Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Kukulkan guides

Ao Kuang - Public Match and Solo Queue Survivor's Guide

2 2 9,598
by Gnashy updated September 13, 2012

Smite God: Kukulkan

Build Guide Discussion 1 More Guides
Tap Mouse over an item or ability icon for detailed info

Kukulkan Build

Beginning items

Build Item Chronos' Pendant Chronos' Pendant
2
Build Item Healing Potion Healing Potion
2

First recall (1900-2100 gold min)

Build Item Boots of Celerity Boots of Celerity
3
Build Item Healing Potion Healing Potion
2

Rest of items in order (always get two health pots when you recall)

Build Item Chronos' Pendant Chronos' Pendant
Build Item Void Stone Void Stone
3
Build Item Gem of Isolation Gem of Isolation
3
Build Item Rod of Tahuti Rod of Tahuti
3
Build Item Book of Thoth Book of Thoth
3

Kukulkan's Skill Order

Zephyr

1 X Y
Zephyr
2 8 10 11 13

Slipstream

2 A B
Slipstream
3 17 18 19 20

Whirlwind

3 B A
Whirlwind
1 4 6 7 9

Spirit of the Nine Winds

4 Y X
Spirit of the Nine Winds
5 12 14 15 16
Zephyr
2 8 10 11 13

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: Line, Slow, Damage
Damage: 90 / 140 / 190 / 240 / 290 (+75% of your Magical Power)
Slow: 20 / 25 / 30 / 35 / 40%
Slow Duration: 3s
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 8s
Slipstream
3 17 18 19 20

Slipstream

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

Ability Type: Buff
Speed: 50 / 55 / 60 / 65 / 70%
Duration: 4s
Cost: 65
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Whirlwind
1 4 6 7 9

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: Circle, Damage
Damage Per Tick: 8 / 17 / 26 / 35 / 44 (+15% of your Magical Power)
Tornado Lifetime: 4s
Range/Radius: 55/20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14 / 13 / 12 / 11 / 10s
Spirit of the Nine Winds
5 12 14 15 16

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

Introduction

Introduction

Ao Kuang (or Ao Guang) is the Dragon King of the East Sea in the Chinese Pantheon. In Journey to the West, Sun Wu Kong bullies Ao Guang into giving him Ruyi Jingu Bang, the mighty As-You-Will Gold_Banded Cudgel that can expand in size or diameter at Wu Kong's command.

Ao's scared of Wu Kong for good reason and if you want to play Ao effectively you will keep your distance from other gods and rely on ranged abilities, open escape routes and map awareness to stay alive.

This guide is primarily written to provide advice and insight on making Ao a viable God for new players and players who commonly play Solo Queue or public matches with a team of three or less. The general advice is applicable to ranked play and 5 man matches as well.

NOTE: I accidentally published this instead of saving it before I was ready. If you are reading this guide and see this note, it is because the guide isn't finished yet. this guide will be fairly in depth and long when completed. Please do not down-vote (or up-vote) if you see this note.

Recommended Items

Ao is an item dependent god. In general, the idea is to purchase items that increase Ao's magical damage. Some players will go for a glass cannon build, others will incorporate defensive items into their build to increase Ao's chances of survival.

As with any other god, you should build Ao with an eye towards countering the gods and item builds of the enemy. In general, I favor builds for Ao that offer a mix of magic power, magic penetration and utility.

Recommended items:

Chronos' Pendant:

I've found that level two Chronos' Pendant is Ao's best starting item. It provides superb starting sustainability, allowing you to stay in lane and Tornado down each minion wave for the first 7-10 minutes with no problem.

The +30 magical power you'll get at level two and 15 mp5 are an unbeatable combination for sustainability and damage. AO can easily clear an entire minion wave with only Tornado by level 5. In addition, a maxed out Chronos' Pendant is an excellent addition to Ao's arsenal with +50 mp, +25 mp5 and, the best part, 20 percent cool-down reduction. The cool-down reduction is a huge bonus for Ao, due to his ability dependent nature.

It will cost you 1390 to buy level two Chronos' Pendant, and you'll need another 1380 to buy level three. Depending on what situations you are dealing with in your lane, either buy level three when you make your first recall, get your second item (maxed to level three) and then get level 3 of the pendant, or get your full third item before finishing on pendant.

Boots of Celerity:

Ao can be difficult to play due to his fragility, lack of close-quarters defense and speed. To stay alive with Ao, you need to keep your distance from the enemy. To contribute to your team's success, you need to push, defend and be there for team fights.

Boots of Celerity are, in my opinion, the ONLY boots you should purchase for Ao. The 28 percent speed increase in combat and 40 percent increase out of combat make all the difference in keeping Ao alive and where he needs to be to contribute. Throw in Slither, and you'll be amazed at how many times Ao will escape a gank or scoot across the jungle to surprise the enemy with a well-timed Tornado or Spirit's Tempest. Boots of Celerity are crucial items to keeping Ao alive. Purchase them no later then third item. If you are laning against an agile opponent who likes to close the distance or chase, make sure you get them for your second item.

Void Stone:Voidstone is an excellent item for Ao. I usually try and make Voidstone my 2-3rd item. Here's why Voidstone is such a good early item for Ao:

1: It's relatively cheap to purchase all three levels (2280). The price for what you get in return is a significant investment and advantage, especially early game when items and gold are at a premium.

2: With +50 magical power and +60 magical protection, Voidstone is a nice mix of magical damage and defense. Early game, it's a big advantage, both in terms of surviving and in attacking.

3: -30 magical protection to all enemies within 30 feet is a HUGE bonus for Ao and any team-mates in the vicinity! Most Gods start with a base 30 magical protection that does NOT increase with each level (physical protection usually does). The -30 magical protection from a maxed out Voidstone essentially removes all magical protection from enemy gods caught in the radius. This results in a large increase in damage for Ao's abilities, and the magical attacks of Ao's team-mates if it happens to be a team fight situation. I consider this an essential early item for Ao. I suggest making it the second or third item for Ao.

Gem of Isolation:

Cautionary Items

Doom Orb:Doom Orb is a commonly seen starting item for mages. At level three, the 1900 price, decent +7 mp5 and potential of +160 magical power can seem very enticing for such a low price.

However, there's a reason Doom Orb is so cheap, and that's because you will only get the full +160 magical power with full stacks, and those stacks are lost upon death. Even if you only die twice in a game, that's still 120 stacks you will have to account for to get full use out of the Doom Orb. Late game especially the Doom Orb becomes a liability, because it is much more difficult to safely farm to replace lost stacks and at that point the Doom Orb is taking up space for another item that would probably be more beneficial, especially right after a respawn. And since Ao is notoriously fragile and often the focus of attacks (due to the easiness with which he dies), the likelihood of having to farm stacks multiple times per game is very high.

Think very carefully before buying a Doom Orb for Ao.

meditationMeditation:

Abilities

Test.

(Early Game): Mid Lane Strategy

Test.

(Early Game): Duo Lane Strategy

Test.

(Mid-Game)Post-Lane Strategy

Test.

(Late Game): Defense and Offense Strategy

Test.

Leave a Comment

You need to log in before commenting.

Collapse All Comments

1
MegatokyoGuy | September 17, 2012 5:29pm
I hadn't considered starting with anything but magical boots, so to see the Chronos' Pendant and the Boots of Celerity is quite the eye opener. I'll definitely be trying this build out the next time I play.

Can't wait to see it in a completed state.
Loading Comments...
Load More Comments

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved