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Talgor's Arena/General Guide to Kumbhakarna

8 4 90,097
by Talgor updated April 24, 2014

Smite God: Kumbhakarna

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Kumbhakarna Build

Start

Build Item Boots Boots
Build Item Cloak Cloak
Build Item Blink Rune Blink Rune

Purchase Order After Start

Build Item Creeping Curse Creeping Curse
Build Item Hide of the Urchin Hide of the Urchin
Build Item Shoes of the Magi Shoes of the Magi
Build Item Breastplate of Valor Breastplate of Valor
Build Item Void Stone Void Stone
Build Item Sovereignty Sovereignty

Possible Last Item

Build Item Polynomicon Polynomicon
Build Item Bancroft's Talon Bancroft's Talon

Max these whenever possible

Build Item Greater Blink Greater Blink
Build Item Enfeebling Curse Enfeebling Curse

Kumbhakarna's Skill Order

Throw Back

1 X Y
Throw Back
1 4 6 7 10

Groggy Strike

2 A B
Groggy Strike
2 15 16 18 19

Mighty Yawn

3 B A
Mighty Yawn
3 8 11 12 14

Epic Uppercut

4 Y X
Epic Uppercut
5 9 13 17 20
Throw Back
1 4 6 7 10

Throw Back

1 X
Kumbhakarna sleepily runs forward. If he hits an enemy he stops and deals damage. If the enemy is a minion, he throws them, dealing increased damage to each enemy they hit.

Ability Type: Dash, Damage
Damage: 95 / 160 / 225 / 290 / 355 (+50% of your Magical Power)
Flying Minion Damage: 95 / 165 / 235 / 305 / 375 (+60% of your Magical Power)
Range: 45
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 10s
Groggy Strike
2 15 16 18 19

Groggy Strike

2 A
Kumbhakarna smashes down, damaging all enemies in front of him, Crippling and Rooting them. This Root duration is not affected by Diminishing Returns.

Ability Type: Line, Crowd Control, Damage
Damage: 100 / 155 / 210 / 265 / 320 (+50% of your Magical Power)
Cripple / Root Duration: 1.5s
Range: 40
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 10s
Mighty Yawn
3 8 11 12 14

Mighty Yawn

3 B
Kumbhakarna lets out a mighty yawn that Mesmerizes all enemies in range. If awakened early, enemies are Damaged, have their Attack Speed and Movement Speed Slowed. Kumbhakarna may use this ability while asleep.

Ability Type: Circle, Mezmerize
Mesmerize Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5s
Damage: 40 / 75 / 110 / 145 / 180 (+25% of your Magical Power)
Slow Duration: 1 / 1.25 / 1.5 / 1.75 / 2s
Slow: 20 / 22.5 / 25 / 27.5 / 30%
Attack Speed Debuff: 20 / 22.5 / 25 / 27.5 / 30%
Radius: 40
Cost: 50
Cooldown: 15s
Epic Uppercut
5 9 13 17 20

Epic Uppercut

4 Y
Kumbhakarna moves forward, stops at the first enemy god he encounters, and delivers a massive melee attack that uppercuts the enemy directly into the air. When the enemy lands, it deals area damage and causes Knockup to enemies nearby.

Ability Type: Dash, Crowd Control, Damage
Initial Damage: 75 / 100 / 125 / 150 / 175 (+15% of your Magical Power)
Landing Damage: 200 / 290 / 380 / 470 / 560 (+40% of your Magical Power)
Knockup Time: 2.2s
Range/Radius: 30 / 20
Cost: 100
Cooldown: 90 / 85 / 80 / 75 / 70s

Introduction



Hello everyone. I am Talgor, a Diamond Ranked Arena League player, and in this guide I will be presenting my build / tactics for Kumbhakarna. Kumbhakarna is a great tank who provides a massive amount of Crowd Control while also doing a surprising amount of damage. If you are searching for a god who can lock down multiple enemies and ensure kills for your carries, look no further!

If you wish to check out my guide for Ullr, click here:

http://www.smitefire.com/smite/guide/diamond-level-ullr-arena-build-video-now-included-4-16-14-4403

Please leave any feedback you have in the comments below, and I will be sure to reply as fast as I can!

The Importance of Minions in Arena!!

Before we continue any further, know that one minion wave IS WORTH MORE than a kill.

