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Kunkka

Written By Unknown on Jumat, 06 September 2013 | 19.01

Kunkka
Kunkka.png
Radiant icon.png The Radiant
Strength
24 + 3
Agility
14 + 1.3
Intelligence
18 + 1.5
Level 11625
Hit Points 606 1499 2354
Mana 234 546 962
Damage 50-60 97-107 142-152
Armor 1.964.979.13
Attacks / Second 0.67 0.790.97
Movement Speed 300
Turn Rate 0.6
Sight Range 1800/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.4+0.3
Cast Duration0.4+0.51
Base Attack Time 1.7
Kunkka the Admiral is a versatile melee Strength hero built with an arsenal of powerful area-of-effect spells. Two of his active spells are nukes that have long reaction time, but can disable and disrupt the enemies' position. He is mostly played as a carry or an initiator or even a spell nuker. He is known for his Tidebringer sword, which magically gives him the ability to cleave a large area around him on his attack with heavy potential damage on his next attack, which refreshes at a given period of time. Torrent calls upon the element of water to rise and burst out, dealing damage, disabling them up high, and slowing them on impact. There's a delay on this skill before it activates, so Kunkka must be wise in using this ability. X Marks the Spot targets any hero or Admiral himself to be marked on their current position, and after a few seconds delay, instantly returns to the marked spot. Useful in setting up tricky spells, escape prevention, or even saving allies, X Marks the Spot makes the Admiral a great battle strategist. His ultimate lets him summon a Ghost Ship, which travels on ground, until it crashes a set distance away, stunning and damaging enemy armies on that location. The Ghost Ship also bolsters allies with Kunkka's Rum, granting them bonus movement speed and numbness to damage. Ghost Ship is difficult to land, due to the fixed distance of its cast point and the crash site of the ship. However, a good Ghost Ship absolutely cripples an enemy team. Capable of inflicting high burst damage with his spells, controlling their position while able to survive the mayhem when his spells are used properly, Kunkka is a mighty offensive team fighter, built with strong physical and magical damage output, who can indeed turn the tide of a battle.

Contents

  • 1 Bio
  • 2 Abilities
  • 3 Recommended item

Bio

Kunkka Kunkka, the Admiral
 "Step lively now, your Admiral is on board!"
Role: Pip disabler.png Disabler / Pip initiator.png Initiator / Pip carry.png Carry / Pip tank.png Durable
Lore:
As 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 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.


Abilities


Torrent
Torrent icon.png
Ability Affects Damage
Target Point Enemies Magical
Summons a rising torrent that, after a short delay, hurls enemy units into the sky, stunning, dealing damage and slowing movement speed.
Range: 1500
Radius: 215
Slow Duration: 1/2/3/4
Movement Speed Slow: 35%
Damage: 120/180/240/300
Cooldown 12 Mana 120
Partially purgeable. The slow can be purged.
An ancestral rush of water explodes from the center of the world, called upon by the Admiral.
Notes:
  • The delay is 2 seconds at all levels (0.4 animation + 1.6 delay)
  • Units tossed in the air will be stunned and still able to be attacked.
  • After casting, the target area will gain a visual bubbling effect for the delay period. This can only be seen by allies.
  • Part of the damage occurs right as the torrent erupts, the rest occurs over time as the units are in the air.
  • The units are disabled for 1.53 seconds at all levels.


Tidebringer
Tidebringer icon.png
Ability Affects
Passive Enemies
Kunkka's legendary sword grants increased damage and cleaves a large area of effect in front of him for a single strike.

Cleave damage on non-primary targets is not reduced by armor values.
Radius: 500/500/500/600
Damage Bonus: 15/30/45/60
Cooldown 13/10/7/4
Cannot be used by illusions. There will still be a visual effect and splashing sound, but there will be no bonus damage or cleave.
A lost Claddish soul inhabits Kunkka's trusty Tidebringer, empowering it to destroy demons of the Cataract.
Notes:
  • Cleaved damage is only reduced by armor type, not by armor value. 
  • Cooldown is not activated on denies, so the damage bonus is maintained.
  • Applies on-hit effects to main target only.


X Marks the Spot
X Marks the Spot icon.png
Ability Affects
Target Unit Heroes
Targets a friendly or enemy Hero, marks their position with an X, and returns them to it after several seconds. Kunkka can trigger the return at any time during the duration.
Range: 500/650/800/950
Duration: 1/2/3/4
Cooldown 16 Mana 80
The Admiral's set of arcane abilities includes some that can be used for battle as well as entertainment.
Notes:
  • If target becomes magic immune after this spell has been cast, target will not return to the X after the duration ends.
  • Interrupts channeling spells.
  • Provides 400 ground vision around target.


