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FEEEEL THE POWAAAAAA

1 0 19,801
by Scottiekins updated May 28, 2016

Smite God: Kukulkan

Build Guide Discussion 6 More Guides
Tap Mouse over an item or ability icon for detailed info

Kukulkan Build

Build Item Book of Thoth Book of Thoth
Build Item Warlock's Staff Warlock's Staff
Build Item Ethereal Staff Ethereal Staff
Build Item Rod of Tahuti Rod of Tahuti
Build Item Spear of Desolation Spear of Desolation
Build Item Polynomicon Polynomicon

More Magic Pen

Build Item Obsidian Shard Obsidian Shard

Cooldown

Build Item Chronos' Pendant Chronos' Pendant

The Plan

The idea here was to get maximum magic power out of Kukulkan.
I tried a few different combo's of items but this one was the one that got me comfortably sitting on 901 with the [CAP] being 900. The others left me slightly shorter or higher than the [CAP] (which would have been a waste).

The Twist

There could very well be a different way to equal the power through a defensive loadout rather than offensive but I haven't looked into that yet. I will soon however try to get a comfortable defense and high mana loadout, which should help for Conquest as this build worked perfectly fine in the Arena but not as good in Conquest, the reason being I was left to at it solo and I kept getting ganked because this build leaves you squishy.

Items

The reason the items are in this order is to get onto building your stacks ASAP.



Book of Thoth and Warlock's Sash both build stacks that will help give you more extra Magical Power when combined with the Ethereal Staff, as Kukulkan's passive buff, Power Of The Wind Jewel, increases Magical Power by 5% of your Mana.

Now, that doesn't sound like much. but if you have only 1500 Mana by the time you are lvl 20, that's an extra 75 points Magical Power!

Take into consideration the Ethereal Staff converts 2.5% of your Max Health to Magical Power as well, with that and the Warlock's Sash that's an extra 17.5% alone.

Add Rod Of Tahuti. That's an extra 25% that ALL Mage's deserve!

Spear Of Desolation is expensive but gives 120 Magical Power and 20 Penetration which you are also going to need.

Last on the list is Polynomicon which finishes off maxing your MP . Some people would have that first on the list but I've left that last to get the MAG PEN in. Feel free to swap the order if you wish.

IF you feel you need more MAG PEN then swap Polynomicon for Obsidion Shard which has 5 less MP and offers 33% MAG PEN, which actually only amounts to 6.6, so it may not be worth swapping out the Mana.

Your other choice is Chronos' Pendant at 75MP giving you MP5 and Cooldown which is never a bad thing for a Mage

Summary

You are a Glass Cannon, but don't let anyone tell you that it cant be fun to be one!

Tactics/Play Style

Stay at the back, fight passively and intelligently because being ganked won't do you any favours. Your MP comes at a cost of slow movement, so you're relying on your Slipstream to get you out of situations that could be bad. Use the Sprint Relic to aid your fleeing capabilities, but bare in mind it's there as a last resort, not as an option.

Pick anything and everything off with your Whirlwind. This will do the most DOT and help you get your stacks.

The rest of your attacks are just about timing it right, you might hit, you might miss, but just make sure you are using that Whirlwind!

Additional Notes

You might find a way to make this work in Conquest. I made it for Arena, but you can try!

You might notice that you don't always get all of your items in time to utilise them when fighting in Arena, which is why STACKS, you can also swap Spear Of Desolation and Polynomicon around, or instead of SOD, work towards Spear Of The Magnus.

Gameplay

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1
keekatzer (1) | May 23, 2016 5:15pm
Yeah, the 900 magic power cap only applies to the raw numbers given by your items. I actually made the same mistake in my own Kukulkan build until a kind community member corrected me. He even provided screenshots as proof, one of which I have linked below. KKK's magic power clearly blows past the 900 base cap and into the range of ridiculousness at 1101 using nothing but items (since the stacks and percentage boosts aren't limited by the cap).

http://puu.sh/jco4h/ebb6bce898.jpg

So, you can actually push magic power even higher than you are currently without it going to waste. A build with the true highest possible magic power would have to involve a Doom Orb, since it gives 140 mp at full stacks, likely replacing Polynomicon. Now, Doom Orb is a very risky item to build since you need to avoid dying to keep it powered up, so it might not actually be a good idea in most games- still worth a mention though, since it's the highest mp from a single item besides Rod of Tahuti.
1
Scottiekins | May 28, 2016 8:13pm
Thanks for the additional info!

I used to use Doom Orb a lot but I rarely do now purely because you can easily lose the stacks you have worked for.
1
Spardog (1) | May 19, 2016 12:46pm
Quick question. That 900 cap is for power provided by items only right? You can go above that with his passive and buffs can't you? or am I wrong?

Edit: I did a little reading on my own and found out that the percentage buffs, from things like the Rod of Tahuti, the Book of Thoth, and Kul's passive are actually applied after the 900 power cap so you can go well above 900 with those things (from what I read). Testing on jungle camps confirms this. Buffs also push you past the cap.
1
Scottiekins | May 22, 2016 6:24am
Yeah thst's correct. It's just that when doing a build you are capped at 900. So if you end up with 940 power like I did one time (if I remember correctly) that's 40 power gone to waste, or one item's worth. There is a cap for everything but buff's do exactly that :)
1
Spardog (1) | May 23, 2016 11:21am
I think you missed my point. The 900 power cap that you are seeing only applies to the flat damage that your items provide plus your base attributes and per level gain. Meaning if your items say that they add 100 magic power and if that pushes your power above 900 then yes the 40 from 940 would be wasted. However, if your items provide only 700 flat power but also add 25% of you power (Rod of Tahuti), 3% of your mana (Book of Thoth), and 5% of your mana (Power of the Wind Jewel) to your power those percentage values aren't affected by that cap. Meaning you can effectively boost your Magical power well above that 900 cap if you do it correctly. And yes as you confirmed buffs, like the red buff, do that also.
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