This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Greetings, and welcome to my first and only public guide! I am a casual player with a good amount of experience in both League of Legends and Smite, but Smite comes more naturally to me and feels nicer to play. This guide is for my very favorite wind serpent, Kukulkan. You are here because you are interested in playing Kukulkan, or perhaps you are just bored. In any case, I am here to share my ideas, so let's start out with a basic overview.
Kukulkan is a classic squishy mage-type with skills that are simple and easy to understand. There are no fancy combos or advanced mechanics here; just spells that hurt people, and hurt them a lot. I play Kukulkan aggressively, going for early lane dominance by having plenty of mana regeneration. This way, Kukulkan can use his spells to continually poke down his opponent's health until level 5, at which point he may simply use his ultimate to lynch them. This goes against the standard strategy of playing safe and farming with Whirlwind until you can get your strength up.
Ideally, getting early kills (or simply forcing my opponent out of lane) gives me an early gold lead, something which is vital for Kukulkan to reach his full potential. I rush Polynomicon because its passive goes perfectly with Zephyr and turns Kukulkan into a huge threat, even in the early game where his damage is normally lacking.
In teamfights I play Kukulkan as a sort of mage-assassin, focusing on bursting down the enemy team's carries before anything else. Combining his high-damage skills with Polynomicon gives Kukulkan a ridiculously powerful (and extremely fast) burst that can take down squishy targets from full health. My playstyle revolves around using Kukulkan's devastating combo to take out threats before they can respond, and generally chunk down the enemy team with heavy damage and cooldown reduction to win teamfights (and games) for my team.
Although buffs have put Kukulkan back in style, he still has his fair share of problems. He is vulnerable to assassins, does not have reliable cc, and has difficulty hitting his ult Spirit of the Nine Winds, which is what he needs to give him the edge over his opponents. I originally started playing Kukulkan because he looked cool and was fun to play, and I have found a build that, for me at least, can consistently dominate games.
Relics: a very important part of your build and vital to your success. These are abilities that you can get for free from the shop (they can be upgraded to an enhanced version for 500 gold). Having the right Relic in a fight can easily mean the difference between life and death, for yourself or your entire team.
As far as I can tell it's pretty obvious which relics are most useful to Kukulkan, but personal preference is what will ultimately decide which relics you buy and in what order. Remember, you can choose one relic at the start of the game, but you have to wait until you are level 12 to unlock the second.
This build is all about dominating the laning phase so you can build up your items quickly. Getting early kills helps, but you don't need them as long as you're staying in lane and farming alright. By buying Polynomicon we become a threat significantly faster than standard Kukulkan, allowing us to hold our own in duels and generally beat down our opponents to push that lead as far as possible. Of course, farming with your Whirlwind is also important because that will keep you ahead in gold as well. What follows is a general guide on how you ideally want your laning phase to go.
Before you go into lane you will usually want to clear the damage camp with the help of your duo lane. This is common practice to give the mid laner an early damage boost and net the whole team some experience.
Once you get into lane be sure to greet your enemy laner. If you don't have the wave emote, continuous jumping will do fine. Once the creeps arrive you should constantly look for opportunities to hit your opponent with Whirlwind or Zephyr. You don't have any items yet, so the results will be a little underwhelming, but if you went with Sands of Time you'll have plenty of mana sustain to keep the spells coming.
If the enemy laner starts to push, respond in kind by dropping your Whirlwind on their creeps. You can usually find a way to place it so that it will hit both the minion wave and the enemy god. Ideally, you should keep your wave pushed out beyond your tower while also pressuring your opponent by poking them with your spells. Doing this will force them to back off and potentially miss farm, and also set you up for an early kill.
Look at Kukulkan... slithering, like the snake he is.
When you hit level 5, your opponent should have a decent chunk out of their health bar. At this point, start looking for opportunities to hit them with your Spirit of the Nine Winds.
Oh watch out watch out!
A mindful player who can see your master plan would play safe and/or go back, but almost everyone will stay in against you. Maybe they're worried about missing farm or experience, or maybe they're trying to take you out with their ult just like you are with them. Maybe they're planning a gank with their jungler and using their low health to bait you, something you should always be mindful of. Thankfully, your Slipstream is great for escaping such predicaments.