X Marks the Spot Return
X Marks the Spot icon.png
Ability Affects
No Target Heroes
Returns the marked hero to the X.
Effect: Returns the marked hero to the X.

Cooldown 5 Mana 50

Notes:
  • This ability is available when X Marks the Spot is active on a target.


Ghost Ship
Ghost Ship icon.png
Ability Affects Damage
Target Point Units Magical
Summons a ghostship to cut a swath through battle, causing damage and stuns to enemy units as it crashes through. Allies are doused in Kunkka's Rum, receiving bonus movement speed and a delayed reaction to damage.
Range: 1000
Radius: 425
Buff Duration: 8
Stun Duration: 1.4
Damage: 350/450/550
Movement Speed Bonus: 10%
Damage Reduction: 50% (which will be dealt after the buff wears off)
Cooldown 60/50/40 Mana 150/200/250
Cannot be purged. Cannot purge the rum buff.
Cannot be used by illusions. Illusions do not get the rum buff.
The final ship of the Claddish Navy is nothing but a phantom, but it is all too real to the enemies of the Admiral.
Notes:
  • Kunkka turns to face the target point; the boat then spawns 1000 units behind Kunkka, travels forward, and finishes 1000 units ahead of Kunkka.
  • The boat has a movement speed of 650, making it need 3.07 seconds to reach the impact point.
  • Actual area of effect of ship's collision is larger than the boat itself.
  • Damage dealt after Kunkka's rum wears off has the HP Removal damage type, will not dispell any consumables and can never kill a hero.

Recommended items




Explanation:
Starting items:
  • Clarity lets Kunkka be more aggressive with Torrents early on, since he is quite mana dependent.
  • Tango and Healing Salve provide healing to keep Kunkka alive in the lane.
  • Two Gauntlets of Strength make last-hitting easier, and give more HP.
  • Iron Branch gives nice stats and can be used to build a Magic Wand.

Early Game:
  • Boots of Speed give a much needed speed boost and build up into Phase Boots later.
  • Magic Stick grants some in lane healing.
  • A Bracer and a Ring of Health make Kunkka more resilient and give good bonuses.
  • Bottle can also be a good item on Kunkka if you are going in the mid lane. It gives him some early regeneration and allows him to bottle runes for easier ganking of the sidelanes.

Core items:
  • Phase Boots give Kunkka an escape mechanism; they also make chasing and last hitting easier.
  • Magic Wand improves healing, while giving more stats.
  • Vanguard lets him shrug off damage, thanks to the damage block.
  • Shadow Blade allows Kunkka to escape from trouble and position himself better, and the damage bonus applies to the cleave effect on Tidebringer, effectively dealing a bonus 150 damage to targets hit by the cleave. It also gives more attack speed and damage. Can also be used along with X Marks the Spot on yourself to safely damage the enemy team. Cast X Marks the Spot on yourself, activate Shadow Blade, then run into the enemy team and attack a creep to deal big aoe damage.

Situational items:
  • Black King Bar keeps Kunkka alive in teamfights thanks to its magic immunity. 
  • Daedalus's critical strike will add extra damage to his Tidebringer ability: a lucky swing can devastate the entire enemy team.
  • Assault Cuirass reduces enemy armor, allowing you and your allies to deal more damage, while giving an armor and attack speed boost at the same time.
  • Heart of Tarrasque provides a ton of extra health and regeneration, and helps Kunkka recover from fights almost immediately. It's especially useful if you're always being focused in teamfight.
  • Battle Fury allows Kunkka to increase the cleave percentage of Tidebringer while also adding a cleave that can be used while Tidebringer is on cooldown. It also gives Kunkka good health and mana regeneration.
  • Blink Dagger allows Kunkka to use X Marks the Spot on himself, blink into the enemy team and hit with Tidebringer, then return safely to his previous position.
  • Divine Rapier allows Kunkka to deal massive damage to the enemy team on every cleave. It works especially well with Blink Dagger as it allows Kunkka to use X Marks the Spot on himself, blink into the enemy team, then attack a creep with Tidebringer which can potentially get Kunkka a one-hit rampage. Alongside Daedalus, the enemy team will be afraid to get anywhere near you. However, the risks of getting Divine Rapier should be heavily considered and it should only be picked up if it is absolutely necessary.
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