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Hello! First off I just wanna thank you for taking the time to read this guide. Now this may not be the most professional guide around and I may not be the best Smite Player in the world, but if you wanna know how I build MY Solo-Lane Sun Wukong then go on ahead and continue to read this guide. Now I will warn that this build is NOT, and I repeat NOT always effective. Most times I do well with this build, but sometimes I lose. Whenever I play Sun Wukong with this build people tend to find it's difficult to kill me. This will contain a full explanation of his abilities, ways to combo, and understanding how he works as a god to maximize him completely.
If you would like to check out my Ullr solo guide then click here.
If you would like to check out my Chaac solo guide then click here. (The Chaac guide is being reworked. I have a better build.)
I play Solo ALOOTTTT. In fact it's pretty much the only role I play besides Mid. I can do a decent Carry/Support but I work better alone.
Regardless, enjoy my guide!
Changes:
Fixed Build Order.
Reworked Guide information.
Changed Build order.
Sun Wukong, like most gods, has a kit consisting of 4 abilities. 3 normal ones and an ultimate.
Let's talk about Sun Wukong's passive, Undefeated Body. When Sun Wukong reaches below 35% health, this build tends to have around 2000-2500 health so that would be 700-900 HP, he will gain 10% critical damage and 10 protections. These increase with every level by 1. So at level 20 you'll gain 30% critical chance and 30 protections. This is good for solo lane being as you'll often go below your health threshold.
Let's talk about Sun Wukong's first ability and wave clear, The Magic Cudgel. When Sun Wukong activates this ability his Weapon grows in size and shape. He then smashes it down and everything in a straight line in front of him is damaged. All Minions or Camps take an increased 25% damage from this ability. This ability, if standing directly in front of a minion wave, can damage the entire wave.
Let's talk about Sun Wukong's second ability and AOE, Master's Will. When Sun Wukong activates this ability he spins around and attacks all enemies around him in a circle. Any enemies hit by this will be slowed by 30% for 2 seconds. This is good for sticking to an enemy and not letting them escape.
Let's talk about Sun Wukong's third ability and multi-use, 72 Transformations. When he activates this ability depending on how far you are aiming it will change what creature you turn into. You can be an Ox, a Tiger, or an Eagle. Each one will do a different thing. The Eagle, when activated, will make him immune to slows and roots. He will also travel much faster. The Tiger, when activated, will make him charge forward. The first enemy he hits will be stunned. His third and final form, the Ox, when activated will send him rushing forward. Anything in front of him is knocked up. You should be warned that this ability can be canceled out by an ability such as Ymir's Frost Breath. Any stuns will cancel this ability and turn you back into your normal form.
Finally let's talk about Sun Wukong's ultimate, Somersault Cloud. When this ability is activated Sun Wukong will start spinning his cudgel with increasing speed. After a few seconds he will leap into the air onto a cloud. He can remain in this cloud for 5 seconds. As he does this a clone of himself will be left behind to fight. The clone will inherit a portion of his strength and protections and target the closest Enemy God or Jungle buff. While in the cloud Sun Wukong heals 5% of his health every second. When the 5 seconds are up he will slam into the ground at a target location and damage all enemies inside the area. The clone can be killed instantly with a hard crowd control, an example being Ymir's Frost Breath, but banishes and knockups do not instantly kill this clone. However, should the clone die before Sun Wukong leaves his cloud he will be revealed in the cloud.
1. Use The Magic Cudgel to damage a minion wave. You can then use 72 Transformations and plow through the wave as a an ox. Cancel out of the ox after you reach the minion wave archers and then use Master's Will to clear off the archers.
2. Use 72 Transformations to catch up to a running god and stun them using the tiger. Once stunned use Master's Will to slow them and then The Magic Cudgel to hit them. Use Somersault Cloud for extra damage or to close the distance if you must.
3. If there are multiple gods all at once use Somersault Cloud to jump into the air, slam down on them, and use Master's Will to slow them all at once. Try to use The Magic Cudgel to hit whoever is the weakest.
4. If you are running low on Health use Somersault Cloud to give yourself time to heal. Once the time is up use 72 Transformations to escape quickly. This is useful if you get ganked by the entire enemy team, or are about to die in a team fight.
