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Hey guys and welcome to the Kukulkan Arena Build using stacks!
Kukulkan is a high AOE damage god who excels at pushing and team-fights. He is especially strong in Joust and Arena. This guide is stronger in Arena because its easier to get stacks. Kukulkan's passive greatly benefits from his total mana pool, so this guide focuses on getting an increased mana pool and magical power.
This triple stacking works for Kukulkan solely due to hisWhirlwind ability and the fact that it is Arena mode.
1. Great at pushing.
2. High AoE and team-fight damage.
3. Chasing down capability.
4. Strong counter-initiator
5. Simple and easy to use
1. No real escape ability.
2. Abilities are a bit hard to land without experience.
3. Requires to combine with other gods to guarantee a successful ultimate.
1. Shoes of Focus
I usually get the movespeed item first since it goes well withZephyr.
2. Doom Orb
Doom Orb is purchased as early as possible to get the stacking started. Stacks are easy to build usingWhirlwind. Doom Orb may even be picked up before shoes if you feel that movespeed isn't required early in the game.
3. Spear of the Magus
This item comes before the remaining stacking items since you require some time to fully stackDoom Orb. It gives some strong magic penetration allowing your spells to hit harder. It is also fairly inexpensive so it gives a strong impact quite early in the game.
4. Book of Toth
Book of Toth is the strongest item for Kukulkan. On maximum stacks, it gives a total of 875 mana. It also converts 3% of your mana into magical power. Combined with his passive and the base 100 magical power of this item, Kukulkan gets 170 magical power from this item alone.
5. Warlock's Sash
On max stacks, Warlock's Sash gives 600 HP, 400 mana and 130 Magical Power. This item may actually be replaced by other items such asRod of Tahuti because it gives more magical power than Warlock's Sash (Rod of Tahuti gives around 200 magical power at this point). If you need more HP and Mana, go for Warlock's Sash. If you want straight up damage, go for Rod of Tahuti. Rod of Tahuti is quite expensive compared to Warlock's Sash so plan accordingly.
6. Ethereal Staff
The final item gives 30 Magical Power, 300 HP and 400 mana. Additionally, it converts 2.5% of your max HP to magical power. Around this point, you would have 2500 HP, thus giving you a total of 113 Magical Power, including the 30 base Magical Power and the Magical Power from the 400 mana. You may opt forSpear of Desolation instead, which gives 120 Magical Power and 20 Magical Penetration. It also reduces cooldowns if you get a kill, which you most probably will be getting easily at this point, making this item quite useful as a final item.
In summary, for the first four items, you should getShoes of Focus,Doom Orb,Spear of the Magus andBook of Toth.
For the 5th item, you could get eitherWarlock's Sash if you want sustainability, orRod of Tahuti if you want damage.
For the final item, you could get eitherEthereal Staff for sustainability, orSpear of Desolation for damage.
Zephyr is a surprisingly strong ability. Its slow makes it powerful early game due to its AoE (be it a bit small in radius) and late game it transcends into a strong nuke.
Slipstream is an ability which grants you movespeed and immunity to slows for 1 second. It is mainly used for escape rather than for chasing down an enemy. Since Kukulkan doesn't have a dash or jump, I recommend saving this ability for when you feel you're in trouble. With practice, you will be able to predict an enemy's slow and use Slipstream effectively to evade it.
Whirlwind is definitely Kukulkan's core ability and the main reason for his strength in Arena. While using Whirlwind, try to place it just behind the melee minions, so that it clips all the melee minions, the ranged minions and the ranged gods standing behind the minions. This will help push the wave and apply pressure on their side. Use Whirlwind whenever you find that the enemy is stunned or rooted, which will allow your Whirlwind to hit for about 2 seconds and some DoT.
4.Spirit of the Nine Winds
Spirit of the Nine Winds is a very strong ultimate if used perfectly. It can wipe an entire enemy team if combined with other gods. Remember to place the ability around 2 seconds ahead of the enemy since it takes some time to reach there. With practice, you will be able to get the timing down perfectly and get some easy kills. At the end game with a six-slot build, this ability does around 1800 damage.
Kukulkan is at his best when combined with other gods.
HisWhirlwind can be combined with any 1.5 to 2 second stun such as Anubis, Agni, Artemis, Isis , Kali, Medusa and so on. At end game, Whirwind does a lot of damage, so combined withZephyr, 2 seconds is enough to kill a god (excluding tanks).
Spirit of the Nine Winds works best with Hades, Ares, Athena and Odin. Among these, Hades would most probably be the best combination since most gods would get Purification against Ares and Odin's Ring of Spears is larger than the radius of Spirit of the Nine Winds.
To Summarize, this build gives great magical power and sustainability. At the end of the day, it gives about 900 magical power, 2700 HP and 3300 Mana.
So, try this build out in Arena if it suits you. As long as your team knows your building stacks and your teammates aren't building stacks, this build works wonders.
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