any rating of how well they match up.
Frequently Paired With
The figures are the "match rate" published by the official in-game HoK Camp: how often these heroes ended up on the same team (fetched 2026-08-14). It is not a win rate, so a higher number does not mean a stronger pairing.
First Skill to Level Up
Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.
Skills

The Great Sage
He has a base Critical Rate of 20%, but his base Critical Damage is only 150%.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 475 | 615 |

Protective Shroud
He gains 40% Movement Speed for 1s when using this skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 12 | 11.6 | 11.2 | 10.8 | 10.4 | 10 |
| Extra Shield | ||||||
| Extra Shield | 600 | 720 | 840 | 960 | 1,080 | 1,200 |

Furious Advance
Monster Slayer: Dashing into monsters will deal 274 (240 + 20% physical attack) true damage to them. If the monster has less than 15% Health, it will take grievous damage. This does not affect Overlords or Tyrants.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 6 | 5.8 | 5.6 | 5.4 | 5.2 | 5 |
| Monster Damage | ||||||
| Monster Damage | 240 | 260 | 280 | 300 | 320 | 340 |

Golden Cudgel
He also places 3 marks on enemies within range. When his Basic Attacks hit a marked enemy, the target loses a mark and takes an extra 270 physical damage.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 35 | 30 | 25 |
| Base Damage | |||
| Base Damage | 250 | 375 | 500 |
| Mark Damage | |||
| Mark Damage | 270 | 405 | 540 |
Other Jungle Heroes
Stats: official HoK Camp, as of
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