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Book of the Dead can be bought instead of Rod of Tahuti if looking for a cheeky shield as part of your build to help with sustainability
Tap each threat level to view Kukulkan’s threats
Silence is annoying but drop your Whirlwind to keep her at a distance
Array ( [god] => Array ( [god_id] => 59 [display_name] => Nox [url] => nox ) [scoreVal] => 4 [notes] => Silence is annoying but drop your [[whirlwind]] to keep her at a distance ) 1
If facing Gods or team combo who have a bit more fat and padding (Not just Kumbhakarna :P ) and need a little extra Pen, you can slide towards this build.
First post, Constructive criticism and feedback welcomed :) love mixing things up as well, so please drop in alternative items etc
Just a quick build for those who play Kuku in any mode (tho using this in Conquest probably won't be sustainable).
This build is great for damage, wave clear and pissing the opponents off. It's a non stop hassle build which turns Kuku into a giant mosquito.
The skill order allows for a decent manna pool to be built, damage and skill cooldown to be established early which means Kuku can be on it like sonic from the start.
The reason why Slipstream isn't introduced earlier is that for most of the game modes you don't need it at the start. Play behind your team mates and drop your Whirlwind to do damage, keep the enemy at bay and stay safe. Later on once you have finished your stacks on Book of Thoth and have your shoes, you should also have your 1st tier of Slipstream. Use it to nip in, hit the enemy with Zephyr followed by placing Whirlwind behind them and then getting out. Equally use it at the end of Whirlwind for a better escape.
My preferred order is: (Full Health God) Zephyr > Whirlwind > Slipstream
(3/4 - low health) Slipstream > Zephyr > Whirlwind > Spirit of the Nine Winds
(Ah **** people are coming to swat me!! - you are on low health) Spirit of the Nine Winds > Slipstream
Come late game, you will be doing silly damage. Spirit of the Nine Winds will be able to one shot some Hunters and most mages and Assassins.
If you wanna try getting the most out of Kuku, try a cheeky Spirit of the Nine Winds or Whirlwind from behind a wall to catch the enemy of guard and watch those numbers fly and their green bar shrink!
Pros
1) Whirlwind clears waves easily, does great damage late game that forces enemies to retreat and can often finish of God's with 1/2 health or less.
2) Spirit of the Nine winds is hard hitting. Is also great at finishing objectives
3) Build also allows great support play and will free your team up to pursue buffs etc while you can push the lane wave
Cons
1) If caught up in CC, Kuku will melt like a berocca in the rain
2) The build doesn't allow you to take a lot of damage so gankage will hurt
I have found this build to be highly destructive and have never lost an arena game with it. It allows Kuku to be a pest to the opposition and a dream for teammates.
This is my first post, let me know of anything you guys do differently and what impact it has :)
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Because Whirlwind is tick damage that means the passive of Spear of the Magus is very effective towards tanks so i would at least make it another option but for me i always go with this
(also btw i made this mistake also so if you are going to make changes then publish it next to save and then other people can see the changes, if you already did know then well good.
e.g. Book of Thoth, Shoes of Focus, Spear of the Magus, Chronos' Pendant, Soul Reaver, Book of the Dead.
As an alternative to Chronos' you can get Polynomicon instead.
Gem of Isolation isn't a bad item either. Also add Divine Ruin and Obsidian Shard as situational items.
I found that getting Rod of Tahuti was affordable and easy to buy due to the constant minion and God kills i was getting. The passive as well meant i was shredding anyone who didnt build substantial Magical defense which i found in casual matches is very high. I do like Book of the Dead as well as the others you have mentioned and will feed it into the guide. Not a massive fan of Polynomicon as i feel it takes away from the cooldown % in this build, which is vital for being the mosquito which is always hanging around with Whirlwind.
Thank you for your comments, will be sure to update the guide and play around with the build some more.
The passive as well meant i was shredding anyone who didnt build substantial Magical defense which i found in casual matches is very high.
You do realise that the less health/protections the target has, the less effective Tahuti's passive is? You will obliterate squishy characters by building Spear of Desolation or Soul Reaver better than Rod of Tahuti. And as I said already Tahuti is overpriced.
Not a massive fan of Polynomicon as i feel it takes away from the cooldown % in this build, which is vital for being the mosquito which is always hanging around with Whirlwind.
Fair enough, but it's still an option, and you can still have cdr in your build.
Without pen, you are only effective against squishy targets (people without defenses), and with pen you are effective against all enemies.
Also when I read "mosquito" I remembered this guy (but I dunno why :v) :
I did use Magus for a while but when playing found that few people other than tanks were building magical defense. Think because they were scared of the Assassin or hunter and didnt want to buy too many items that took away big amounts of power from their own builds, so Spear of Desolation gave that extra power with the cooldown also.
I still found i was doing good damage against tanks but Obsidian Shard should def be in the potential build if facing tankier Gods.
Thanks for your input :). Will update some of the stuff on the build.
I did use Magus for a while but when playing found that few people other than tanks were building magical defense.
Do you know what base protections are? If not, I recommend you take a look at any gods stats on the smite wiki, or the Word of Thoth.
Spear of the Magus, as Kriega mentions, allows you to deal true damage on squishy gods. I'm not sure you're familiar with the relationship between protections and damage (other than high level concept - more protections = less damage taken).
This should help you understand.
As you get closer to true damage, your damage potential rises more quickly (hence the curve, and not a straight line). This is why penetration is such an important stat for damage dealers. You'll never get the most out of the power you build unless you're also getting enough pen.
Although you do have 25 pen in your build example (and that's adequate against squishies), Magus will allow you to situationally achieve true damage (equivalent to 0 protections), and will still equate to up to 65 pen against tanks. Note also that the 50 protection reduction is BETTER than pen with regard to damage against enemy gods. It reduces their protections to ALL incoming magical damage, so if you have another magical god on the team, or a guardian, it'll allow them to also deal more damage. It's got more team function that way.