

Any time the Monkey King strikes a minion, Hero or structure he will create a clone of himself.

While in his evasive stance Wukong can be very difficult to isolate.Īnd finally your ultimate is 84,000 Hairs. In the evasive stance Wukong will plant his staff and launch himself into the air with a directional jump. You can use it to push threats away or push enemies into bad situations. In the offensive stance Staff of Legend deals damage and knocks enemies to the length of the staff displacing your target. Staff of Legend allows the Monkey King to extend his polearm. This mobility tool is great for navigating team-fights or traversing terrain. In his evasive stance Cloudwalker will allow Wukong to walk on air after his double jump. In the offensive stance the double jump will end with Wukong slamming his staff into the ground dealing damage and slowing enemies in AoE. Landing the killing blow in his evasive stance will grant him health.Ĭloudwalker grants the Monkey King a double jump. If Wukong last-hits these minions while in his offensive stance he will gain bonus Card Power. Control Aggression also comes with a passive component giving a small chance that enemy minions will look visually distinct.

Wukong’s abilities will have different effects depending on which stance he’s in. Wukong is a deadly and elusive melee carry capable of farming faster than any other hero.įocus on building items that maximize your damage output (Power, Crit)Ĭontrol Aggression allows the Monkey King to swap between offensive and evasive stance.
#Paragon game builds free#
A hundred years later Wukong is free and on his way to Agora to resume annoying Feng Mao. When Wukong became too annoying Feng trapped him in a cave and left. With no cap, and no forced allocation rotation, Paragon points would make a meaningful difference in both the way the character is built and played.Wukong and Feng Mao used to be traveling companions. You might see one character whose only job would be to pick up Progress Orbs in a Rift, with his 50 yard Pickup Radius. You would see some characters so tough they could stand in a Molten explosion at GR120, but take all day to kill a single skeleton. If there were no cap, you would see characters that are fast as lightning, but as fragile as cotton candy. Remove the cap, and remove the forced allocation - which would allow the player to put every single point into one property from P1 - and you would begin to see differences in the way players distribute points, which would make a functional and visible difference in the way the character plays.īecause of the forced point allocation rotation, the tiny little bit of variation based on player choice that we have now in allocation from P1 to P800 is little more than an illusion of choice, and in addition to having a forced rotation per category, the points might as well also be automatically allocated for each property per category. Second, the best way to fix the galactically stupid Paragon Point distribution system is to remove the caps, and the forced allocation rotation.īecause of the cap, at P800, every single character is virtually identical when it comes to Paragon distribution, and because of the forced allocation rotation, even on the way to P800, everyone is virtually identical. After that point, gold is plentiful, so the stat is meaningless. First, on the Utility tab, Gold Find should be changed to Pickup Radius at P100.