Your best opportunities will be when the enemy god approaches you to harass you with their spells, or when they turn their back to retreat after taking damage from your other abilities. If they are cowering under their tower, hitting them with Zephyr will set up an easy ult because they will reflexively begin to back up (at a slowed pace). The way that the lane bends at the enemy tower will allow you to lay down Spirit of the Nine Winds across their path of retreat, which will usually result in a hit (and a kill).
BOOM! Spirit of the Nine Winds OUTTA NOWHERE!
You can't know for sure how much of their health Spirit of the Nine Winds is going to do, but as an experienced player I can safely say it's a large freakin' amount. It'll snuff people who didn't even realize they were in danger, hanging back under their tower with a decent chunk of health. Boom. Dead. It even surprises me sometimes. As a general reference, at level 5 it's typically around a third of their health bar, but it's best just to try it and get a feel for it yourself.
After blowing your ult or running low on health or mana, teleport back to your base and buy as much of the Polynomicon as you can. Returning to lane with that bad boy will let you be even more dominant over your hopefully-flustered lane opponent. At this point it simply becomes a matter of poking with your spells until you can set up a kill and continuing to farm the waves. It helps that few people realize the strength of Kukulkan's Spirit of the Nine Winds, and probably won't expect the extra burst from Polynomicon either. Getting Book of Thoth will make it even easier to stay in lane, and at that point you should consider roaming around the map to gank other lanes. Once you have your Rod of Tahuti... bodies should be hitting the floor left and right.
The name of the game. Why people play Kukulkan, and why people hate Kukulkan. A nuke of epic proportions- I like to call it the Hyper Serpent Hurricane Limit Break.
I've referred to this continually as the one-shot combo, but that title may be a little misleading. You can't just walk up to any carry and kill them instantly from full health. Or, more precisely, you can, but it most often requires you to hit with every single one of your skills, a feat that you will only be able to pull off a fraction of the time. You will perform a true one-shot maybe once or twice a game, if you're lucky. When you mess this up and leave that carry with a small chunk of health- that's where your Slipstream and your cooldown reduction come into play.
So how do you do it? Well, there's no right or wrong way. Kukulkan isn't one of those fancy mages who need to hit with one of their skills first to maximize the damage from the rest. Any way you can hit someone with your entire kit, that's the right way. With that said, here are a few of the most common ways:
1. Approach and hit with your Zephyr-basic attack. Instantly lay down your Spirit of the Nine Winds directly on top of the slowed target, making sure you're as close to them as possible. Pursue and finish the kill with Whirlwind if necessary.
2. Same as above, initiate with Zephyr-basic attack. This time, use your Whirlwind first instead of your ult, placing it in the direction your opponent is moving. Pay attention to which way they attempt to retreat out of the Whirlwind and lay your Spirit of the Nine Winds accordingly.
This is useful if you know you will need the Whirlwind damage to secure the kill, and are not certain you will be able to chase the enemy after they are knocked back. However, your enemy will be more likely to anticipate and dodge your ult because it will take another second or so for you to bring it out.
3. Fire off your Spirit of the Nine Winds at someone who is decidedly vulnerable (see below). Watch for the knockback. Move within range and hit the enemy with your Zephyr-basic attack right as they land (provided there are no obstacles between you and your target this is almost a guaranteed hit). If needed, follow up with a Whirlwind in the direction of your target's retreat.
4. Your ult is slow enough that it's possible to use it first and then hit your enemy with one of your other spells before it strikes them. If you're quick, you can activate Spirit of the Nine Winds and then cast either Zephyr-basic attack or Whirlwind just as the great wall of pain comes down. Zephyr will slow them down and make it all the more impossible for them to avoid Spirit of the Nine Winds's strike zone, while Whirlwind will continue to damage them as they're sent flying away helplessly. This is the fastest way to eradicate someone's health bar, as long as you're confident you can hit with all your spells. Using the Spirit of the Nine Winds to Whirlwind variant on multiple opponents can sometimes result in instantaneous multi-kills.
And that's all I've got! If you read and appreciated this guide, I would love to hear about it in the comments section. Likewise, if you have any criticisms or think something should be added, also let me know. If you decide to try out this build, tell me how it goes, or if anything doesn't work. Thanks for reading, best of luck, and happy bursting!
You need to log in before commenting.
[-] Collapse All Comments
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved