Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

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

x

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Kukulkan guides

Ultimate Mage Build (S8 Updated)

8 2 16,614
8
by Kujager updated January 15, 2022

Smite God: Kukulkan

Build Guide Discussion 6 More Guides
Tap Mouse over an item or ability icon for detailed info

Kukulkan Build

(1st) Book of Toth

Notes You want this early in your build to get the stacks out of the way. It gives you ok start off power, but comes with mana and an impressive passive. It allows you to turn a portion of you well of mana into additional power.

Notes

You want this early in your build to get the stacks out of the way. It gives you ok start off power, but comes with mana and an impressive passive. It allows you to turn a portion of you well of mana into additional power.

Build Item Book of Thoth Book of Thoth

(2nd) Doom Orb

Notes Yet again another stackable that will increase your magical power but also your movement speed. This is a big power item.

Notes

Yet again another stackable that will increase your magical power but also your movement speed. This is a big power item.

Build Item Doom Orb Doom Orb

(3rd) Chronos's Pendant

Notes Solid power item but it also brings the cooldowns. Now you'll be able to start popping that whirlwind faster and controlling the map finishing off the stacks faster. Plus the passive brings you a bonus cooldown feature.

Notes

Solid power item but it also brings the cooldowns. Now you'll be able to start popping that whirlwind faster and controlling the map finishing off the stacks faster. Plus the passive brings you a bonus cooldown feature.

Build Item Chronos' Pendant Chronos' Pendant

(4th) Soul Gem

Notes Ok power piece but highly underrated I think. You get a boost in your health, some lifesteal and yet another cooldown reduction. Biggest part of this item is in the passive. Everytime an ability hits you get a stack. At 4 stacks you next ability damages Gods with bonus damage equal to 25% of your magical power to everyone hit. Plus it will also heal you and nearby allies for 30% of your magical power. Seeing as this build will have you power at base in the 800 range and in the 900-1000 range with stacks... that's serious DMG.

Notes

Ok power piece but highly underrated I think. You get a boost in your health, some lifesteal and yet another cooldown reduction. Biggest part of this item is in the passive. Everytime an ability hits you get a stack. At 4 stacks you next ability damages Gods with bonus damage equal to 25% of your magical power to everyone hit. Plus it will also heal you and nearby allies for 30% of your magical power. Seeing as this build will have you power at base in the 800 range and in the 900-1000 range with stacks... that's serious DMG.

Build Item Soul Gem Soul Gem

(5th) Spear of the Magus

Notes Solid power piece that comes with yet again a little lifesteal, but also some Magical Penetration. The passive also increases the damaged received to the enemy gods hit by your abilities from ALL SOURCES by 7.5%.

Notes

Solid power piece that comes with yet again a little lifesteal, but also some Magical Penetration. The passive also increases the damaged received to the enemy gods hit by your abilities from ALL SOURCES by 7.5%.

Build Item Spear of the Magus Spear of the Magus

(6th) Rod of Tahuti

Notes For the final nail in the coffin you get high magic power, MPS and Magical Penetration. Plus the passive makes your abilities and attacks on any target below 50% health gain an extra 25% Magical Power.

Notes

For the final nail in the coffin you get high magic power, MPS and Magical Penetration. Plus the passive makes your abilities and attacks on any target below 50% health gain an extra 25% Magical Power.

Build Item Rod of Tahuti Rod of Tahuti

Kukulkan's Skill Order Notes We are leveling up the Whirlwind first to increase your map control quickly while your Magic power grows. As it grows you'll switch to Zephyr for the little power shots. Slipstream is just an escape but also keeps you agile.

Notes

We are leveling up the Whirlwind first to increase your map control quickly while your Magic power grows. As it grows you'll switch to Zephyr for the little power shots. Slipstream is just an escape but also keeps you agile.

Zephyr

1 X Y
Zephyr
2 4 11 12 14

Slipstream

2 A B
Slipstream
6 15 16 18 19

Whirlwind

3 B A
Whirlwind
1 3 7 8 10

Spirit of the Nine Winds

4 Y X
Spirit of the Nine Winds
5 9 13 17 20
Zephyr
2 4 11 12 14

Zephyr

1 X
Kukulkan fires a projectile breath attack that hits the first enemy in its path, doing damage and Slowing all enemies in the area around the impact.

Ability Type: Line, Slow, Damage
Damage: 90 / 140 / 190 / 240 / 290 (+75% of your Magical Power)
Slow: 20 / 25 / 30 / 35 / 40%
Slow Duration: 3s
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 8s
Slipstream
6 15 16 18 19

Slipstream

2 A
Kukulkan channels the wind, allowing him to move faster and cleansing himself of Slows and becoming immune to Slows. This speed boost is strong at first but scales down gradually over the 4s duration.

Ability Type: Buff
Speed: 50 / 55 / 60 / 65 / 70%
Duration: 4s
Cost: 65
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Whirlwind
1 3 7 8 10

Whirlwind

3 B
Kukulkan summons a tornado at his ground target location. A smaller tornado branches off onto any enemies that come within the radius, doing damage every .5s for 2.5s and is refreshed every .35 if enemies stay within the radius, for a maximum of 12 ticks.

