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58 Votes

One-hit-Rampage! - An In-Depth Kunkka Guide (6.81)

May 18, 2014 by Roov
Comments: 31    |    Views: 625602    |   


Build 1
Build 2

SAFE LANE Kunkka

DotA2 Hero: Kunkka




Hero Skills

Torrent

2 9 10 12

Tidebringer

1 3 5 7

X Marks the Spot

4 8 13 14

Ghostship

6 11 16

Talents

15 17 18

Guide Overview

First of all I'd like to thank you, the reader for taking your time to read this guide. Second, you should know that by following this guide you'll be in it for a ton of fun. I wont bore you by going into personal details about how good or bad I am with this hero, or how many times I've played him. With this guide I'll show you how to become an unstoppable, critting cleaver that destroys whole teams by himself. This guide shows you how to become really powerful as soon as possible within the game time.

Im not telling you that this is THE way to play/build Kunkka, but its ONE of the ways to do it.

If you like this guide, you can also use the Steam Hero Build that I've made for use in-game! :http://steamcommunity.com/sharedfiles/filedetails/?id=128720090

*** I've made two different buids! One is for "Safe lane Kunkka" and the other one is for "Midlane Kunkka". The item builds are a bit different so take note! ***

Here is what we'll be trying to accomplish:

Introduction to the Admiral of the Fleet



Ever seen those videos where a guy kills the whole enemy team with one auto attack? That's Kunkka for you. Kunkka is a really interesting hero. He is an extremely versitile hero that can take the role of a Carry/Semi-Carry/Initiator. The problem with Kunkka doesn't really dish out constant damage. He is based around doing those BIG Tidebringer cleaves that devastate the opposing team. However those need to be well timed and require good positioning, as well as a good amount of luck. Although if you do manage to pull a good cleave off, I'd like to assure you that there's almost nothing more satisfying than it in the whole game.

Pros and Cons

Pros:
+ Great initiator ;
+ Versatile in laning ;
+ Fits very well into the "AoE Ult Teamfight" team compositions ;
+ Amazing lane control thanks to Tidebringer ;
+ Easy Farmer ;
+ Easy to set kills up ;
+ He can cleave ;
+ HOLY **** HE CLEAVES SO MUCH ;
+ Extremely fun to play ;
+ Can pull of really satisfying combos ;
+ Destroys squishy enemies ;


Cons:
- Takes practice to be able to land his Torrent and Ghost Ship ;
- Requires lots of farm to keep the damage up of his cleaves ;
- No built in escape mechanism ;
- Needs a lot items to scale into the late game as a carry ;
- Can be outcarried by more conventional carries ;
- Relies on his opponents to be squishy ;
- Mana Problems ;

The Admiral's abilities and how to use them

In this section I'll talk about Kunkka's skills - what they do, when you should use them, how you should use them and why you should level them the way I showed you.

(it's important, read it!)




Q - Torrent

Summons a rising torrent that, after a short delay, hurls enemy units into the sky, stunning, dealing damage and slowing movement speed.


Your "Nuke-Stun-Slow". It has a delay before it goes off - 1.6 seconds. That in addition to the small AoE range(215) makes this a hard skill to land. Practice makes perfect, though! It can take a while to get the hang of it but it is an essential part of the Admiral's arsenal. When an enemy is hit by this spell, he first gets stunned and popped into the air. During this period they may still be attacked. Obviously it also cancels channelling spells( TP Scrolls too). After they fall down, the enemy will be affected by a slow. Torrent also has an amazing range of 1500 which makes it perfect for chasing down people or picking off escaping enemies. Never use Torrent to harass. Your mana pool and mana regen are both really small(unlike your sword!) and you cant allow to waste mana like that. This is why learning to hit Torrent most of the time will greatly improve your game.

You max this skill second as it an invaluable asset to you and your entire team... If you manage to land it, that is.(im sure you can do it!)



W - Tidebringer

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.


Your bread and butter passive. This is what allows you to:
a) win your lane by harassing the **** out of everyone;
b) farm really fast;
c) cleave the enemies' faces off!

At max level, Tidebringers range is 600. This is by far the largest cleave in the game. An important fact to remember is that units hit by Tidebringer's cleave(not the main target) do not receive the damage reduction benefits from armor. This means that you will do more damage to the people you attack indirectly. This is why you see people attacking creeps whenever they are trying to pull a good cleave off.

Max this skill ASAP as the benefits of it are too good to pass up. By levelling it up you receive 3 benefits - more damage, more range and less cooldown time. This means that when you get level 7 you will be dishing out >130 unreduced damage nukes every 4 seconds for free! Almost no one can stand getting hit by this sort of harass for too long.

When fighting, always position yourself so that you can hit the largest ammount of people with your Tidebringer.


E - X Marks the Spot

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.


X Marks the Spot is a great chasing and utility skill. You can put it on enemies, yourself and even allies. Remember that you only need two levels in this to be able to land Torrent after you've X Marked someone. Now about the subject on when to take this skill... This is where you might disagree with me. "Why do you max it so late!?" you are probably asking. Well the answer is simple. Torrent and Tidebringer simply offer too much. Maxing them out before taking this skill gives the biggest possible damage output for your combo.

Another reason is that if you learn how to land Torrent, you wont need to waste another ~100 mana(enough for another torrent!) to make sure you hit it. It is very situational. If you have a lot of blinkers or something like a Natures Prophet, Storm Spirit, Dark Seer, etc. against you, you may want to pick it up earlier(maybe even at level 4) so that you may stop them from escaping. Remember though that if you use X-Mark you better get the full benefit for it(like get a kill) because it takes away from your already puny mana pool.

Remember that you can X-Mark teammates! This may allow you to save or even bring them back after teleporting to spawn to regen.

R - Ghost Ship

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.


