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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.
Yet again another stackable that will increase your magical power but also your movement speed. This is a big power item.
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.
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.
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%.
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.
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.
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 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.
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.
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!
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!
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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!
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.
Not sure why you think he's being handcuffed to the build just because he mentioned that.
Kujager, I also would say that this build could be improved, or at least other items considered situationally. Sometimes people offer comments and feedback to help the build creator also improve. If you only want to present a build and be done with it, that's fine, but I feel it's good to keep an open mind, especially for a game like this.
Kuk definitely loves high power, and his 3 and ult can easily chunk a squishy's health. One of the things he's also good at is whittling down a tank's health, and having more % pen (from items like Charon's Coin or Obsidian Shard) to break through enemy protections are extremely helpful for that purpose. % pen is usually considered a core stat, and optimally you want between 20-40%. Right now with Rod of Tahuti you only have 10%. I know neither has as high of power as most of the items you've chosen, but they can increase your damage potential and should be considered.
You have 2 lifesteal items in your first build. Both of them are functional of course ( Spear of the Magus provides additional damage potential to all teammates, while Soul Gem can give an added burst of damage and healing to nearby teammates). That said, I feel 1 lifesteal item is more optimal; it prevents you from having 2 items get decreased function anytime anti-heal is applied to you, and opens your build up for an additional item.
That said, you can also consider 1 more lifesteal item that's very popular for Kuk: Polynomicon. This can give you very high added burst potential especially if you are able to get a basic attack in immediately after using Zephyr.