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Since the latest patch, Ao Kuang has been removed from the game for a remake, and his kit has been given to Kukulkan. This guide, while my first (so no mean comments, please), has been long in the making, ever since I first bought Ao Kaung.
Good kill "securing"
Really useful CC
Easy to use kit
High burst damage
Great composition possibilities
Weak early clear
Not very useful for attacking until level 5
Prone to ganks
Easy to counter kit
No more "A MIGHTY STORM!"
Kukulkan works great wiith two kinds of items: On-Effect items, and mana-increasing items. Items such as GOI and Divine Ruin can have devastating effects when paired with a Whirlwind or Zehpyr. Kukulkan's passive grants him magical power based on 5% of his maximum mana, which means items like Book of Thoth, Breastplate of Valor, and Warlock's sash will increase magical power more than they say. I recommend starting of with Magic Shoes, and later on finishing off the shoes to get Shoes of Focus, because a noodle without CDR is a sad noodle indeed. As a second item, Chronos' pendant works well for it's CDR and early MP5. Rod of Tahuti as a third item, while expensive, can add a massive boost to your Whirlwind, Zephyr, and SOTNW. Switching out Tahuti for Thoth is also an acceptable choice, especially in early game laning. Also, buying Warlock's sash can help a bunch if you also buy Ethereal staff. Remember; When playing Kukulkan, your Whirlwind is your best friend. Polynomicon is **** on Kukulkan, because he has some of the weakest basic attacks; you're better off spamming 3.
Kukulkan's first ability is quite the skillshot. It has good scaling, an awesome slow, a respectable AOE, and decent travel time. When paired with GOI, the resulting slow is 75%! That makes it a good chasing ability, for the massive slow it lands on an enemy.
Sadly, it's not good for lane clearing, because it stops at the first enemy. Using it on an enemy right before you drop a Whirlwind on them can help you keep them inside it for longer, which can help a lot in getting kills. Max this second.
This laughable buff is pretty sad. Contrary to what most use it for, this ability is for positioning, not travel or fleeing. Yes, it helps you to flee, yes it helps you to chase, but it's really best used for positioning yourself or baiting enemies into a trap. Maxing this third is in your best interests, it doesn't have very redeeming combat value.
The cream of the kit, Kukulkan's go-to ability. For those of you new to Kukulkan and Ao, this was the ability that made him shout A MIGHTY STORM!(shame we don't have that anymore). This ability lasts 6 seconds in a fairly sizeable AOE. If an enemy so much as steps a toe within the Whirlwind, a smaller Whirly latches onto them, making this great for stealing kills right out from under allied noses. This is KKK's best clear, too. Pop a Whirlwind right in front of a minion wave and watch the nincompoops walk straight through it. Max this ability first.
Spirit of the Nine Winds:
KKK's ultimate. One of the most largely "self-targeted" abilities, you don't want to get too aggressive until this is either off CD, or you just unlocked it. This is THE hardest skillshot to land, truly. It's slow cast time, slow animation time, and only slightly respectable hitbox can make for quite the easy juke. Use this ability only when you're either sure you can kill, your life is in danger, or to save an ally. Max this last.
Your best plays will always be with a team. You are too weak to take on more than one person at a time, and your Ult can greatly affect teamfights, as well as your Whirlwinds. If you are being chased through the jungle, your Ultimate fits the jungle corridors perfectly, allowing you to block off an enemy chase, and potentially get a kill yourself if the enemy is too caught up in the chase to notice you cast it, same with an ally being chased. Your one can slow an enemy long enough for an ally to get a kill. Your three will sometimes steal kills from allies, but if they accuse you just mention that you can't control how long the DoT lasts.
When playing as the Racist Snake, KKK himself, don't forget to ward. WARD, WARD, WARD! You are the most vulnerable of all mages when playing KKK; your slow is useless if ganked from behind, your movespeed buff is laughable to any god with a leap or dash of any kind, and your Ult knockback doesn't knock enemies away, just to the side. Make sure you get the entire minion wave when you drop your clear, and if possible drop it right on top of the enemy so that minions pass through the side. Most importantly: DO NOT let your lane opposition control the lane. You are easy enough to kill as it is; if he can control you too you might as well ask for ganks every ten seconds. Don't be afraid to ask for help, because you are a primary farming target for junglers.
Kukulkan is one of the bigger "easy-mode" gods, but he is often vulnerable, weak, and easy to crush. Make sure that when you play as Mr. Racy-Snakey, you let your team know when and how you need help or are going to help. Now, get out there and drop some Whirlwinds!
Ao "Noodle" Kuang
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