You should max Squall second.
Squall is a very powerful spell, dealing a significant amount of damage and applying and staggering 50% slow
, this allows you to land a guaranteed hit with your tornado on an enemy god
, allowing for significant harass early in the lane, as you should put your first point into squall at level 2. This spell can also be used to help to catch enemies or to escape from ganks
. It does have a travel time, and as such it can be difficult to hit if an enemy is expecting it and trying to avoid it
, however you can circumvent this problem by aiming for minions or other gods near to your target, as it does have a small area of effect
While I would not advise using squall to farm with, it can be useful for finishing off clumps of minions
who survive your tornado, or for stealing the middle gold furies from the enemy mid or jungler
. It is significant to note that while this slow is great and can help you to land your ultimate, spirit's tempest, on enemies without escapes, this strategy is not particularly reliable and should only be attempted if you are certain that your ultimate will not be needed soon in a team fight.
You should max Slither last.
Slither is the closest thing Ao Kuang has to an escape
. It can be used to temporarily ignore slows and to provide a speed boost
which can aid in combat in several ways. It can be used to chase down enemies by closing distance in order to land a squall and secure the kill
, it can help you to escape from bad situations or ganks
and it can be used to kite melee range enemies
when in combination with squall, as you will be able to backpedal faster than they can move forwards.
You should put your first point into slither at level 4, and should be particularly cautious in the very early game before you have picked it up
, as without this spell you are very vulnerable to being ganked
. Similarly, you should be cautious when using this to close distance with an enemy, as it will then render you unable to use it to escape if the situation backfires.
You should max Tornadoes first.
Tornadoes is one of the best spells in Smite. By casting only one spell it allows Ao Kuang to clear an entire minion wave
, allowing him unparalleled control of the mid lane
. This allows him to push hard and put the enemy tower under pressure
, or to safely sit back under his own tower without losing out on any farm
. As a result it is very easy for Ao Kuang to assist his jungler on the mid gold furies
, as he can simply drop a tornado on the enemy minions and rest easy in the knowledge that they will die. The fact that the passive effect of Gem of Isolation is applied on every tick from Tornadoes' DoT
is simply the icing on the cake.
There are a great deal of uses for tornado in situations other than laning. One such use is to zone enemy gods
. For example, if an enemy is attempting to escape through the jungle, Ao Kuang can block that escape route with a tornado
, forcing the enemy to either take a great deal of damage over time, and later in the game, be slowed, or turn around and face the players chasing them. Similarly, when Ao Kuang is fleeing he can drop a tornado under his own feet as he runs
, forcing enemy gods to find a way around or risk lowering their health to a point where you can then consider engaging them again.
One important use of tornado which can save your life early in the game is to place it under yourself and stay within it's radius
. This can prevent early game ganks
as the majority of junglers are melee characters, and as such they will be unwilling to enter the tornado in order to attack you. If they do, then with your basic attacks on top of the tornado's damage, you will most likely be able to at the very least kill them along with you, and frequently you may find yourself leaving alive with a free kill
, particularly if your ultimate is available.
Your ultimate takes priority over other skills.
Spirit's Tempest is perhaps the most powerful spell in the game
, dealing enough damage to make even tanks reconsider taking it to the face, and potentially one shot killing enemy Mages or AD Carries
. However, there is a catch. This spell is also one of the hardest spells in the game to land, yet proper use can turn around team fights, and simply the fear of this spell will cause enemies to think twice before attacking you
, particularly in the jungle.
An ideal situation to use this spell is in a team fight
where other members of your team are able to either zone enemies into a tight group, or to deal out area of effect stuns or other disables
, such as Ares' ultimate, No Escape, or Hades' Pillar of Agony. Another ideal combination is Fenrir's Ragnarok
, as it will allow you to pick a specific enemy from amongst their team and destroy them with your ultimate. Using your ultimate in the jungle, rather than the lane, will generally yield better results
as there is less space to move around, and you should always attempt to aim along the path, as it were, rather than across it
, as this will force enemies to move to the sides, rather than forwards or backwards. When against a wall, this is impossible and will result in a guaranteed hit in the majority of situations.
There are other uses for this spell, such as in self defense from a gank or to attempt to snipe enemy players through walls or in lane if they are inattentive
. To protect yourself with this spell you should cast it then move forwards so that after the delay it will hit anyone around you
. This can be done whilst running back to your tower
, forcing enemies to keep their distance and enabling you ample time to escape. Once you are used to the timing of this spell it can be used to hit or kill fleeing gods or enemies moving in a predictable manner
, as it has an exceptionally long range
and after the initial delay it's travel time is not too slow.