Passive:
Power of the Wind Jewel
Gives you spell power equal to 5% of your mana. This is amazing. This makes you able to actually hit the cap of 900 and even go above it.
Zephyr
Gives you a nice little slow and the small AoE blast radius is actually quite nice if somebody is trying to hide too close to one of their minions while they're poking. The slow will let you pop down your
Whirlwind and get the DoT on them before they can get away, hopefully.
Slipstream
Your getaway spell. If you run up the enemy team and throw down a
Whirlwind, you'll probably end up using this to get away before they can land an attack on you, possibly slow you, and then possibly kill you. It'll make you immune to slows for 1 second, so if you do get hit by a slow during that time, you're in luck!
Whirlwind
The bread and butter of Kulkukan. Build this up first, this is what will build your stacks from killing minions. When you're farming stacks, throw this down right in front of the minion. That one and all the others behind it will get hit, provided you got them before they reach your minions. If they do reach out minions, you should be able to place it just good enough that it's barely hitting the archer minions and hitting the melee minions as well.
The DoT will also tear up gods something fierce. You can place this spell down to cause a bottle neck then use your
Spirit of the Nine Winds right afterwards to hopefully land a kill.
If you got a melee on you or a melee wants to be on you... Just put it right on yourself and hang out in it until you can get away. If you're running away, place it just a little bit in front of you so they'll be forced to run through it. If you're being chased by a hunter, put it right on top of yourself and keep going. This is extremely effective in small lanes, like the "jungle" in the joust map.
Spirit of the Nine Winds
Your ultimate spell. It hits like a truck and can be hard to hit things with. Aim ahead about 1-3 second of where you hope the enemy will be once it finally pops out. If you see the enemy stunned/rooted/trapped, that would be the ideal time to use this spell. Right after you blast them with a
Zephyr to slow them down. Anything that ensures you hit them with this. It can hit for over 1,000 damage very easily on a non-tanking character.
You can use this when a melee is right on you. Just turn towards them and blast while backing up, as a last resort type of thing.
Can I replace Gem for obsidian shard
Sure, you can. It'd probably be best to replace a lower pen item instead, as pen over 100 is when you'd use shard. The mana from Gem also helps your passive give you more power.
You can always try a 1v1 with a friend and try your damage with various pen/defenses.
Nice guide. What relics would you guys recommend?
Assault, meditation and pretty much whatever you want. If there's a lot of healers, curse(but the healing reduction item is pretty good if you hit people with whirlwind).
Aegis is good if you're quick enough, beads and aegis is good for Ao Kuang's ult.
Frenzy/20% is good for popping right before your ult, I think. Scout is alright if you're into that.
It really depends on what you're against, but if you feel you need mana early game in any game mode(save conq because I never play it), Meditation is bomb. Though the CD is long. I've had fun with Sunder from time to time, just because another thing to shoot.
The "team work" section is unclickable, because it is inside of the fade at the end of every guide. You're going to have to add a few lines of transparent or black periods to make the section visible, like this:-snip-
Fixed, thanks.
wheres the pen bro, you wont be doing much dmg late game without pen
Did some testing and moved things around.
Cool guide! I'm a big fan of Kukulkan myself, and love his playstyle.
I have not tried the Warlock's Sash start yet, so I'm looking forward to giving it a shot.
My only criticism is that the guide is kinda boring color wise, maybe just throw in some extra color there? Mostly my personal preference, but color does help to catch the eye.
Also, it seems you've left out the section on gameplay which is a bit distressing. The items and skills sections look fine to me, but what's a guide without practical applications?
I'll upvote as soon as I see a gameplay section.
Otherwise, great guide!
I kinda mashed the gameplay in with the skills. Suppose I could delete the skills section and remake it as gameplay. I don't see the point of leaving the skills as they are and then add a gameplay section that pretty much says the same thing.
Whenever I do a guide it's mostly because there's not much that's updated for the new items or I just play differently than other people. So, I don't expect upvotes, actually. Usually just expect for downvotes, that way I'm not disappointed if I get negative reviews.
As for the colors, eh. I'm not good at this stuff, so I won't pretend to know what I'm doing and try to add colors and end up making it look worse.
If you feel like copying this guide any and just rewording things, I honestly won't mind. Again, I just put it up because I noticed a few of them were out of date with the items, and when you search "Kulkukan" in the guide section there's only one other one. All the others are still named after Ao, since that was a strange reskin they did and added Ao as a different playstyle god altogether.