Ability Type: Circle, Damage
Damage Per Tick: 8 / 17 / 26 / 35 / 44 (+15% of your Magical Power)
Tornado Lifetime: 4s
Range/Radius: 55/20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14 / 13 / 12 / 11 / 10s
Spirit of the Nine Winds
5 9 13 17 20

Spirit of the Nine Winds

4 Y
Kukulkan summons the Spirit Of The Nine Winds to breathe down destruction onto his enemies in a path in front of him, doing damage and knocking all of the enemies to the side.

Ability Type: Line, Knockup, Damage
Damage: 400 / 500 / 600 / 700 / 800 (+120% of your Magical Power)
Cost: 100 / 110 / 120 / 130 / 140
Cooldown: 90s

The Small Print Behind KuKulKan

This is one of the most powerful Gods in smite if played right. I'm attempting to dummy proof that with this build. You'll have an endless amount of Mana, fast cooldowns and crazy power. Sounds too good to be true... but it's possible.

One of the first things You should know is the POWER OF THE WIND JEWEL!
-This is specific to this God. It is it's natural passive ability to increase KuKulKan's Magical power by 4% of it's Maximum Mana. So in dummy terms... more mana = more power. This means that if you put this same build on any other mage they will not have the same magical power as you. They will have a bit less but still very impressive. This build actually works really well with Vulcan as well as other mages. But this God will always have the highest Magic Power because of this built in passive.

The Bread and Butter Whirlwind

The whirlwind ability will be your single most effective ability that you have. I say this because it is easy to hit with, can control the maps with is and it spreads. Let's start off with the first part, easy to hit with. The size of the whirlwind will be the center of the arena basically. It also last for 2.5's, lasts longer if enemies stay inside of it. That's a part that alot of people forget about. Placement will be key. Great for finishing off enemy's as well that think they are almost home. Which brings me to the spread.

When the whirlwind hits anything each enemy gets it's own personal tornado to mess them up. If they bump into another enemy they get it too. Which leads to controlling the area. With the amount of damage you'll be putting out, you will be controlling the map because of both the size and fear of its damage.

Now you might argue that it's only 40 per tick max... Nope you have to add on the 15% of your magical power which is higher than any other God. Plus the whirlwind comes with a max of 12 ticks! So this attack will end up being around 600dmg on a quick cooldown to multiple enemies at once.

Little Spit Ball

The ZEPHYR is a projectile attack. This is quite the powerful little burst of air that also adds a slow. The max base dmg will be 240, HOWEVER, you still get an additional 75% of you magical power. Yet again this is a High power fast cooldown build where your mana keeps regenerating. In other words you'll be a wind spitting demon putting out around 800-900dmg per shot. It also comes with a low cooldown that will be reduced by our items. Just be careful when shooting because this one does require you to get a bit close. That being said it sets them up for the Dragon.

Rolling Thunder

Spirit Of The Nine Winds! Your special, your nuke on wings, the massive mamajam. It does a Powerful 800 base dmg plus an additional 120% of magical power. this is you one shot kill on the entire team. With stacks on and depending on your play... you'll be looking at a single hit of 1600-2000 dmg!

Summary

You have to remember that your playstyle for this particular God is Ranged Mage. It will be very tempting to try alot of chases and dive closer. Experiment at your own risk, but remember it is a team game. With this build you can sit back and wreck a team and only get personal when you want or need to. The whirlwind will be your main weapon with the Zephyr or special as the finisher. You will be surprised at how many kill you will receive just off the whirlwind. However, this is a high DMG build. Keep in mind that sometimes you'll just be highest in dmg and not kills too. But if played right you will always be putting out from 70K- 100K in overall dmg. Enjoy and have FUN!

Leave a Comment

You need to log in before commenting.

Collapse All Comments

1
Kriega1 (143) | January 16, 2022 4:54am
Why is there no starter / upgrade, no Soul Reaver, and no Obsidian Shard?
1
Kujager | January 16, 2022 6:57am
So the core of the build to me would be: Book of Toth, Doom Orb, Chronos' Pendant and Soul Gem. That covers your stackables and gives you more magical power and faster cooldowns. Also the Soul Gem allows you extra dmg on every enemy regardless their hp lv. The 2 you mentioned are great magic Penetration items. I used to have them in every single one of my magic builds. Still solid pieces and you could alter this build to slip those in. However, if you take out the Spear of the Magus for say the Soul Reaver. You will drop in magical power, Penetration and lifesteal. Also the soul reaver for any enemy under 2000 doesn't really add alot extra in dmg. Now you could use the obsidian shard here as well. You would increase you magic Penetration but lose magic power and lifesteal and the ability to increase the dmg they are receiving from all sources. The same thing can be said for the Rod of Tahuti. If replaced you lose a big magical power piece and mps.
This is where I would refer to the introduction. My goal was to make a High Power, high MPS and high cooldown build that both a starter and a vet could play and destroy with. This way you can sit out there and keep attacking with power and not have to worry about mana. I hope this helps answer some questions and please try out the build. Have fun and enjoy!
1
Kriega1 (143) | January 16, 2022 7:06am
Full build as a mage you're going to hurt squishy targets for a lot regardless, getting Reaver and Shard makes it so you're a relevant threat to tanks.

Also you still haven't answered why there's no starter. Cause I know Pendulum of Ages would be a better fit than Chronos' Pendant in this build.
Load more comments (3 more replies) →
Loading Comments...
Load More Comments

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