Top Wukong trades get much worse when E and W leave together, so use Q range to tax last-hits, then split your movement spells so the clone draws the answer and your real body still has a re-entry or escape left
Level 6 changes the lane by changing the escape route: the first Cyclone makes them choose a path and the second one catches that same corridor, which is why brush edges, lane walls, and tower approaches are much better Wukong fights than open, fully declared ones
Do not lock yourself into a long split-push script; compared with similar top duelists, Wukong is less defined by pure solo-kill and tower snowball, and he gets more from leaving the side wave in time to bring clone plus double knockup into the next cramped skirmish
When you fall behind, stop trying to force the clean carry-angle version of Wukong. In lane, spend less mana proving you can still trade and more on collecting the wave without giving up both movement spells at once. Around fights, look for the body that enters first rather than the carry you would attack in an ideal game. If their diver, bruiser, or support steps into your team, double Cyclone there and let your knockups and Q shred make the fight easier for everyone else. You are still useful when your job is to interrupt the first commit and keep the corridor messy.
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.