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
Vote received! Would you like to let the author know their guide helped you and leave them a message?
Book of souls because you want to rush book of thoth
1 Mana potions helps you spam your abilities a bit more and sustains your mana until you get the mana buff.
2 Health potion to help to heal up form any poke you take, but you should be playing back and safe enough to not need it and then you can sell it later for 33 and then you've only wasted 17 gold.
Pretty much always beads and aegis but sometimes heavenly wings can be useful if your ahead and want some extra movement speed to let you duke enemy abilities or autos better and move around tanky front lines to get to the squishy backline or if the enemy team has no cc.
Kukulkan is a fantastic and fun god to play in joust and definitely worth adding to your repertoire
Very easy and safe god to play with his long range abilities but with a high skill cap, forcing you to learn to predict enemy movement to land his long range abilities
The mana stacks with your passive and book of thoth's to give roughly 35 extra power (when Book of Thoth is fully stacked) and the extra cooldown gives you the ability to poke more. You can get Shoes of the Magi instead of Shoes of Focus if you want a bit of extra penetration early as with this build you don't get any penetration until your 4th/5th item but I would still recommend Shoes of Focus most of the time. |
Very easy to stack this with your Whirlwind so helps out any other possible magic damage gods on your team and gives some nice pen, making you basically deal true damage to squishies. |
Gives a long lasting slow from his Whirlwind as every tick of it applies gem's passive. Stacks with his Zephyr 50% slow to give a 75% slow, basically stopping the enemy god in their tracks which lets you line up your ultimates a lot easier if you don't have any set up (like a No Escape from Ares or a long stun/root). Build if you need a bit of CC. |
Provides nice long lasting anti heal from your Whirlwind. Build if the enemy has a god that rely on healing to stay alive like Thanatos or Anubis. |
Again the huge amount of mana this provides directly translates into a big boost in power. A defiant pick up if the enemy team has 2 or more warriors or guardians with high hp. |
Passive
Very powerful ability and Kukulkan's main form of single target damage. It's slow combined with gem of isolation allows for some good setup for your ultimate or just means you can place your Whirlwind on top of the enemy god and make them take a few more ticks of damage. It has a very long range so you can poke safely. |
Very hard to land this ability without any form of CC or any obstacles to create predictive movement but deals a hell of a lot of damage and can sometimes one shot squishy gods. The easiest way to land this ability is waiting for some form of pull (like an No Escape) or a long duration hard CC (like Mighty Yawn or a Petrify) The other harder way to land this ability consistently is to learn to predict the enemy's movement for example if the enemy god's are running away ult in front of them where they'll be in 2 seconds because this creates a choice for them, they either keep running and risk getting hit and knocked up or they stop which allows your team to catch up and keep dishing damage out. You can also use this to secure the bull demon. |
Don't be afraid as Kukulkan to get up and close to make it easier to land your ultimates because Kukulkan's ultimate is quite easy to dodge once you see it coming and the closer you are the less likely they are to notice the target reticule on the ground or the massive dragon in the sky, especially if your in their face spamming your Zephyr and putting Whirlwind on top of them.
If your feeling especially confident your can also use yourself as bait to kite enemy gods around inside Whirlwind your placed on yourself and use your Zephyr on them so they're too slow to catch up to you but this can easily kill you if your not careful.
When your in the jungle on a joust map it allows you to predict enemy movement very easily as there isn't very much space for the enemy to move which can make landing your ultimate very easy as it's width is pretty much the width of the jungle passages so enemies trying to flee from you down the long jungle passage directly adjacent to the lane better watch out if your ultimate is up.
If your on low health as Kukulkan avoid your instincts to immediately retreat and back to heal but because your Zephyr and your ultimate have a very long range so you can still sit very far back and help your team with a bit of poke. You can also help prevent enemies chasing your team with your Whirlwind. Be very careful doing this because if the enemy team has gods that can quickly close a large distance, like King Arthur (broken god) or a Thanatos ulting ( Hovering Death) or gods who can kill low health targets regardless of distance like a Nu Wa ultimate Fire Shards, you'll die for no reason.
Don't forget your ultimate can go over walls and your Whirlwind can be placed over walls
This can allow you to do 2 main things on a joust map
One is a bit cheesy, essentially you go into the mana buff camp area (doesn't matter if its your's or the enemy's) and blindly ulting over the wall to try and catch the enemy unawares or putting your Whirlwind down to try and catch some gods hanging about near that wall or the minion wave.
The other is a bit harder to pull of bit once you get the hang of it it become a reliable way to land your ultimate. Essentially it relies on the idea that the enemy want to spend as small amount of time in your Whirlwind as possible. Generally this means if you place the center of the Whirlwind in front of them they'll run away or if you put it behind them they'll run towards you which creates predictability in their movement. It's important to remember that this only happens if they don't feel like their in any danger or aren't chasing a kill. The main place I use this trick is the 2 small jungle passages leading to the bull demon camp. If a god is walking out of the bull demon area and you from behind a wall place your Whirlwind on top of them with the center behind them they're going to keep walking in the same direction to try and get out of the Whirlwind asap. This means if you ultimate just in front of your Whirlwind where you know the enemy god is going to walk it allows you to deal a huge amount of damage from your Whirlwind and your ultimate which is enough to kill most squishies but if it hasn't you can just slip round the corner while they're knocked up and use a Zephyr to finish them off. Now you might be thinking this is a lot of fuss to go through but the reason it's so good is that it becomes so reliable, once a god is in your Whirlwind they start to panic and they want to get out of it quickly which means they're unlikely to notice the target reticule of your ultimate of the floor and they can't see the massive dragon from your ultimate before its too late because its behind the wall! Boom! Lots of damage and lots of kills.
The last trick I've got is when your retreating in the jungle and if you play your cards right they'll never be able to catch you. This trick on really works if the enemy chasing god is close behind you and hot on your heels. So you wait until your in the long jungle passage parallel to the middle of the joust lane and as your fleeing down it you Spirit of the Nine Winds in the direction your going, this means that the enemy gods won't see the dragon of the ultimate appear as it appears behind you and as they're so close behind them too, when your chasing a low health enemy god you become very tunnel visioned so they're unlikely to notice the target reticule of your ultimate on the floor either. Once they get hit by the ultimate you quickly spin around and use your Zephyr to slow them (or kill them if your lucky) while they're knocked up and place your Whirlwind between you and the enemy and then you quickly slither away. This means if they want to keep chasing you they have to walk, while slowed, through your Whirlwind after talking a massive amount of damage from your ultimate which most gods will be unable to do.
Thank you very much for reading my guide, it's my first one so if you have any suggestion or improvements to the build or the guide please leave them in the comments and don't forget to give it a vote.
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
In conquest you'd probs be right
SoTM helps you easily do true damage early if you buy it as a third item. Have you tried a game with SoTM as third item? If you notice a very impactful difference, please let us know. Otherwise, if you still feel more comfortable with BoTD, then you keep doing what works best for you.
@Kriega: keep in mind, for Joust, this isn't mostly a 1v1 laning phase like in Conquest. You've got 2 others with you, so you can share a lot of the load, and the teamamates can cover for you early. This can allow you to do the T2 start and get Book of Thoth online more quickly. Yes, the 10% CDR from the blessing definitely helps early, but with Chronos' being built 3rd, I think it's not too much of a concern. I think either start is probably just fine.
And won it with this guide . But I understand that perfection needs time .
Some good tips too.