Sun Wukong, the Monkey King, is a melee agility hero, best known for his slippery nature and his ability to do Mischief, deceiving his enemies by turning into trees and other objects. Armed with his magic extending staff, the Monkey King slams the ground with Boundless Strikes, and leaps to the treetops to have advantage over his foes with Tree Dance. Perched on a tree, he gains a clear view of his surroundings, allowing him to jump down on unsuspecting targets, dealing heavy damage and slowing their escape with Primal Spring. As a carry, the Monkey King is granted extra damage and lifesteal from Jingu Mastery after landing consecutive attacks on his opponents. In a teamfight, at Wukong's Command an army of clones is sent out across the battlefield to fight for him, while he himself has his armor increased. Together with the help of his clones and his team, the Monkey King is one heck of a force to be reckoned with.
- Boundless Strike's effects are instantly applied within its whole area. There is no travel time.
- The effect starts 75 range in front of Monkey King and has an actual length of 1125, adding up to 1200 effective length.
- It can hit units up to 1350 range away (starting distance + length + width).
- It can also hit units 75 range behind Monkey King, due to its radius and starting position.
- Causes Monkey King to perform an instant attack on all hit enemies. The stun is independent from these attacks.
- These attacks have True Strike, and can therefore never miss. They also ignore disarms.
- Can proc any attack modifier on all of the hit targets normally, with cleave being the only exception.
- Also procs , placing the debuff on all hit enemy heroes, or adding to the counter if already debuffed.
- Despite the audio, has still only a chance to proc. Boundless Strike does not guarantee chance-based effects to proc.
- Since Boundless Strike has an ensured critical hit, crits with a lower value have no effect if they proc (higher crit value takes priority).
- Jingu Mastery loses a charge whenever Boundless Strike is cast, regardless of whether it hits a unit or not.
- The bonus attack damage is applied to all hit targets, and it does lifesteal for each hit target, despite using up only one charge.
- The strike first applies the debuff, then the damage.
- The sound during the cast animation is audible to everyone.
- Leveling up Tree Dance also levels up .
- Monkey king leaps to the target tree at a speed of 700, reaching the tree within up to 1.4 seconds.
- Leaps in an arc, with a top height of 192. During the leap, other units may pass below Monkey King.
- Although it visually looks like Monkey King is above the ground while perched, he still is considered to be on the ground. The height is part of the animations.
- Tree Dance has several different cooldowns which activate at different times.
- Upon cast, the leap duration is added to the cooldown, resulting in a cooldown of 1.3 to up to 2.6 seconds, based on the distance.
- Upon reaching the tree, it goes on cooldown for 1.2 seconds, which matters only if the cast cooldown was skipped (with e.g. ).
- Upon unperching with a move or attack command, it goes on a 1.2-second cooldown. Does not go on cooldown when unperched in other ways.
- Upon taking player-based or HP Removal), it goes on a 3-second cooldown. -based damage greater than while on the ground (excluding damage flagged as
- All of these cooldowns are unaffected by percentage-based cooldown reductions. Flat reductions and cooldown resets work.
- During the leap, Monkey King is disabled, unable to perform any actions. The last given order gets queued up and executed as soon as he lands.
- During the leap and while on a tree, Monkey King gains flying vision, but has his vision reduced to / ).
- 's bonus night vision and still work, while does not affect Monkey King's vision while on a tree.
- While perched on a tree, Monkey King is hidden from sight. He can only be seen with flying vision.
- He can also be seen when standing 2 levels of ground higher than the tree Monkey King sits on, allowing wards to spot him when the ward is on an elevated ward spot.
- However, he cannot be seen when getting hurled in the air by spells (e.g. ). Only standing on high ground may grant vision over him.
- While on a tree, Monkey King can perform any action normally, with some of them unperching him, while others do not.
- Casting item ability does not unperch him. , or any
- Casting , moving or attacking does unperch him.
- Directional Move and Patrol have no effect when ordered while on a tree, so that Monkey King stays perched.