If there is a minion wave running towards your portal, and you decide to go chase an almost dead enemy for a kill, one of two things will happen:

1, you lose 7 points from the minions going into your portal, but you kill the enemy. Outcome = -7 points for your team, -5 points for enemy team.

2, you lose 7 points from minions getting in your portal, and the enemy gets away. Outcome = -7 points for your team, assuming you didn't die while chasing.

NOW, say you let that enemy get away and you killed the minions running towards your base. Outcome = -7 points for the ENEMY team.

ALWAYS kill minions over chasing kills. Use your abilities on minions whenever available.

Items

Hide of the Urchin is a fantastic item currently. It gives you a good balance of protections, and is extremely easy to stack in Arena. I personally get this item before maxing out my boots.

I get Shoes of the Magi because I like to play most of my tanks in Arena as "Tanky Damage-Dealers." Unlike most tanks/supports from games like League of Legends, Hi-Rez usually provides their tanks with awesome damage potential. With a couple damage items, ***bha can actually do a surprising amount of damage while still being a solid tank for the team. Shoes of Focus is also a viable option, but I think the CDR from Breastplate of Valor is enough.

Breastplate of Valor provides ***bha with much needed Cooldown Reduction, while also giving a solid amount of Physical Protection and Mana.

Void Stone gives you the Magical Protection you lack after getting Breatplate of Valor, while also providing you with some damage and a nice debuff Aura.

Sovereignty tops off the protections in this build by giving you a nice balance of both, and also providing your teammates with the same. This item is also very solid in Arena, seeing as how you will, more often than not, be close to your teammates.

Polynomicon is the item I usually choose to round off my build. The lifesteal actually works surprisingly well when using Throw Back to clear minion waves. The extra damage on your Auto-Attack is also a nice bonus. Bancroft's Talon also works quite well. Feel free to insert an item of your choice in this last slot to see what works best for you!

Greater Blink is a great active for ***bha, since you don't have any real engage besides a minimal dash from Throw Back. I will elaborate on how to use this active in the Combos section.

Enfeebling Curse provides you with a disgusting amount of CC on an already CC heavy god. Get Weakening Curse if the enemy team is stacked with healers such as Hel, Chang'e, or Aphrodite.

Mystical Mail NEVER BUY THIS ITEM!!! This item will INSTANTLY break the Mesmerize from your Mighty Yawn. No matter what you may see or hear from any other sources, DO NOT buy this item on ***bha.

Skills

Sleepy



This passive enables you to revive with a decent amount of health and mana, so long as the enemy team doesn't auto-attack you a certain amount of times. This can be both a blessing and a curse in Arena, seeing as how you will have more teammates to defend you in your downed state, but also more enemies to auto-attack you. Keep in mind, you can Mighty Yawn while in this state. While this doesn't usually help against ranged Gods, it can be quite powerful against melee characters, provided you have a good number of points in Mighty Yawn. When you go down, press [VVH], and pray your teammates will body-block for you!


Throw Back



This ability is very versatile. It can be used as an engage if your blink is on cooldown and also as an escape. Always use this ability to help clear minion waves whenever possible by charging into the first melee creep of the wave. While this ability does do a solid amount of damage when you charge straight into someone, its full potential can be unlocked by hitting a minion into multiple enemies. This does a solid amount of damage to multiple enemies, and is hard to dodge.


Groggy Strike



The first thing you will notice about this ability is its massive cast time. (hopefully they will reduce this in the near future). While using Groggy Strike, you are very vulnerable to interrupts such as Frost Breath or Mummify. In order to counteract this, I find it best to use Mighty Yawn before winding up for a strike, to ensure that it connects. The root is very nice, but does not scale with level, which is why I max this ability last.


Mighty Yawn



This is an amazing tool to lock down an entire team and allow your teammates to focus down an enemy while leaving the others unable to assist. I will get more into how to use this ability in the teamfight section. Note that if the Mesmerize breaks early, the enemy becomes slow for X amount of time. I personally like to let the enemies sit in the mesmerize for as long as possible, and then right before it breaks, smack em with an ability, ensuring they are slowed as well. This ability can also be used to ensure you connect your Throw Back or Epic Uppercut.


Epic Uppercut



This ultimate is amazing in Arena. You can knock an enemy of your choosing out of a teamfight for 2.2 seconds, and also deal a hefty amount of damage to them and any nearby teammates when they come crashing down. Try to get in melee range of your opponent before casting, or lock them down with a Groggy Strike or Mighty Yawn. Personally, after knocking up an enemy, I like to stay right under them so that any of their teammates who chose to attack me during that time will be hit by their teammate who comes crashing back down. During this time, you can also line up a Groggy Strike to further CC the enemy when they come down.

