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Kukulkan Guide Joust- Make the most of the nine winds (6.4)

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Smite God: Kukulkan

Build Guide Discussion (19) More Guides

Purchase Order

Starting Notes Book of souls because you want to rush book of thoth
2 Mana potions helps you spam your abilities a bit more and sustains your mana until you get the mana buff
1 Health potion to help to heal up form any poke you take, but you should be playing back and safe enough to not need it and then you can sell it later for 33 and then you've only wasted 17 gold.

Build Item Book of Souls Book of Souls
Build Item Mana Potion Mana Potion
Build Item Mana Potion Mana Potion
Build Item Healing Potion Healing Potion

Core

Build Item Book of Thoth Book of Thoth
Build Item Shoes of Focus Shoes of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Book of the Dead Book of the Dead
Build Item Spear of the Magus Spear of the Magus

Situational

Build Item Gem of Isolation Gem of Isolation
Build Item Polynomicon Polynomicon
Build Item Obsidian Shard Obsidian Shard
Build Item Divine Ruin Divine Ruin

Relics Notes Pretty much always beads and aegis but sometimes heavenly wings can be useful if your ahead and want some extra movement speed to let you duke enemy abilities or autos better and move around tanky front lines to get to the squishy backline

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Heavenly Wings Heavenly Wings

Kukulkan's Skill Order

Zephyr

Zephyr

1 X
2 8 11 12 14
Slipstream

Slipstream

2 A
4 15 16 18 19
Whirlwind

Whirlwind

3 B
1 3 6 7 10
Spirit of the Nine Winds

Spirit of the Nine Winds

4 Y
5 9 13 17 20

Introduction

Kukulkan is a fantastic and fun god to play in joust and definitely worth adding to your repertoire
Very easy and safe god to play with his long range abilities but with a high skill cap, forcing you to learn to predict enemy movement to land his long range abilities

Pros/Cons

Pros


A lot of damage, if you can reliably land it all
Safe due to long range abilities
High area damage
Very good wave and camp clear with his Whirlwind
Good zone control with his Whirlwind
Good objective secure with his ultimate Spirit of the Nine Winds
Good Mage for Spear of the Magus so he can lower protections for other magical gods
Gem of Isolation allows him to apply a lot of long duration slows


Cons


Very susceptible to CC
Only one movement ability so can be easy to catch
Very mana hungry early
Spirit of the Nine Winds can be easily avoided

Items- Core

Rush this and get that stacked asap as its passive stacks with your passive to provide an insane amount of power scaling with your mana and sets up for the rest of the build, make sure you tell your team your stacking so they let you have last hits (VSS).

The mana stacks with your passive and book of thoth's to give roughly 35 extra power (when Book of Thoth is fully stacked) and the extra cooldown gives you the ability to poke more. You can get Shoes of the Magi instead of Shoes of Focus if you want a bit of extra penetration early as with this build you don't get any penetration until your 4th/5th item but I would still recommend Shoes of Focus most of the time.

A must have for most mages, the extra MP5 helps you stay in lane longer and lets you spam your abilities which is especially helpful if you don't manage to get the mana buff. The cool down lets you poke a lot more and means your ultimate is ready for every engagement.

The extra mana translates into extra power from your passive and the book of thoth, its passive provides a massive shield to help protect from burst damage as by this point in the game the enemy team will start to be able to kill you very quickly if your caught out of position. Gives you a bit of safely so you can play a bit more dangerously.

Very easy to stack this with your Whirlwind so helps out any other possible magic damage gods on your team and gives some nice pen to counter the increase protections gods get as they level up. If you are playing it quite safe and haven't had any deaths/close calls you can consider getting this before Book of the Dead as the 4th item

Items- Situational

Gives a long lasting slow from his Whirlwind as every tick of it applies gem's passive.
Stacks with his Zephyr 50% slow to give a 75% slow, basically stopping the enemy god in their tracks which lets you line up your ultimates a lot easier if you don't have any set up (like a pull from ares or a long stun/root).
Probably the default 6th item.
Build if you need a bit of CC.

Gives you a nice bit of sustained damage if you stagger your abilities properly and a lot of power.
The lifesteal can also be very useful if you find it comes down to a lot of 1 vs 1s.
Build if you need some follow up damage because the enemy keep escaping with just a sliver of health left.

Pretty self explanatory, becomes more effective the more magical protections the enemy has.
Build if the enemy has 2 god building a lot of magical protection (like 200+) or if they have one god who is building a lot magical protection who's being a nuisance getting in your face a lot and stopping you from damaging the squishy backline or killing you.

Provides nice long lasting anti heal from your Whirlwind.
Build if the enemy has 2+ healers (like hel) or gods that rely on healing to stay alive (like Thanatos).

