User blog comment:Healingmantra/My vision of: Wukong/@comment-3391671-20170708215933

While this kit does help offer something different from the current Wukong's kit, I find there is more problems to it than just "I need my kit rearranged." Surely, the Monkey King is in no need of a complete VGU, as his theme and background are actually quite agreeable and balanced. Maybe a little visual update for his model, but visually too, he satisfies the needs of being a unique silhouette. Then there is the kit... that does need a Gameplay update (I consider it to be on the list of old kits that need a review for being old LOL standard), and to be simple, your vision does not fulfill that enough.

I do not know how much you know of the original Monkey King, but that may be a good place to start. If you do know enough and I am only requesting something that is conceited of me, then pardon my words. I ask this because you might as well already know, the kit should encompass its theme, and for Wukong, he is inspired by Sun Wukong and surely would work well if there was something to reminiscence about in regards to the cheerful and playful Monkey King. The kit above plays on it, but only on the same level as the live kit, which is partial coverage imo.

Kit

 * Innate: Making this innate a more temporal effect did help upgrade the ability's interactive-ness, but I believe this ability overall needs more than that. An overhaul in its own way, something that isn't a blatant "I have stone skin, so I get defenses." As I have mentioned as a comment on Wukong's page, Wukong needs a review of his classification, one that narrows down what he should be. Currently, he works awkwardly in two ways, one as a Bruiser who should be able to take enough damage (or feigned damage in the essence of his ) with one in close "tank-like" CC (his ult) while being mobile and capable of damage as an Assassin. And for his thematic background, being an Fighter-Assassin is the way he should go. Thus a plain "resistance boost at low health" would not be fulfilling.
 * Q has been rather stable in what I've seen, being an interesting enough auto-enhancer. Making it a ground-targeted skillshot isn't exactly where I would take this ability, even if your likely intention was to give him more AoE damage. I don't think he would need that, especially if you mentioned saying that he needs more dueling power. Concentrate where his strengths will be, and don't spread them everywhere to give him too many handicaps.
 * I also find that on-monster interaction more compensation than necessity. He does not need increased on-monster damage for any thematic reason; if it was "on non-champion units" that is more understandable, but even then, I would expect something different from this Q. Reducing armor is much more intriguing for this reason.
 * Decoy has been one ability that pales within the kit, do to not living up the name of its origin or as an ability within the kit. The original Decoy of Sun Wukong is more deceptive and playful. However, in game, it's no more than a simple and short-lived gimmick with nothing more than "I post a supposed dummy here, k bye." It's also used for escaping, not for combat as much (of course, it's also used to get around enemies who don't realize the clone, but still).
 * Your reiteration of the ability does not alleviate what I find unappealing about it. To be honest, by adding the, you make the ability more "one-trick" than it was before. It's not interactive as much as I would think of this ability. Plus it's no decoy anymore, just a stun-machine.
 * What I've had in mind for Decoy with Wukong was something that could actually be used in combat without relying on that invisibility. I've removed the lasting invisibility for something more worthy of "Wukong is surely plucking hairs to get on the enemies' nerves." It may overlap with how champions like summon their clones, but the way the ability is used is surely different.
 * "Wukong turns invisible for 0.25 seconds. At the end of the invisibility phase, two clones appear alongside Wukong, following around him for up to 5 seconds during which Wukong and the clones have XX% bonus movement speed. Clones will deal with basic attacks, and have  (not scaling to stats); 2 instances of damage from large monsters and champions along with CC from any source will cause the clones to disappear instantly."
 * This allows Wukong to use these clones in a more interactive and combative way, instead of only using it like a distraction, which is not entirely true to the original Sun Wukong. It will be likely that these clones will have pathing that will make it hard to discern which of the three is Wukong, but allow champions with the right tool (DoT or CCs) to get rid of the clones instantly.
 * While the Monkey King is surely acrobatic... I do not know if adding an ability such as Somersault is something I would go for. In its own self, it feels like an ability wasted. Surely though, removing the lackluster Nimbus from being a stale dash was a nice though, but if my iteration of Clones is implemented, there is no need for a gap closer in a basic ability. In the end, E has more potential and Somersault doesn't fulfill that, my firned.
 * Then there is the ult that is the new Nimbus Assault... and I wonder, why is it such a short duration for riding the awesome cloud? On top of that, why the invisibility? If this is supposed to reference his ability to disappear into mist, then the Nimbus should be held separate. And while I don't mind more clones, this clone does not feel interactive (obviously because you can't control it), and feels like a hasty implementation to make this ability more than just a disappear and dash.