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No Skill Required: EZ Wins in Arena With Ya Boy

1 1 1,917
by Sunbro Kev updated July 19, 2021

Smite God: Kukulkan

Build Guide Discussion 0 More Guides
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Build Summary

Your Go-To

Notes This is generally the build you will end the game with. You want Sands of Time because it essentially becomes a second Book of Thoth in the late game, which massively increases your damage. Book of Thoth itself is essential to take early because it requires minion farming. Just focus on minions early and it's a massive damage bonus around the time you get your third item. Next you will want Gem of Isolation because they took the slow off of his Whirlwind. Taking the gem will grant you and your team more guaranteed damage, and that 1 second of slow is very often the difference between you getting a kill or your enemy making it away with 5hp.For the third item I usually go with Soul Reaver, as the +300 mana stacks with BoT and PoA, and it allows you to nuke otherwise rock solid tanks like Bellona or Cthulu. You'll want to consider taking Divine Ruin instead of Soul Reaver if they have heavy lifesteal or a problematic healing mage(s). As it is the third item, you will be able to determine which you want far in advance.The fourth item is Rod Of Tahuti, which is an almost necessity for most mages. Between the whopping 145 magical power and a bit of penetration, on top of the extra damage against enemies almost constantly, this will kick your damage into high gear against everyone. The final item I recommend is the Chronos Pendant, because it allows you to spam your whirlwind like there is no tomorrow.

Notes

This is generally the build you will end the game with. You want Sands of Time because it essentially becomes a second Book of Thoth in the late game, which massively increases your damage. Book of Thoth itself is essential to take early because it requires minion farming. Just focus on minions early and it's a massive damage bonus around the time you get your third item. Next you will want Gem of Isolation because they took the slow off of his Whirlwind. Taking the gem will grant you and your team more guaranteed damage, and that 1 second of slow is very often the difference between you getting a kill or your enemy making it away with 5hp.For the third item I usually go with Soul Reaver, as the +300 mana stacks with BoT and PoA, and it allows you to nuke otherwise rock solid tanks like Bellona or Cthulu. You'll want to consider taking Divine Ruin instead of Soul Reaver if they have heavy lifesteal or a problematic healing mage(s). As it is the third item, you will be able to determine which you want far in advance.The fourth item is Rod Of Tahuti, which is an almost necessity for most mages. Between the whopping 145 magical power and a bit of penetration, on top of the extra damage against enemies almost constantly, this will kick your damage into high gear against everyone. The final item I recommend is the Chronos Pendant, because it allows you to spam your whirlwind like there is no tomorrow.

Build Item Sands of Time Sands of Time
Build Item Book of Thoth Book of Thoth
Build Item Gem of Isolation Gem of Isolation
Build Item Soul Reaver Soul Reaver
Build Item Rod of Tahuti Rod of Tahuti
Build Item Chronos' Pendant Chronos' Pendant
Build Item Pendulum of Ages Pendulum of Ages
Build Item Chalice of Healing Chalice of Healing
Build Item Chalice of Mana Chalice of Mana
Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet

Your Go-To

Notes This is generally the build you will end the game with. You want Sands of Time because it essentially becomes a second Book of Thoth in the late game, which massively increases your damage. Book of Thoth itself is essential to take early because it requires minion farming. Just focus on minions early and it's a massive damage bonus around the time you get your third item. Next you will want Gem of Isolation because they took the slow off of his Whirlwind. Taking the gem will grant you and your team more guaranteed damage, and that 1 second of slow is very often the difference between you getting a kill or your enemy making it away with 5hp.For the third item I usually go with Soul Reaver, as the +300 mana stacks with BoT and PoA, and it allows you to nuke otherwise rock solid tanks like Bellona or Cthulu. You'll want to consider taking Divine Ruin instead of Soul Reaver if they have heavy lifesteal or a problematic healing mage(s). As it is the third item, you will be able to determine which you want far in advance.The fourth item is Rod Of Tahuti, which is an almost necessity for most mages. Between the whopping 145 magical power and a bit of penetration, on top of the extra damage against enemies almost constantly, this will kick your damage into high gear against everyone. The final item I recommend is the Chronos Pendant, because it allows you to spam your whirlwind like there is no tomorrow.