Abilities

Passive

This passive is what makes Kukulkan such a powerhouse and allows him to easily hit the 900 power cap when stacked with book of thoth's passive.
Book of thoth at full stacks converts 9% of your mana into magical power (this mana is lost), 5% of your remaining mana is added to your magical power (this mana is not lost).

1st Ability
Very powerful ability and Kukulkan's main form of single target damage.
It's slow combined with gem of isolation allows for some good setup for your ultimate or just means you can place your Whirlwind on top of the enemy god and make them take a few more ticks of damage.
It has a very long range so you can poke safely.

2nd Ability
Kukulkan's only form of movement allowing a quick burst of movement.
Use this when leaving the fountain, retreating or getting out the way of an ability.
You can also use this when boxing enemy gods as a quick burst of speed can throw off their estimations and make them miss but only do this if your confident you can kill the enemy god because once everything is on cooldown Kukulkan becomes a sitting duck.

3rd Ability -
Kukulkan's main form of wave clear, sustain damage and zone control.
Very useful for applying item effects like gem of isolation or divine ruin.
If you use it on the small pathways in the jungle at the side of the joust map it effectively becomes a ymir wall as you won't find many people willing to walk through that much damage allowing you to prevent ganks or escapes routes.

Ultimate
Very hard to land this ability without any form of CC or any obstacles to create predictive movement but deals a hell of a lot of damage and can sometimes one shot squishy gods.
The easiest way to land this ability is waiting for some form of pull (like an No Escape) or a long duration hard CC (like Mighty Yawn or a Petrify)
The other harder way to land this ability consistently is to learn to predict the enemy's movement for example if the enemy god's are running away ult in front of them where they'll be in 2 seconds because this creates a choice for them, they either keep running and risk getting hit and knocked up or they stop which allows your team to catch up and keep dishing damage out.
You can also use this to secure the bull demon.

Playstyle

First wave

Early game ~up to Level 5

Mid game ~up to Level 13

Late game ~up to Level 20

Tips and tricks

Don't be afraid as Kukulkan to get up and close to make it easier to land your ultimates because Kukulkan's ultimate is quite easy to dodge once you see it coming and the closer you are the less likely they are to notice the target reticule on the ground or the massive dragon in the sky, especially if your in their face spamming your Zephyr and putting Whirlwind on top of them.
If your feeling especially confident your can also use yourself as bait to kite enemy gods around inside Whirlwind your placed on yourself and use your Zephyr on them so they're too slow to catch up to you but this can easily kill you if your not careful.

When your in the jungle on a joust map it allows you to predict enemy movement very easily as there isn't very much space for the enemy to move which can make landing your ultimate very easy as it's width is pretty much the width of the jungle passages so enemies trying to flee from you down the long jungle passage directly adjacent to the lane better watch out if your ultimate is up.

If your on low health as Kukulkan avoid your instincts to immediately retreat and back to heal but because your Zephyr and your ultimate have a very long range so you can still sit very far back and help your team with a bit of poke. You can also help prevent enemies chasing your team with your Whirlwind. Be very careful doing this because if the enemy team has gods that can quickly close a large distance, like King Arthur (broken god) or a Thanatos ulting ( Hovering Death) or gods who can kill low health targets regardless of distance like a Nu Wa ultimate Fire Shards, you'll die for no reason.

Don't forget your ultimate can go over walls and your Whirlwind can be placed over walls
This can allow you to do 2 main things on a joust map
One is a bit cheesy, essentially you go into the mana buff camp area (doesn't matter if its your's or the enemy's) and blindly ulting over the wall to try and catch the enemy unawares or putting your Whirlwind down to try and catch some gods hanging about near that wall or the minion wave.
The other is a bit harder to pull of bit once you get the hang of it it become a reliable way to land your ultimate. Essentially it relies on the idea that the enemy want to spend as small amount of time in your Whirlwind as possible. Generally this means if you place the center of the Whirlwind in front of them they'll run away or if you put it behind them they'll run towards you which creates predictability in their movement. It's important to remember that this only happens if they don't feel like their in any danger or aren't chasing a kill. The main place I use this trick is the 2 small jungle passages leading to the bull demon camp. If a god is walking out of the bull demon area and you from behind a wall place your Whirlwind on top of them with the center behind them they're going to keep walking in the same direction to try and get out of the Whirlwind asap. This means if you ultimate just in front of your Whirlwind where you know the enemy god is going to walk it allows you to deal a huge amount of damage from your Whirlwind and your ultimate which is enough to kill most squishies but if it hasn't you can just slip round the corner while they're knocked up and use a Zephyr to finish them off. Now you might be thinking this is a lot of fuss to go through but the reason it's so good is that it becomes so reliable, once a god is in your Whirlwind they start to panic and they want to get out of it quickly which means they're unlikely to notice the target reticule of your ultimate of the floor and they can't see the massive dragon from your ultimate before its too late because its behind the wall! Boom! Lots of damage and lots of kills.

