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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.
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.
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!
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!
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