Notes

This is generally the build you will end the game with. You want Sands of Time because it essentially becomes a second Book of Thoth in the late game, which massively increases your damage. Book of Thoth itself is essential to take early because it requires minion farming. Just focus on minions early and it's a massive damage bonus around the time you get your third item. Next you will want Gem of Isolation because they took the slow off of his Whirlwind. Taking the gem will grant you and your team more guaranteed damage, and that 1 second of slow is very often the difference between you getting a kill or your enemy making it away with 5hp.For the third item I usually go with Soul Reaver, as the +300 mana stacks with BoT and PoA, and it allows you to nuke otherwise rock solid tanks like Bellona or Cthulu. You'll want to consider taking Divine Ruin instead of Soul Reaver if they have heavy lifesteal or a problematic healing mage(s). As it is the third item, you will be able to determine which you want far in advance.The fourth item is Rod Of Tahuti, which is an almost necessity for most mages. Between the whopping 145 magical power and a bit of penetration, on top of the extra damage against enemies almost constantly, this will kick your damage into high gear against everyone. The final item I recommend is the Chronos Pendant, because it allows you to spam your whirlwind like there is no tomorrow.

Build Item Sands of Time Sands of Time
Build Item Book of Thoth Book of Thoth
Build Item Gem of Isolation Gem of Isolation
Build Item Soul Reaver Soul Reaver
Build Item Rod of Tahuti Rod of Tahuti
Build Item Chronos' Pendant Chronos' Pendant
Build Item Pendulum of Ages Pendulum of Ages
Build Item Chalice of Healing Chalice of Healing
Build Item Chalice of Mana Chalice of Mana
Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet

Kukulkan's Skill Order Notes I think the best way to get the most consistent damage with Kukulkan is to focus on leveling his Zephyr and Whirwind attacks equally, and getting all of his skills with at least one point ASAP. Whirlwind is a fantastic way to spread damage on the whole team, but early on it does not do much damage. That is why landing your Zephyr attacks and having them leveled up is important. Just use the iptrea to keep distance ad retreat, it does literally nothing else lol. Your Ult can be used either immediately after landing an ability to help confirm the hit, or as a really useful secondary crowd control. Just the sight of the line is enough to make people move out of the way, so you can cast it between the enemy and an ally in need to grant them an escape. Don't underestimate this, and don't be afraid to use your Ult!

Notes

I think the best way to get the most consistent damage with Kukulkan is to focus on leveling his Zephyr and Whirwind attacks equally, and getting all of his skills with at least one point ASAP. Whirlwind is a fantastic way to spread damage on the whole team, but early on it does not do much damage. That is why landing your Zephyr attacks and having them leveled up is important. Just use the iptrea to keep distance ad retreat, it does literally nothing else lol. Your Ult can be used either immediately after landing an ability to help confirm the hit, or as a really useful secondary crowd control. Just the sight of the line is enough to make people move out of the way, so you can cast it between the enemy and an ally in need to grant them an escape. Don't underestimate this, and don't be afraid to use your Ult!

Zephyr

1 X Y
Zephyr
3 6 8 11 14

Slipstream

2 A B
Slipstream
2 15 16 18 19

Whirlwind

3 B A
Whirlwind
1 4 7 10 12

Spirit of the Nine Winds

4 Y X
Spirit of the Nine Winds
5 9 13 17 20
Zephyr
3 6 8 11 14

Zephyr

1 X
Kukulkan fires a projectile breath attack that hits the first enemy in its path, doing damage and Slowing all enemies in the area around the impact.

Ability Type: Projectile
Damage: 60 / 105 / 150 / 195 / 240 (+75% of your Magical Power)
Slow: 20 / 25 / 30 / 35 / 40%
Slow Duration: 3s
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 7s
Slipstream
2 15 16 18 19

Slipstream

2 A
Kukulkan channels the wind, allowing him to move faster. This speed boost is strong at first but scales down gradually over the 4s duration.

Additionally, Kukulkan cleanses himself of slows and becomes immune to slows for 0.6s when activated.