The last trick I've got is when your retreating in the jungle and if you play your cards right they'll never be able to catch you. This trick on really works if the enemy chasing god is close behind you and hot on your heels. So you wait until your in the long jungle passage parallel to the middle of the joust lane and as your fleeing down it you Spirit of the Nine Winds in the direction your going, this means that the enemy gods won't see the dragon of the ultimate appear as it appears behind you and as they're so close behind them too, when your chasing a low health enemy god you become very tunnel visioned so they're unlikely to notice the target reticule of your ultimate on the floor either. Once they get hit by the ultimate you quickly spin around and use your Zephyr to slow them (or kill them if your lucky) while they're knocked up and place your Whirlwind between you and the enemy and then you quickly slither away. This means if they want to keep chasing you they have to walk, while slowed, through your Whirlwind after talking a massive amount of damage from your ultimate which most gods will be unable to do.


Thank you very much for reading my guide, it's my first one so if you have any suggestion or improvements to the build or the guide please leave them in the comments and don't forget to give it a vote.

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Kriega1 (64) | April 12, 2019 11:00am
You have no health potions in your start, which means any form of poke you’re going to be outpressured and forced to back. Tier 2 Thoth start has been nerfed, I recommend you start mage’s blessing and tier 1 Thoth start which also lets you get 3 potions at start. I really don’t see the need for Kukulkan to waste a vital relic slot for heavenly wings.
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boogiebass (31) | April 16, 2019 12:03pm
Kriega, shouldn't magus be in there earlier?
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Kriega1 (64) | April 16, 2019 12:17pm
Yes, before Chronos' Pendant.
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Gulfwulf (47) | April 16, 2019 12:09pm
Oh yeah, you definitely want it before Book of the Dead.
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Fozzy18128 | April 12, 2019 3:33pm
Tier 2 Thoth costs 1350 which means you have room for 2 mana pots and 1 health pot which I've now added to the recommended start, you should be playing quite far back and safely as Zephyr has a 70+ unit range so you can poke safely from quite a distance. Even though Tier 2 Thoth has been nerfed its more about rushing Book of Thoth to get that stacking because its so essential to this build and once its stacked it gives you a sharper power curve with each mana item you build which will allow you to out damage any enemy Kukulkan who goes mage’s blessing and tier 1 Thoth as you'll be one tier of item up on them and ahead on stacks. You'll notice I put in the Relic notes that almost all the time Purification Beads and Aegis Amulet are the default however heavenly wings can be useful if you want extra movement as Kukulkan only has one movement ability to duke abilities/autos or outmaneuver their front line to get to the backline. Thank you for the starting with an extra health pot suggestion tho!
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Branmuffin17 (264) | April 12, 2019 3:50pm
@Fozzy: I think Kriega is mostly meaning he's valuing the stats of Mage's Blessing + T1 Thoth over the T2 start, that's all.

@Kriega: keep in mind, for Joust, this isn't mostly a 1v1 laning phase like in Conquest. You've got 2 others with you, so you can share a lot of the load, and the teamamates can cover for you early. This can allow you to do the T2 start and get Book of Thoth online more quickly. Yes, the 10% CDR from the blessing definitely helps early, but with Chronos' being built 3rd, I think it's not too much of a concern. I think either start is probably just fine.
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DarkAngel5Q | April 12, 2019 2:55am
Very good guide and build . If you had published it a bit earlier you could’ve entered the contest
And won it with this guide . But I understand that perfection needs time .
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Fozzy18128 | April 12, 2019 3:18am
I actually didn't know there was a contest until after I published this guide, turns out I was 2 hours past the submission time but never mind, maybe next time.
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DarkAngel5Q | April 12, 2019 3:56am
Yea I’m sure you’ll win it next time
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xmysterionz (38) | April 10, 2019 11:19am
Seems great to me, +1
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Fozzy18128 | April 11, 2019 4:47pm
Thank you!
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Branmuffin17 (264) | April 11, 2019 1:09pm
Build looks good in general to me too. I will say if you're getting Chronos pretty early (3rd), I think Shoes of the Magi becomes an option. I know the mana helps with Thoth's passive (which is equivalent to 22 power when Thoth is fully stacked), but if you're not getting any pen until the 5th item, just a bit of earlier pen might be nice.

Some good tips too.
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Fozzy18128 | April 11, 2019 4:48pm
Thanks for the tip! I'll update the guide with that idea
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League of Legends Build Guide Author Fozzy18128
Kukulkan Guide Joust- Make the most of the nine winds (6.4)
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