Power of the Wind Jewel
Type: Passive
Power Increased: 4% of maximum Mana
Kukulkan increases his power based on how much base mana he has.
details
A passive that makes
Book of Thoth a core item for you. The more mana you have, the more powerful you become so remember to include mana items on your build.
Zephyr
Type: Projectile
Damage: 85/130/185/220/265
(+75% of your Magical Power)
Slow: 20/25/30/35/40%
Slow Duration: 3s
Cooldown: 7 seconds
Kukulkan spit a wind projectile that explodes in a small area when hits the enemy damaging and slowing them.
details
It's your only CC besides the ulti and it's very important to hit it to execute your poke and kill combo, else you will need to do predictions to hit your other skills. This skill is your second priority.
Slipstream
Type: Buff
Movespeed increased at the start: 60/65/70/75/80%
Cooldown: 15-11 seconds
Kukulkan uses the wind in his favor so he gains increased movespeed for 4s. The extra movespeed starts higher and decreases until it reaches 0 at the end of the skill. Kukulkan is also immune to slows for 0.6 sec after activating it.
details
This is your only "escape". You can use it to run from your enemy or chase it or even just to proc poly if you made it. Remember this skill movespeed is stronger right after the cast and the velocity decrease as the buff ends, so try to take some advantage at the beginning of the buff. You may also use this to avoid a slow effect, but you aren't immune to further slows that are applied after the 1st second. This skill will be your 3rd priority.
Whirlwind
Type: Ground Target (DoT)
Damage Per Tick: 8/16/24/32/40
(+15% of your Magical Power)
Minimum Damage: 48/96/144/192/240
(+90% of your Magical Power)
Maximum Damage: 104/208/312/416/520
(+195% of your Magical Power)
Tornado Lifetime: 4s
Cooldown: 15/14/13/12/11 seconds
Kukulkan uses the power of wind to create a "pupnado" that damages all enemies that pass through it. The Whirlwind stay where was created for 4 secs and each enemy that passes through it creates a minor Whirlwind around himself that damages applying it every 0.5 sec for 2.5 secs and the timer is refreshed every 0.35 sec the enemy stay inside the major Whirlwind for a max of 12 ticks. If the enemy just "miss-step in it", applies the "minimum damage". If the enemy stays inside the Whirlwind for all its duration, applies the "maximum damage". This skill has a 0.35 casting time (until it starts to do damage) and enemies that pass through it during casting time don't take any damage nor get the minor Whirlwind. The first (and additional) tick is at 0.35.
details
This is your 1st priority. You must try to hit the center of this skill so your enemy cannot avoid it, applying at least the minimum damage. Remember this skill does not start to do damage right after the casting, it needs 0.25 secs. If you build
Spear of the Magus, it's extremely important to hit this skill to apply (a lot of) extra damage.
It also has kinda complex damage. You will cast the whirlwind. It takes 0.25 secs to be created at the location you marked. Then, the first tick will be applied immediately, at 0.35s. It refreshes every 0.35 the enemy stay inside the major whirlwind, which means that every 0.35 you have a chance of gain another tick of damage, that will be applied after he leaves the whirlwind area. In total, this skill can do 12 ticks of damage, if the enemy stays inside it for all its duration.
Spirit of the Nine Winds
Type: Line
Damage: 400/500/600/700/800
(+120% of your Magical Power)
Cooldown: 90 seconds
Kukulkan uses all his power to "summon the big kukupuper" that passes in a line doing massive damage and knocking back every enemy in the way.
details
Your ulti is perfect to secure objectives (steal from the enemy/avoid the enemy get it) due to the massive damage. Kukulkan lacks CC to help hit the ulti so you will probably need your team to do so or do a perfect prediction of enemy movements. The knock-up is always throwing the enemies for right or left.
Pendulum > Thoth > Poly > Reaver > Shard/Coin > Myrddin/Soul Gem
Not really sure about the lack of Soul Reaver in some of these builds if im being honest.
Also add Breastplate as an option.
Soul reaver adds a extra power with the passive, giant amount of base power + mana to combo with the passive and BoT allied with 10% pen to complement Charon reaching a decent amount of pen to hurt tanks. Honestly I can't see a really good reason to not build it on Kukul.
BoV added.
The build should be something like: CDR boots > Thoth > Deso > Reaver > Shard > Estaff > sell boots for Chronos'.
This combo is thus solid for tank potential, BUT it also makes the build inflexible without inefficiency...meaning no Soul Reaver, no Pythagorem's Piece, no Staff of Myrddin. That's okay depending on what you're looking to do.
You will still get use out of Shard in teamfights, plus the tier 2 item has pen on it.
Also I think the preference to coin could be the extra movement speed it can provide.
But I still don't understand why obs shard with another % pen item is bad in a tank killer build, if there's no danger of overcap?
Typhon's Fang is great, but it should be purchased as a 2nd lifesteal item when it's considered at all. In these cases, you want a strong 1st lifesteal item so you can get the most out of Typhon's passive lifesteal and power boost. Again, Shoes of the Magi isn't really providing enough lifesteal to get much out of it.
The 2 lifesteal items that get the most out of Typhon's are Bancroft's Talon and Pythagorem's Piece, with Bancroft being the much more common option when getting 2 lifesteal items.
Kukulkan is not a god that should normally run with 2 lifesteal items...taking up 2 slots for lifesteal takes away from other items he could be building. In this case, he might choose one of 4 lifesteal items...Bancroft, Pythag's, Polynomicon, and Soul Gem. Of these, and because Myst obviously wants Chronos' Pendant in most of his builds, feels he has relatively enough CDR, so he doesn't really need Soul Gem. And while Polynomicon is a great and common item for him, it's also not really providing enough lifesteal to get the most out of Typhon's as a 2nd lifesteal item. Pythag's is a strong item for him here, especially since he usually will not want to go solo mid/late game. He wants to stick with teammates to make it safer for himself. He and nearby teammates will get a lot of function out of Pythag's passive power and lifesteal boost. It also, like Typhon's, has 10% penetration, so is good mid/late game against tanks.
Why not Bancroft? Well, it can work, but Kukul is not a close-in fighter and isn't really looking to exchange damage and eventually come out on top. He wants to keep people mostly at range...~50 units and further...just close enough to hit Zephyr (and maybe follow up with Polynomicon fortified basic hit).
Note that I also said I wouldn't take up 2 slots in Kukul's build for lifesteal. Why then does Myst have Pythag's and Poly? Both have alternate utility. Pythag's provides a team buff. Poly is much more specifically used for the passive burst damage potential, and isn't really considered a standard lifesteal item. So at least in this case, these items are providing added utility.
In any case, I'm with Myst here, I wouldn't bother with Typhon's on him.
We are so in sync that you basically said every word I would say.
Nice job old man XD
Because this guide wasn't updated to 7.2, and at the very beginning of 7.1, when this guide was updated, Shoes of Focus wasn't the dominated option yet. Sooner it will be fixed.>>implies I lose and he win
>>which implies vini loses too