Play for the second spin, not just the first touch: get in with E or the first Cyclone, then use W to make the enemy hit the wrong body so the real one can reappear for the second knockup where their flash, turn, or peel was supposed to work
Before 6, Wukong is better at joining a fight that is already live than cold-starting one, so favor counterganks, overextended lanes, and river scraps over parade-route ganks; recent data supports that he gets less paid than nearby junglers for forcing early lane kills
When the game is rough, Wukong still has value by ruining the commit—double knockup plus clone reposition can peel a diver or catch the body that followed too far, and that recoverable teamfight pattern shows up in his stronger behind-state data versus similar dive junglers
Peel when your carry is the cleaner win condition or when the enemy dive has to pass through you in a narrow fight. Wukong is unusually good at turning that moment because double R plus W reposition can break a committed engage twice: first by stopping the entry, then by catching the follow-up or retreat. If their diver is the body that is actually deciding the fight, hit that body first. If nobody on your team can finish after you peel, then keep looking for the carry-adjacent target instead. The key read is which commit is easiest for your kit to ruin immediately.
Wukong gains stacking armor and max health regeneration while fighting champions and monsters.
Wukong's next attack gains attack range, deals bonus damage, and reduces the target's armor for a few seconds.
Wukong becomes Invisible and dashes in a direction, leaving behind a clone that will attack nearby enemies.
Wukong dashes to a targeted enemy and sends out images to attack enemies near his target, dealing damage to each enemy struck.
Wukong's extends his staff and spins it around repeatedly, gaining Move Speed.Enemies struck take damage and are knocked up.