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Kunkka, the Admiral As The Admiral of the mighty Claddish Navy, Kunkka was charged with protecting the isles of his homeland when the demons of the Cataract made a concerted grab at the lands of men. After years of small sorties, and increasingly bold and devastating attacks, the demon fleet flung all its carnivorous ships at the Trembling Isle. Desperate, the Suicide-Mages of Cladd committed their ultimate rite, summoning a host of ancestral spirits to protect the fleet. Against the demons, this was just barely enough to turn the tide. As Kunkka watched the demons take his ships down one by one, he had the satisfaction of wearing away their fleet with his ancestral magic. But at the battle's peak, something in the clash of demons, men and atavistic spirits must have stirred a fourth power that had been slumbering in the depths. The waves rose up in towering spouts around the few remaining ships, and Maelrawn the Tentacular appeared amid the fray. His tendrils wove among the ships, drawing demon and human craft together, churning the water and wind into a raging chaos. What happened in the crucible of that storm, none may truly say. The Cataract roars off into the void, deserted by its former denizens. Kunkka is now The Admiral of but one ship, a ghostly rig which endlessly replays the final seconds of its destruction. Whether he died in that crash is anyone's guess. Not even Tidehunter, who summoned Maelrawn, knows for sure.
Kunkka
Yo ho ho! Kunkka discussion!
6.86 buffs:
- Added Scepter to Kunkka
- Torrent now gives your team vision over target area immediately upon cast, rather than just when triggering
- Tidebringer is now an autocast ability, will only trigger if turned on or cast directly on the target
- Tidebringer damage bonus increased from 20/35/50/65 to 25/40/55/70
- Tidebringer AoE from rescaled 500/500/500/600 to 450/500/550/600
- Ghost Ship mana cost reduced from 150/200/250 to 125/175/225
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Isn't it kinda shitty Kunkka can get out-carried easily but he has an amazing cleave that can really make players be creative about their cleaves. However, he can still be relevant late-game with his good initiations but he's not gonna be the main damage dealer in teamfights.
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More teams should pick him as a support. Mym crit used to play support kunkka with quite high success. Skill set wise, this hero is relevant throughout. Xmts is a great initiation spell, and best of all his whole combo is spammable yet powerful
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Now that I think about it, he does seem like a pretty strong support. I imagine most people are reluctant to use him as a support because you would "waste" the Tidebringer cleave. Ghost ship is so damn good, but some people don't seem to realize it lands 1000 units in front of you. Though I suppose the damage reduction is good even if you launch a failboat.
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He's not that good as a support unless your team synergizes with him well. I've picked him as part of an aggressive trilane with a farming 1 role in captain's mode but he fails really hard in random pub drafts as one. My draft was I think kunkka SD Dazzle in a trilane and mirana or a hard carry solo safelane. A few months ago he was picked mid and if I remember correctly x-mark was leveled over torrent and was used as a setup for the boat.
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kunkka requires pretty decent skill to execute well. singsing is godlike with kunkka even when hes trolling.
kunkka support seems dumb unless the other team is awful. hero needs levels.
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DK plays him occasionally, mostly as a mid hero for mushi. In one occasion lanm played him 4th position though. 3 points in X allows for X->boat->torrent combo as well as increased cast range for just X->torrent.
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Liquid TC played him a couple of times in the qualifiers mid. I watched some of his replays and by far the most helpful thing I have learned is his torrent combos with his X at lvl 2 and works perfectly with boat at lvl 3.
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EG ran him as a support recently after the buff it seemed to do pretty well around their line ups.
I thought he would've been picked more last patch against all these push strat lineups but I don't think I saw him once, even after the buff he doesn't get picked often. I guess there are better heroes that fill that role better than him.
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I can see how the x buff can make him a decent niche support.
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Regardless of roles, xmts should be maxed either first or second over torrent. The additional initiation range provides way more usefulness then that little bit of extra damage.
Boat is such a good skill even if you missed it. But with xmts, there's really no reason to be missing it early on.
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I really like that hero, but I have a terrible winrate. Most of the times I just fuck around with boats/torrents and when I play well we will lose in the lategame. It's sad ._.
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I like xiao8's skill build which is 2/4/2/1. Kinda like it since it give decent torrent damage plus max tide. and dont forget xmts for chasing.
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On May 29 2014 16:20 Fwizzz wrote: I like xiao8's skill build which is 2/4/2/1. Kinda like it since it give decent torrent damage plus max tide. and dont forget xmts for chasing.
I prefer 1-4-3-1 for solo build. Though its a matter of preference.
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I'm currently using either a 2-1-2-1 or 1-2-2-1 build by 6, usually good for an easy kill. The first build gives you slightly better damage on the combo, but the second allows you to harass a bit harder which means you often need less burst on the kill combo. Note that boat can be dodged at rank 2 if you run right at Kunkka as soon as torrent ends, so at higher skill levels 3 ranks of x are probably better - either wait for 7 or go 1-1-3-1. This build doesn't give you the greatest lane control though - your capacity for harass is very low.
Midgame I have been thinking about skipping rank 2 boat until 14. The ult doesn't scale particularly well, although the cooldown reduction is nice. 100 bonus damage per additional rank (which is reduced to 75 by resistance), half of the time the boat misses, and half of the rest of the time you only hit one enemy hero. The increased mana cost is also noticeable.
I suppose if you are running a mid Kunkka who is appropriately itemised, 2 ranks of boat combined with 1 tidebringer cleave should just about clear a creepwave. Might be situationally useful in this regard.
Compare this to all of his other skills, which scale exceptionally well with levels.
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Ghost Ship is objectively the best ult in the game: - AoE stun - AoE damage - 10s of literally taking no damage - Cooldown of only 40s
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On May 29 2014 23:03 Terrorbladder wrote: Ghost Ship is objectively the best ult in the game: - AoE stun - AoE damage - 10s of literally taking no damage - Cooldown of only 40s
And the addition of visualizing its target area has done it a heck of a lot more predictable to use, at least for me.
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Croatia9497 Posts
On May 29 2014 02:55 biotechKazoo wrote: Isn't it kinda shitty Kunkka can get out-carried easily but he has an amazing cleave that can really make players be creative about their cleaves. However, he can still be relevant late-game with his good initiations but he's not gonna be the main damage dealer in teamfights. Say that to my triple daedalus build: http://dotabuff.com/matches/589011969
Kunkka late game is all about hitting those ~1k+ crits (along with boat and torrent).
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I feel very guilty but im trying to play him as a support in the 2.5k trench atm. It is easy to fool urself how good of a support he can be, i like it! 3 games until now in AP with this trollish build, havent lost yet, oelala...
Until now I skilled 1131 --> 4132 --> 4434. I never skilled X marks the spot above lvl 3 because it synergised better with the ultimate (less failboats helped me alot in being usefull as a support). There is a good reason why i am still stuck in the trench i think, haha.
Core 1x Manaboot 1x Urn 1x Wand After that i went mek, sange, halberd until now, but these followup items seems situational ocourse.
As a support phaseboots aint gonna do shit and I will not have good farm to crit enough damage to make it worth while, so just straight up str+mana/hpregen items worked out well.
I think liquid.demon gave me evil thoughts!
Edit: If you make him support with LC, LC doesnt need blink or SB to connect. And because the kunka's combo has a shorter cooldown then LC ulti + 10seconds rum, instakills haha:D
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I have not experimented, but why would you want rank 1 tide over higher rank in torrent as a support? As in why not 2-0-3-1 instead of 1-1-3-1
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