- While on cooldown on a tree, Monkey King is disarmed and he cannot move, which prevents him from getting off the tree with move and attack commands.
- Forced movement unperches Monkey King as well. This includes the effects of , , and .
- While on a tree, Tree Dance can be cast again, targeting another nearby tree. All trees within cast range are highlighted with a white glow.
- Monkey King gets only stunned if his tree he leaps towards, or he sits on, gets destroyed. Getting unperched in other ways (e.g. forced movement) does not result in a stun.
- The Tree Dance activity modifier only appears during the leap and is responsible for the jump animation.
- This ability is automatically leveled whenever is leveled.
- This ability is only active during the cast time of Tree Dance, during the leap from the ground onto a tree and while on a tree.
- It is inactive while leaping from a tree to another tree, and while on the ground.
- Since Tree Dance disables Monkey King during the leap, casting Primal Spring while leaping to a tree queues up the order, so that it is cast immediately once on the tree.
- Leaps towards the target area at a speed of 1300, reaching it in up to 0.77 seconds, based on distance.
- The damage and slow are based on the time spent channeling, meaning their potency increases per each server tick (0.03 seconds) spent channeling, up to 54 times.
- The damage increases by 2.642/3.962/5.283/6.604 ( 10.189/11.509/12.83/14.151) per server tick, starting immediately, reaching 142.6/214/285.3/356.6 ( 550.2/621.5/692.8/764.2) damage in 1.6 seconds.
- The slow increases by 0.4%/0.8%/1.1%/1.5% per server tick, also starting immediately, reaching 20%/40%/60%/80% slow in 1.6 seconds.
- Hitting the same enemy multiple times with Primal Spring refreshes the slow duration, but does not update the slow value based on channel time.
- Primal Spring first applies the damage, then the debuff.
- The visual effects at the target area during the channeling are visible to allies only.
- The channeling sound is audible to enemies, even through the fog of war.
- The Tree Dance activity modifier only appears during the leap and is responsible for the jump animation.
- Replaces channeling ends. until the
- Immediately ends the channeling of Primal Spring, causing Monkey King to jump earlier.
- Cannot be shift-queued.
- Each successful attack done on an enemy hero while Monkey King does not have the damage and lifesteal buff places the debuff, or adds one to its counter if it already has the debuff.
- Only actual enemy heroes (including clones) can receive the debuff. Illusions and creep-heroes do not count. Allied heroes do not count either.
- The debuff's duration gets refreshed on each hit. The 4 hits do not all require to happen within 10 seconds.
- 's instant-attack also counts and is able to place the debuff/add to the debuff's counter.
- Upon hitting the same target 4 times, the debuff on the target disappears and Monkey King receives the attack damage and lifesteal buff.
- A charge gets used upon successfully attacking any unit, including buildings, wards and allied units, always applying the bonus damage.
- The lifesteal does not work against buildings and allies, but works against any other unit, including wards.
- Stacks additively with other sources of lifesteal.
- Boundless Strike also uses Jingu Mastery's effects, hitting all enemies with the bonus damage and the lifesteal, but only using up one charge per cast.
- Even when not hitting any enemy, Boundless Strike still takes one charge of Jingu Mastery.
- This is an innate ability and does not need to be learned. It is not bound to any ability, but to Monkey King himself.
- Interrupts Monkey King's channeling spells, move orders and attack orders upon cast.
- When cast, Mischief transforms Monkey King into one of the following items or units:
- (using his team's courier's model), , , , , (new or peeled),
- When a tree is within 350 range upon cast, it transforms Monkey King into that tree instead. If multiple trees are within range, a random one of them is chosen.
- This includes spawned trees from and .
- When within 350 range of a rune spot, it transforms Monkey King into a random rune suitable for that rune spot.
's first death, Mischief transforms Monkey King into the when cast inside his pit.
- After his second death, it may also transform him into . After his third death, it may also transform him into .
- Monkey King's movement speed is set to 200 while transformed (380 when transformed as a courier). Besides with hastes, his movement speed cannot be altered by anything.
