Runes: http://www.mobafire.com/league-of-legends/rune-page-planner#&rune=300:9-282:9-263:9-259:3I use Movespeed Quints because they give the most value on
all heroes in general; I may switch those out for armor penetration, but I found more value in being just 5 movespeed faster than an opponent trying to chase you down in lane, pre-boots, and vice versa. Magic resist is nice for any hero in general, and stacks nicely with his passive. Attack speed because he's a DPS (and they're cheap as hell; may switch them for Dodge later), and Armor Pen because he's a physical DPS (and being able to do full damage to any range that didn't get a Doran's Shield or comparable item in early game is really nice).
Masteries: http://www.fieldsofjustice.com/m/#/auZawZalayyley Adds a little more armor (which can be swapped for magic resist, if you want), which covers his early game slightly better, but otherwise a typical physical DPS setup.
Summoner Spells: Exhaust and Blink are my favorites, but everything is preference.
Start: Regeneration Pendant + Health Potion
Build: Philosopher's Stone -> Merc Treads -> Phage -> Bloodthirster -> Phage into Trinity Force -> Frozen Mallet -> Black Cleaver -> Phantom Dancer
http://www.mobafire.com/league-of-legends/item-purchase-planner#&item=70-82-51-60-63-41-59-52Skills: Innate/Passive: Increases your magic resist and armor by 4/8 depending on how many enemy champions are nearby. Makes him tankier than similar DPS, because he doesn't need tank items to get a decent amount of MR/Armor. Obviously useful in large fights.
Q: Causes Wukong's next attack to hit for more damage and reduce their armor by 30% for a few seconds.
W: Your escape move. Creates a clone that will last for 1.5 seconds, and turns you invisible for 1.5 seconds. When the clone expires, it does magic damage in an AoE. Only move of Wukong's that scales with AP.
E: Causes you to dash to the target, damaging it and up to 2 other targets within the targetting circle. Actually does move you to the target, though, so be careful when using it.
R: DAMONKIA! Garen's spin move, on steroids. Adds the full damage of your attacks to a pants shitting AoE spin that can cause knockup while doing damage per second. Also increases your movespeed while active, but disables your other moves.
Skill Build:Starting build depends on the lane, but generally through 1-3 you will get at least one in each skill point. I start with Q first, in the hopes that the armor reduction will give an easier time of getting an early kill. Max E first, as it is your main "nuke" and gap-closer, grabbing R whenever possible. After maxing E, either level Q and W concurrently, or max W if you're having to escape more often than kill things.
Reasoning/Usage: Wukong is a tanky DPS, mainly due to his passive, who is great at escaping due to his W (which is on a fairly low cooldown). His E is a nice spammable nuke, great for farming or harassment, but be careful using it near enemies with stuns. His abilities gear him exclusively toward being an AD only hero, so don't bother with AP items. Generally you will initiate by using E to get close, Q to reduce their armor, W to make people stop focusing you, and then R to cause mass chaos (if applicable). Use W if in trouble, but keep in mind it's disabled while using your ultimate. People will often waste nukes on it, because they haven't quite learned the hero yet, but if you target him before he uses it, you will end up wasting spells on his illusion when you get in range.
Philosopher's Stone is nice on just about any hero that uses mana; it provides the ability to stick in the lane, spamming your E on enemy heroes (then Q'ing them, then W'ing away if necessary) and farming gold, which is what you should dedicate your early game to. Mercury Treads are a given, as the reduced CC duration is great on a hero that is prone to attract all sorts of nukes during his ultimate. A Phage will provide you with early health, a semi-reliable slow, and it ends up being used in a Trinity Force. Bloodthirster is extremely dirty on him, since it gives a total of 100 AD (when fully charged, adding a flat 100 to his ultimate), and a huge amount of lifesteal to boot. I find it most effective if gotten early game, if at all possible. Trinity Force synergizes quite nicely with his Q, which is on a low cooldown, and gives him a much-needed movespeed boost. The only thing he really lacks is a form of CC, which is where Frozen Mallet comes in, providing a reliable slow and a huge health boost, as well as a little bit of AD. After that, a Black Cleaver will knock down any squishy ranged DPS or Mage armor down nice and quick (plus, it stacks with his Q, even if they have negative armor already; it subtracts 30% from their total armor for a few seconds. If you don't believe me, go knock on a creep enough to get three stacks of BC on it, then Q it. If it doesn't die outright, then you should notice that their armor goes down even further). Finally rounding out the build is a Phantom Dancer, which gives him insane amounts of attack speed, movespeed, and crit, allowing him to absolutely pummel enemies in the space of a few seconds.