Combos

Blink

This will be your main way to initiate a fight. Wait for 3-5 enemies to group up, make sure your team is with you and ready to attack, and blink in for a Mighty Yawn on multiple enemies. Before going in, let your teammates know which enemy to focus, so that you can keep the others mesmerized while focusing down a single target.



Blink

This is an expansion of the first combo, and is used primarily for eliminating a single target who is out of position. Yawn to disable the enemy team (or just a single enemy if they are out of position), rear up a Groggy Strike on a target to ensure a root, then charge to them with Throw Back and knock them up with Epic Uppercut. With a little follow up damage from your team, the enemy is as good as dead.



Blink

This is an expansion of the first combo, and is primarily used for clumped enemies. Blink in and Yawn to disable multiple targets, and knock one up with Epic Uppercut. Ensure that the others will not be able to move out of their falling teammates range by hitting as many enemies as possible with Groggy Strike, and also letting out an Enfeebling Curse.





This is the combo I use to clear minion waves. Also, using Groggy Strike on a minion wave can help line up a minion to punt with Throw Back.

Changelog

4/18/2014 - Guide created.
4/24/2014 - Updated the change to Throw Back
-Added a Disruption skill level order

COMING SOON!
-Pros/cons
-Possibly a video on how to use combos

Leave a Comment

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1
Talgor (8) | April 27, 2014 9:25am
yoavsnake wrote:

Seems like a great guide, only exceptions is that I think that you should max Mighty Yawn before Groggy Strike because it's useless until you have Mighty Yawn, and also Kumbhakarna benefits from Withblade because it gives him a higher chance to survive during teamfights.


I think you may have misread the skill order, as I do max Mighty Yawn before Groggy Strike in both level orders. As for Witchblade, I did consider it, but this build already has quite a bit of physical protections, and there isn't really an item I would want to swap it out for. Thanks for the feedback!
1
yoavsnake (5) | April 27, 2014 5:06am
Seems like a great guide, only exceptions is that I think that you should max Mighty Yawn before Groggy Strike because it's useless until you have Mighty Yawn, and also Kumbhakarna benefits from Withblade because it gives him a higher chance to survive during teamfights.
1
JordorTheGreat | April 24, 2014 10:35am
Thanks for the guide.
1
Talgor (8) | April 20, 2014 11:22am
Zanestorm wrote:

A solid guide and solid build. I especially like your skill section - it covers pretty much every combo available!

I'd personally like to see a couple of alternative builds that really take advantage of his high damage potential and low cool downs. He's essentially the safest mage in the game, playing him as pure damage is from experience quite viable due to his masses of CC stopping him from getting focused too hard. I don't know if it'd be viable in high-tier games though. :P I'd definitely take shoes of focus over magi though, the 40% CDR on ***bha means more initiates, more saves, more CC in general and more assists. That's about the only issue I have with your build tbh.

Nice guide overall, +1 :)



Thanks for the feedback! As I mentioned, Shoes of Focus are definitely viable, and it honestly just comes down to personal preference for those. And believe me, whenever a new tank comes out, the first thing I try is a straight damage build lol. Although I found it to be not as successful as say Geb or Bacchus. Throw Back and Epic Uppercut do a good amount of damage, but Groggy Strike is easily interrupted, and usually you will not 100-0 someone with just these 2 moves, which are then put on a pretty long cooldown. In this build, I tried to give him a good amount of damage while still retaining his tankyness.
1
Zanestorm (9) | April 20, 2014 2:01am
A solid guide and solid build. I especially like your skill section - it covers pretty much every combo available!

I'd personally like to see a couple of alternative builds that really take advantage of his high damage potential and low cool downs. He's essentially the safest mage in the game, playing him as pure damage is from experience quite viable due to his masses of CC stopping him from getting focused too hard. I don't know if it'd be viable in high-tier games though. :P I'd definitely take shoes of focus over magi though, the 40% CDR on ***bha means more initiates, more saves, more CC in general and more assists. That's about the only issue I have with your build tbh.

Nice guide overall, +1 :)
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League of Legends Build Guide Author Talgor
Talgor's Arena/General Guide to Kumbhakarna
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