Ability Type: Buff
Speed: 60 / 65 / 70 / 75 / 80%
Duration: 4s
Cost: 65
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Whirlwind
1 4 7 10 12

Whirlwind

3 B
Kukulkan summons a tornado at his ground target location. A smaller tornado branches off onto any enemies that come within the radius, doing damage every .5s for 2.5s and is refreshed every .35 if enemies stay within the radius, for a maximum of 12 ticks.

Ability Type: Ground Target
Damage Per Tick: 8 / 16 / 24 / 32 / 40 (+15% of your Magical Power)
Minimum Damage: 40 / 80 / 120 / 160 / 200 (+75% of your Magical Power)
Tornado Lifetime: 4s
Radius: 20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 15 / 14 / 13 / 12 / 11s
Spirit of the Nine Winds
5 9 13 17 20

Spirit of the Nine Winds

4 Y
Kukulkan summons the Spirit Of The Nine Winds to breathe down destruction onto his enemies in a path in front of him, doing damage and knocking all of the enemies to the side.

Ability Type: Line
Damage: 400 / 500 / 600 / 700 / 800 (+120% of your Magical Power)
Cost: 100 / 110 / 120 / 130 / 140
Cooldown: 90s

Extended Build

Situational Items to Consider

Notes I would recommend taking only one of these items, and only in place of the third item (Soul Reaver). I say the third item because that is when I notice the damage (particularly from Mages) really starts to pick up, and it is when you start seeing the specializations of the team come into play. Divine Ruin, as I mentioned earlier, is going to be your pretty much default choice if there is a lot of healing or lifesteal going on in the enemy team. Spear of Desolation is nice if you really need your cooldowns and some extra magical power. Take Obsidian Shard if they start to take magical armors and you just aren't able to get through it. Take Mantle of Discord if you are starting to get nuked before you have time to escape (though I think this most often will be a result of poor spacing and situational awareness if you analyze your matches). If the MAJORITY of the enemy damage is magical, take either the Void Stone or Genji's Guard, whichever suits you best. If the MAJORITY of their damage is going to be physical, take the Breastplate of Valor. And when I say majority, I do not mean just in terms of how many mages or physical people they have. Though, if they have a full team of either you can default to one of the two counters lol. What I mean is that if their mages are powerful but not hitting you, but their assassin is wrecking you at every turn, take a physical protection item. And if you can pressure the assassins and warriors away but their mages keep sniping you, go with a magical defense item. Don't be afraid to take the item you think is best for YOU in that current situation for the third item. I honestly hope this helps, good luck!

Notes

I would recommend taking only one of these items, and only in place of the third item (Soul Reaver). I say the third item because that is when I notice the damage (particularly from Mages) really starts to pick up, and it is when you start seeing the specializations of the team come into play. Divine Ruin, as I mentioned earlier, is going to be your pretty much default choice if there is a lot of healing or lifesteal going on in the enemy team. Spear of Desolation is nice if you really need your cooldowns and some extra magical power. Take Obsidian Shard if they start to take magical armors and you just aren't able to get through it. Take Mantle of Discord if you are starting to get nuked before you have time to escape (though I think this most often will be a result of poor spacing and situational awareness if you analyze your matches). If the MAJORITY of the enemy damage is magical, take either the Void Stone or Genji's Guard, whichever suits you best. If the MAJORITY of their damage is going to be physical, take the Breastplate of Valor. And when I say majority, I do not mean just in terms of how many mages or physical people they have. Though, if they have a full team of either you can default to one of the two counters lol. What I mean is that if their mages are powerful but not hitting you, but their assassin is wrecking you at every turn, take a physical protection item. And if you can pressure the assassins and warriors away but their mages keep sniping you, go with a magical defense item. Don't be afraid to take the item you think is best for YOU in that current situation for the third item. I honestly hope this helps, good luck!

Build Item Divine Ruin Divine Ruin
Build Item Spear of Desolation Spear of Desolation
Build Item Obsidian Shard Obsidian Shard
Build Item Mantle of Discord Mantle of Discord
Build Item Void Stone Void Stone
Build Item Breastplate of Valor Breastplate of Valor
Build Item Genji's Guard Genji's Guard

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League of Legends Build Guide Author Sunbro Kev
No Skill Required: EZ Wins in Arena With Ya Boy
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