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Could argue Mage's Blessing is optional if trying to rush Book of Thoth, but it does help early game especially in Conquest.
These are good alternative items for Kuk.
Divine Ruin could go in the place of Spear of Desolation when Anti-heal is required.
Book of the Dead is a good hybrid item if being dove often as it has great synergy with his passive and the heavy mana-build in general.
Gem of Isolation makes your Tornados that much more brutal, but is far from a core item, almost meme-level as your 1 already slows and adding slow to ult is a little redundant.
Breastplate of Valor is a defensive option early against heavy Physical comps that still gives a lot of mana.
The first three are all great late-game power items that you could fit into slots 6,7,8 in the build. Obsidian Shard should only be picked up into very tanky teams.
Both are great anti-dive items.
The goal with building Kukulkan is to utilize his passive to reach an insane level of magical power. Kukulkan's passive increases his magical power by 4% of his mana. This synergizes perfectly with the passive on Book of Thoth, which allows an extra 6-9% of Mana (from items) to convert to magical power. |
Standard carry-like rules apply for the build - you still want flat penetration early-mid game and %pen late game. Spear of Desolation (alternatively Divine Ruin) doesn't have Mana on it but it's worth picking up still for the difference flat pen makes on your damage. |
Polynomicon has incredible synergy with Kuk as well, it still brings power and mana but also the passive makes his first ability, Zephyr, have a 1-2 punch. Since the 1 slows on hit, it makes it easy to hit a follow-up basic attack. At mid-late game with this much power that basic attack starts to hit about as hard as Zephyr itself. In some occasions I've 2 shot carries late game with a Zephyr-AA combo. The lifesteal doesn't hurt either. |
Soul Reaver stays in line with priority for Kuk (mana, power) & supplies late game %pen. |
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