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So this is my first smitefire guide and I thought to make it for my favourite god, Kukulkan. I had a massive rampage with Kukulkan getting him to mastery 10 within a few weeks of actually starting to try. This was the build that just carried me through getting mostly positive ratios and a few pentas. This build is most effective in arena but also pretty decent in joust which are the main two gamemodes I played.
Now onto the pros/cons section. There are many pros with this god to little cons as he is really powerful during most of the game.
So here comes the massive wall of text of reasoning behind each of the items.
Shoes of the Magi vs Shoes of focus
Shoes of the Magi in my opinion are 10x better than shoes of focus. Shoes of focus give the final 15% of cd that breastplate of valor doesn't but it loses the 10 penetration that works great with your tornado, 10 magical power which you need so much of and 250 mana which your passive is built around. All around shoes of the magi is so much better for Kukulkan than it is any other god, which is also why it is better than shoes of focus.
Book of Thoth
Book of Thoth is one of the 2 main items in this build. Book of Thoth works perfectly with building up Kukulkan's passive as by the end of this build you should have around 720 magical power which is a lot. Your passive gives you 5% of your mana as magical power which should be a bonus of 144 at the end of this build. This item alone gives you 875 mana which is a lot of mana when you think about it. the total magical power this item gives is over 130 which is the second highest base magical power (100) and is the second best magical power item in the game for Kukulkan
Spear of the Magus
This item is brilliant, just brilliant for Kukulkan as the damaging abilities count for each tick of your tornado reducing the opponents magical power by 20 and then a further 20%. The penetration that comes with the item is amazing as well as the 40 magical power in the base. This goes great with your skill set and gives pretty nice penetration to get through those tanks.
Breastplate of Valor
After the recent change to Breastplate of Valor that cut 250 mana off the item people wondered if it was still good enough to put into a Kukulkan build. The 250 mana off is fine compared to the 350 gold drop on the price. While its not as great as it used to be it is still really good in this build as apart from the physical protection, it gives 25% cooldown reduction and 300 mana which is pretty good for its 1950 gold cost.
This is the other main item in this build as it makes your basic attacks do so much extra damage late game. This item combos well with zephyr, tornado and even your slipstream. It makes your slipstream make your next basic attack do up to 800 damage at times. This item is one of the main items in your build as this is a burst, mana build.
Rod of Tahuti
The Rod, the big RoT, the staple item of nearly every mage build as the bonus is insane. No mage build is complete without this little bugger, coming in at a cost of 3320, the passive bonus of it is INSANE! This item gives 125 magical power, the highest base magical power an item can give in this game, but also gives 25% bonus magical power that effects all of your items. Not only that, it increases your basic attack damage by 1.25 as an example on the smite wiki shows in the notes.
Now onto another wall of text!
This passive is an amazing one if you stack mana but not too much mana. The passive gives you 5% of your mana as magical power. This build uses 4/6 items as heavy mana items. This passive is really powerful as the amount of magical power you can build by just getting mana is insane. Not really too much to say apart from MANA!
Zephyr is amazing late game when fully upgraded because of the damage it deals and the combo potential and early game as a brilliant slow to get those pesky enemies to walk into your tornado. The combos with this ability have already been stated in the items sections but I will say it again. Zephyr + basic = doom! This ability at level 20 with Polynomicon mostly and a full build in general has insane burst potential, doing enough damage to kill some of the squishier gods and doing up to half of a fully built guardians health in cases. I love this ability for the slow late game so I can line up the ult or just get people slower with a friendly neighborhood Ares.
This ability is amazing to get away from fights with late game and sometimes early game. I only upgrade this ability once at level 4 just so you have the damage to go against camps and once you get into mid in joust or the center of arena you should be about level 4. The 20% movement speed increase at level 1 is brilliant to get away from people as well as a zephyr combo to slow them down early and a massive 40% increase at max level for 4 seconds is sure to leave those enemies in the dust.
Whirlwind (A MIGHTY STORM!):
This ability... It should of been nerfed when this god was rereleased but instead they just buffed the branching tornado. This ability is just amazing, the damage can clear minion waves with ease at the ability being level 4 or 5 and does so much damage late game to the point of getting mages or hunters to half health after they stand in it for a few seconds. This ability, while I'd like to not admit it is so overpowered and has even stole me a few hundred kills by now. There is so much I love about this ability but so little I could say about it.
Spirit of the Nine Winds!
There is so much to say about Spirit's temp- I mean Spirit of the Nine Winds... The damage is so high that it's simply insane. Up to 800 base damage and 120% of your magical power which by the end game should be over 700 this ability hits for over 1.5k which nearly one shots most of the squishy gods. Apart from this insane damage it can knock people to the sides of it which stops people casting abilities. That pesky Anubis trying to use Plague of Locusts? SPIRIT! That Cabrakan making some Tremors? SPIRIT! This is just a little side advantage if people are rooted from their abilities but getting triple kills in joust when people try and chase you is a glorious feeling.
The combos with this god, they have mostly all been explained behind the massive walls of texts I have already wrote about. The base ones being Zephyr + basic + Whirlwind + Slipstream + basic. The target should be dead by then right? Sometimes tanks just chase and chase and take all of the Zephyr's and the basics so you can't hit those squishy gods to get the kills. Spirit of the Nine Winds is amazing when those tanks get in the way. The combination would be Zephyr + basic the tank and try and drag him away and then simply shoot your ult through a wall if you can see the hunter or mage that is trying to kill you. If a mage or a hunter doesn't have protections, a Whirlwind and an ult will kill them. Guides for the ult would be try and predict someones movements if they are chasing you.
Great way to play Kukulkan is to just tornado and run, your ult is way too powerful in damage but hard to hit. Zephyr is an amazing slow and Slipstream a great escape.
Sorry for the pretty short guide, I am pretty new at this guide making thing and just thought that I would make it for my favourite god. I played him a lot in the beta as ao kuang and just recently picked him up again when I started to get better at the game. with 1.3k+ kills and mastery 10 I think that this guide should be somewhat decent. Hope you guys enjoyed reading the walls of text and I will update this guide (hopefully) as things change or I find something better! Good luck with Kukulcarries!
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