Bluestone Pendant is a great starter item for a solo laner. Anything you hit with your abilities will then be damaged for a few seconds after. It's like a bleed in a way, similar to Loki's Vanish. You can go this way if you want. However I prefer a Emerald Talisman and Boots combo. That way you'll regain a slow amount of health over time. You won't have potions so at some point you should eventually go back and get some after you clear a few waves.
Warrior Tabi is a simple item to have that is good. Movement, power, and so on. Stone of Gaia is a good item to have as you'll regain health every few seconds. This is good for staying a long time in solo lane and combos well with Somersault Cloud's healing. You'll have MP5, HP5, and Health. This'll also increase the health you can fall down to before receiving your protections and Crit chance from your passive Undefeated Body. However, if you use Stone of Gaia you may not be able to use other items that give protections.
Jotunn's Wrath and Breastplate of Valor both give mana. This will allow you to cast more abilities in-lane before having to return to Spawn. Jotunn's Wrath and Breastplate of Valor not only give Mana, but cooldown reduction. Breastplate of Valor will also give you protections. Jotunn's Wrath gives penetration and power. Hide of the Urchin will give you health, mana, and protections. This is a good item in general to have and useful in team fights due to the passive.
Finally, Titan's Bane is a good item to have and give extra penetrations.
So in conclusion. this is my Sun Wukong build. You may not agree with how I have built him, which is perfectly fine. I am always welcome to positive criticism and any advice you can give me to make my builds better and better are welcome from all. This may not be the most professional guide around, but I do what I can. If you would like proof that this build works, visit my SmiteGuru at The_Eley_Crew on PS4. That is all I need to say.
Thank you for reading. I hope you enjoyed my guide. Feel free to check out some of my other guides.
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Just throwing some comments out there.
Firstly, thanks for taking the time to write up a guide.
Regarding the build, yours is definitely outside of meta. Meta isn't always the best (or sometimes you can succeed outside of the meta due to many variables), but it exists for a specific reason. So let me get more into that meta.
In the solo lane, for an ability-based Warrior, the standard progression of items will usually start with your "secondary starter build." Bluestone's added 30-60 damage can help early clear.
Next up is completing Warrior Tabi (which you have, good).
After that, the next item is usually a counter-build defensive item specifically to protect you from your lane enemy...usually physical, but sometimes magical. This means many choose Breastplate of Valor, which you have as the 4th completed item...followed by either the opposite protection (if you got physical, next can be magical) if needed, or an offensive item, e.g. Jotunn's Wrath.
The rest of a meta build consists of appropriate counter protection items and key offensive items. Now let's go into your build.
So, outside of Stone of Gaia, I don't have any issues with your 3 items, just think the order could be adjusted. Bluestone Pendant, Warrior Tabi, Breastplate of Valor (usually against Physical) or Genji's Guard / Bulwark of Hope (against magical) would be optimal. Follow that first protection with Jotunn's Wrath and continue from there.
I understand your reasoning behind using Stone of Gaia, but there are a couple of specific reasons it's just not used much in Conquest. It provides a lot of health and sustain over time, which is nice, but taking up a full slot, and so early, really delays your other items. You really want Warrior Tabi online ASAP for both mobility and the good, cheap power it provides. Also, SWK has some built in healing via Somersault Cloud, negating the need for regen to a degree. So...I'm not saying it's not helpful, just that the more competitive the game, the more wave-clear pressure you'll receive due to low clearing and the less helpful slow regen will be if you get Stone of Gaia first, or anywhere in your build.
Stacking items like Transcendence generally shouldn't be chosen as the 5th item. Sure, it doesn't take all that long to get 50 stacks, but it has some very specific function...it's built early to supplement mana use, and the power, as stacks increase, help in the early game for wave clear and pressure. You shouldn't need the mana due to being in the Solo lane with the mana buff, as well as already having the great 300 mana pool from BoV, and additional 250 from Bluestone/Jotunn's. So if you're getting it for the power...well, you're not anywhere close to utilizing that power, because you don't have a good penetration item in your build. Titan's Bane, Void Shield, Brawler's Beat Stick...SOMETHING else needs to be in there to get your pen up...the 10 flat from Jotunn's Wrath is not enough unless you transition to full tank and aren't looking to do much damage at all.
Bloodforge is not a good item for SWK. He's an ability user, and physical lifesteal is only obtained by basic attacks. Yes, the additional power is nice, but SWK shouldn't need lifesteal, and the same power comment from Trans above applies here. The shield upon a kill is much better for a high damage god that can really use the added health to help escape after they finish their kill. Masamune is likewise better for assassins or hunters that 1) don't build ANY health items, and 2) lack escapes or otherwise can really see benefit from the added move speed...you've got the Bird of Nope at an 8.4 second CD!
So I get your ideas and see how they can, technically, "work" for you in a specific situation, but there are some inefficiencies in the build.
The TL;DR summary would be:
Sorry that was so long. I'm sure I didn't touch on everything, but I think I got the majority of points across.
So first off, I don't know what the Meta is. I see you went to some explanation to tell me what is 'in' and 'out' but an explanation of what Meta is as a whole would be appreciated.
Secondly, I could see why not putting Transcendence into the build and due to your explanation I must say I agree with you. I could put Bulwark of Hope instead, which would lift some of the magical damage. However, I'd think Hide of the Urchin is better and as such I will put it into my build the next time I play.
Third, I understand the reasoning behind using starter build 2 instead of starter build 1. In my honest opinion I'd choose either or depending on who my solo laner is. I get why Starter 2 is better, because of the extra power, but starter 1 is also good for early sustain. However, not having potions early game is a serious problem which I agree on. It just depends, honestly.
Fourth, I am trying not to rely on Bloodforge anymore. I'm more often than not building Titan's Bane instead, as it gives extra physical penetration. I usually use both of those items as fallbacks because I may not know what to build next.
Finally, Thank you for the example build, That is indeed a much better build and I plan on using it my next game.
Thank you for the critique, as it is appreciated and needed to become a better Smite Player.
Glad you found my comments helpful.
Firstly, the idea of the meta is partly what is most common, in combination with a trend toward some kind of efficiency. When you've got a lot of people playing such a strategic game, there's definitely a push in the direction of being as effective as possible...and the meta generally mirrors this by trending toward gods and builds that have more of an advantage than others.
So, with someone like Sun Wukong, well, firstly he's not a meta god, but as a Warrior, he is probably the most common class played in the Solo lane. And when you have a Warrior in the Solo lane, you're usually looked at to be a secondary tank, so you need some protections. In addition, you still need to battle against your lane enemy, and the means to do that is by maximizing your god's effectiveness with regard to wave clear and pressuring. In SWK's case, he's an ability-based god, so getting some CDR in combination with some power and penetration is important.
Ability users need mana, and there are of course many ways to do this...items like Transcendence can really help with the mana pool, as well as Breastplate of Valor to a smaller degree (with regard to that pool). You can also supplement early mana consumption with Mana Potions, or items with MP5. However, in the Solo lane, you also have easy access to the blue mana buff, which is conveniently right next to your lane. So, items like Transcendence aren't quite as needed...yes, the power is nice too, but when you get Trans, you're sacrificing getting other items that might have more use.
So, "meta" for the solo lane is getting the right starting item for the god ( Bluestone Pendant for ability users), getting Warrior Tabi usually, and then balancing protections with offensive items. It also depends on who you face, so if you're facing another Warrior as an ability user, you'd likely consider Breastplate of Valor for the CDR and the physical protection to directly counter their damage...(and also a physical Jungler if that's what you're facing).
Gaia is outside of the meta and hardly ever used, because it no longer offers magical protection...only health. The HP5 is the real draw, but it's just not quite as functional when you've got to deal with a lot of burst damage. In some very specific situations, it can work, and as an early item, has some luxury function to help you stay in lane longer, but right now just isn't in a spot that it's the best pick...especially with the multitudes of other items that offer other really nice utility. Also...it has more health regen the more health you've built...but you're not building that much...just the 250 from Urchin and the 400 from Gaia.
Rather, your better bet would be to get counter items in place of Gaia...Nemean Lion against crit builds, Pestilence against healers, etc. Frostbound Hammer isn't really a good option for him, because he's already got a slow and a knockup/stun in his kit...and you won't be basic attacking all that much. Frost is better for warriors that use basic attacks more, like Ravana, Erlang Shen, and Osiris.
Would love to hear how your adjusted builds are working!