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Kukulkan is an excellent mage for beginning players due to his simplicity and low cost in terms of Favor. In Conquest, Kukulkan is a viable pick for the Mid lane. As a mage, he provides not only immense burst damage, but also has good zoning, objective shred and objective secure.
If you're having trouble landing Whirlwind, try to land Zephyr first. The slow will help confirm at least one tick of Whirlwind, assuming that your enemies don't have their escape abilities up. The same is true if you're having trouble landing Spirit of the Nine Winds, without any setup.
In gamemodes with chokepoints and close quarter areas, you can use Whirlwind to zone enemies away from those areas, and reduce their walking space. If they take the risk and walk through Whirlwind, you can simply cast Zephyr at them, to slow them heavily, and forcing them to take additional damage from Whirlwind than they would originally. You can also fire Spirit of the Nine Winds in close quarter areas to have a greater chance at landing it on an unaware enemy.
If there is a god such as an assassin very close to you, you can cast Whirlwind at your feet, to confirm several ticks of it, and retaliate with Zephyr.
If need be, you can cast Spirit of the Nine Winds, if there is any enemies directly behind you. The targeter of your ultimate is very long, and even hits enemies behind you.
You do not need to fully level up Whirlwind to clear minion waves well. 4 points at maximum is enough to fully clear minions, but you can even get by with only 3 points into Whirlwind. And since you will save 1-2 skill points from Whirlwind, you can spend your points onto your other abilities.
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