- Monkey King's selection box adapts to the disguise models. However, his collision size does not change.
- Monkey King's minimap icon is hidden to the enemy while disguised. In addition, his over-head health and mana bar is hidden to everyone, including the player.
- Auto-attack ignores the Monkey King, so that lane creeps, neutral creeps, towers and fountains do not automatically attack him.
- Units of players which have auto-attack enabled do not attack him automatically either, but can be forced to attack him. The ground-attack move also ignores him.
- Monkey King is still fully affected by every spell. He can be targeted normally. Attachable particle effects of spells still attach to him.
- Damage greater than HP Removal. dispels the effect. Does not get dispelled by damage flagged as
- Replaces until the disguise ends.
- Interrupts Monkey King's channeling spells, move order and attack order upon cast.
- Upon cast, 14 ( 21) clones of Monkey King spawn which immediately walk to their determined spot in the formation.
- The clones walk at a speed of 700 and have unobstructed movement, walking through cliffs and trees.
- The formation they take is always the same except when space is limited by the edges of the map.
- The first ring soldiers form a pentagon within a 300 radius circle, with the tip always facing north.
- The second ring soldiers form a nonagon within a 750 radius circle, with the tip always facing north as well.
- ( The third ring soldiers form a heptagon within a 1100 radius circle, with the tip always facing north as well.)
- The soldiers are invulnerable and and considered hidden (although visible), making them immune to almost every spell.
- The soldiers are hero clones of Monkey King, copying all attributes of Monkey King, with some special exceptions. They are not illusions.
- Their attack speed is locked so that they always do one attack every 1.3 seconds. Attack speed buffs and slows do not affect them.
- Their day and night vision is reduced to 600. They provide the vision while walking to their spot and while standing there.
- The clones only attack enemies they see. Invisible enemies and enemies inside the Fog of War within the circles are not attacked.
- The clones also copy most of Monkey King's items, and are therefore able to use attack modifiers and bestow auras he had upon cast.
- The clones do not copy , , , and .
- The permanent buffs of and are copied as well.
- However, other permanent buffs (e.g. , ) are not copied.
- Since their attack speed is locked, does not allow them to quickly attack twice. The slow is still applied though.
- does not work for the clones. They neither add stacks on enemies, nor gain the buff if Monkey King had it upon cast.
- Since the soldiers do regular attacks, their damage is reduced by damage block.
- The soldiers only attack enemy heroes, clones, creep-heroes and illusions which are inside the circle.
- Other units and any unit outside the circle are fully ignored, even when within attack range of a soldier.
- If Monkey King moves more than 780 ( 1130) range away from the center of the circle, or when he dies, the soldiers disappear and the spell ends.
- Recasting Wukong's Command while a previous cast is still active immediately ends the previous cast.
|+20 Attack Speed||10||+300Vision AoE|
- Talents are fully copied by the .
- helps Monkey King stay in lane with health sustain.
- can save Monkey King in a pinch by restoring his health.
- helps against lane harassment.
- helps Monkey King slow heroes when building up Jingu Mastery stacks.
- helps Monkey King land last hits.
- grants movement speed to chase enemies.
- provides a decent early game boost to attributes and damage.
- offers burst health and mana, saving Monkey King in a tight spot.
- helps Monkey King hit harder, and can upgrade into later.
- provide bonus attack speed for Monkey King to build Jingu Mastery. Monkey King can switch to intelligence to manage early game mana issues.
- grants bonus damage and movement speed, allowing Monkey King to catch up to opponents.
- increases attributes, as well as more burst health and mana compared to Magic Stick.
- lets Monkey King clear creeps quickly with Tree Dance, and its cleave works with Wukong's Command.
- makes it much easier for Monkey King to get Jingu Mastery stacks as it provides attack speed, slow, and double attack. The soldiers from Wukong's Command can apply the slow as well.
- helps Monkey King build up his Jingu Mastery charges without being interrupted, as well as increasing his survivability to keep up Wukong's Command.
- boosts damage output and evasion for a deadlier and longer Wukong's Command.
- gives bonus damage and reduces armor of targets, which greatly boosts Monkey King's damage output against enemy units and buildings, and synergizes well with critical hit of Boundless Strike.
- helps Monkey King store runes, which he can reach easily by jumping through trees.
- grants extra attack speed, and its Chain Lightning can be procced by Boundless Strike and by the soldiers from Wukong's Command.
- 's active slow helps Monkey King build Jingu Mastery or keep targets in Wukong's Command. His soldiers from Wukong's Command can also proc Manabreak.
- 's Maim can be procced by the soldiers from Wukong's Command, keeping enemies inside the area if they are trying to escape.
- gives Monkey King more survivability and strong slowing effect to help land the multiple hits needed to charge Jingu Mastery.
- break to counter certain enemy heroes, opening up opportunities for kills. helps Monkey King stay inside Wukong's Command without risking death. It also apllies
- increases attack damage and counters enemy evasion.
- allows Monkey King to stun an enemy long enough to get Jingu Mastery stacks or keep them in Wukong's Command.
|Roles:||Carry Escape Disabler Initiator|
|Playstyle:||Having survived every encounter with the wrathful gods, the immortal Sun Wukong returns to do what he does best: cause endless Mischief. Tricky and deceptive, the Monkey King takes the shape of a tree, and lies in wait to Boundless Strike the unsuspecting with his extendable staff. He leaps nimbly from treetop to treetop, scouting the ideal location to crash down on enemies with Primal Spring. A tuft of hair—plucked from his head—scatters into the wind, transforming into legions of soldiers. Under Wukong's Command, the clone army makes certain that no foe ever leaves the field without battling the Monkey King himself.|
- Monkey King's name, lore and abilities are based on Sun Wukong, the legendary hero from the Chinese classic Journey to the West.
- In the novel, the Monkey King wields the Ruyi Jingu Bang, a flexible magical staff that can change size and length.
- The name for in Dota 2's Chinese client is "Seventy-two Transformations" (七十二变, Qī shí èr biàn), a reference from the novel to Sun Wukong's ability to change into numerous forms.
- is based on one of the Monkey King magical powers from the novel. He creates clones of himself from his hair, which he pulls from the back of his head, and blows into the wind.
- Monkey King is the first original hero made for Dota 2. All previous heroes were ported from DotA.
- Monkey King is based on early concepts developed during the DotA era.
- Monkey King shares design similarities with
, who may have been based on the earlier concepts of Monkey King.
- Monkey King's rivalry line against Phantom Lancer, Play "Honestly, I don't see the resemblance.", acknowledges this.
- Several early ability concepts were considered for Monkey King's Dota 2 release, including a "pickpocket" ability.
- The lobbies, may have been an early hint to Monkey King's release. The item was removed on the same patch as Monkey King was released. item, which only appeared in private
- Monkey King's default weapon is based on the in-game item, .
- George of the Jungle, a classic comedy film. 's lore line Watch out for that tree is a reference to
- The Monkey King concept has been widely used throughout the ARTS/MOBA genre, with other Monkey King heroes appearing in League of Legends, Heroes of Newerth, Vainglory, Strife, SMITE, and Paragon.
- The emblem on a ground made by bagua, which is a Daoist symbol that represents the fundamental principles of reality. is called a
- Monkey King's was voiced in his teaser trailer by Matthew Mercer, who also voiced the Monkey King hero from Heroes of Newerth. However, his voice actor was later changed to Bill Millsap.
- Monkey King's Chinese voice actor is Shihong Li, who also voiced Monkey King in the famous 1986 TV show, Journey to the West.
- The sound effect played during Play) comes from a Balinese music and dance called kecak. Accompanied by male chorus, this ritual song depicts a battle where a group of monkeys (Vanara) helped Prince Rama to fight the evil King Ravana. (
- One of Monkey King's lines directed at Storm Spirit, "I've seen Xin and Kaolin. Where's your other brother?" implies the existence of a fourth spirit, presumably water.
Monkey King's design concept was originally considered for Phantom Lancer.