Your signature "BOAT". This skill has so much utility packed into it, its not even funny. It's a nuke. It stuns. It gives allies a speed boost. It gives allies the "Rum Buff". Now to go into detail:

The AoE of the skill is larger than the model of the ship. It also always travels a set ammount of distance in front of you(1000 range). Most of the times you will want to suprise people with the Boat. Dont simply walk infront of someone and then pop the Boat in their direction, hoping that they will run into it.(it could work, but thats betting on the enemy to make a mistake - not so good). Try and throw it somewhere from the side, while being hidden in fog. This leaves less time for your prey to react. If there are other initiators on your team, you should always let them go first so that they can set up the game field for you.

An extra note on the "Rum Buff":
- Allies that the boat passes through recieve a very interesting buff. It gives movement speed as well as reduce all damage taken by 50% for a limited time. You could call this a "reduced reaction to damage", as you still take the damage you would have, but gradually and only after the buff wears off. For instance, if you had 500 HP and you suffered a 600 nuke, it would normally kill you. However, if you got damaged by the same nuke while under the boat buff, you would only take half of that damage - 300 and be left with 200 hp untill the buff wears off. After that you would recieve the rest of the damage of the nuke. This damage, however cannot be lethal!
Which means you would survive with the "not even close, baby" health of 1.

This means that you should also try to coat as many allies as you can, since it could(and probably will) change the outcome of teamfights.

When initiating you have the choice of using the Ghost Ship first and then Torrent or the other way around. While hitting the Boat after an enemy has been slowed by a torrent maybe easier, you are basically wasting the slow. If you hit your Torrent right after the stun from the Boat wears off, you are ensuring you get the maximal effect of your Q.

On the other hand you may also want to time both skill at the same time, so that the enemy hero gets hit by the two nukes simultaneously. That + a Tidebringer cleave should put an end to almost anyone's life.

Item Build

Attention! There are two distinct builds for Kunkka that I've set up. One is for Safelane ( the default, or "Build 1") and the other one is for the mid lane! They are different in the way they work.

With safe-lane Kunkka you will try to get your core items ASAP. Getting items that help you gank or give you mana regen will not help you and will actually slow you down. Your main focus will be to farm creeps and only engage with spells when the opportunity is there. You wont be wandering from lane to lane looking for ganks, you will be farming!

- Use this build if you are playing as the MAIN CARRY of your team!

With the mid-lane Kunkka build you will be getting early-game cheap items that will assist you in your ganking adventures. Items like a bottle, urn and drums help you with your mana problems while providing you with extra utility. You will be earning most of your gold from kills, however you will get your core at a later stage.

- Use this build if you are going mid and if there is another carry that your team can fall back to, during the later stages of the game!

Here is a rounded-up explenation why I advise you to buy or avoid certain items!

Starting Items explained:


and

A Tango and a Healing Salve are your basic health regen. Use the salve only when you benefit from it the most - when ever you are missing 400 HP or more. Use the tangoes whenever you are missing just a couple of HP - 100~200. Also remember to pop a tango before you go into a fight, it might just save your life. You can also use them to cut down trees so that you can juke someone.

and

A pair of Quelling Blade and Iron Branches. Stats for your laning phase. The queling blade is to be bought only if you are going safelane. It increases the damage you do to creeps by a percentage, which in turn makes last hitting easier. Sell these when you need the item slots.

The branch is there just to ramp up your stats and use up your remaining gold. Remember to always use up ALL of your gold when leaving spawn for the first time.

Unused starting gold = unused potential!

There is one exception and that is the so called "Bottle Rush", when going mid:

When playing mid you only start with a Tango and 4 "GG Branches". You are left with a couple of hundred spare gold. This is done in order to get your bottle as soon as possible.



Early-Mid Game Items explained:




Phase Boots are the boots of choice for Kunkka. The reasoning behind it is simple - they give the most damage and damage is exactly what you're looking for. Not to mention the active Phase ability which lets you chase even more.



Shadow Blade is the second item you should go for, after your boots upgrade. It covers one of Kunkka's weaknesses by adding an escape mechanism. This, however, isn't the primary reason of why you should buy ShadowBlade. That would be the 150 Damage on your next attack, after activation. This coupled with Tidebringer's bonus 60 damage equals to a not so shabby 210 unreduced damage for anyone hit by the cleave. Wait a second. That's just the active bonus damage! Add to that your heroes base and bonus damage and you've got yourself an Admiral to be reckoned with. Buy the Claymore first as it lets you farm the other component faster(More damage is more useful than the attack speed that Shadow Amulet provides). Be careful of how you use the active, though. Using it offensively for the extra damage leaves you open to counter-attack with no way to escape.



The Crits. Once you get Crystalys you can begin cleaving for half the enemies' HP. The effectiveness of this item is determined by how early you can get it. Its simple, the earlier you start critting Shadowblade + Tidebringer hits, the bigger the jab in the enemies' healthpool will be. Crystalys isn't very expensive, the most expensive part being 1200 gold so it shouldn't be too hard for you to farm.



The Grand Core Item or "MUST HAVE EVERY GAME":



Deadalus. Imagine you are a lumberjack and that a tree is the enemy team. Daedaluses the item which allows you to CLEAVE the **** out of that tree for TRUCKLOADS of damage. Straight to the bottom with em'. Daedalus is a direct upgrade from Crystalys. Its what allows you to crit for ~1000 damage in Tidebringer's huge AoE.



"I need more damage!"



Theres several items that you can buy from the friendly shopkeepers that can increase your cleaving powers.



Didn't see that one coming, did you?"Crits dont stack, idiot!!" Yeah, you can't crit a crit, but you can stack the percentage chances. That means that the more Daedaluses you have, the larger the chance that you will crit. And critting is exactly what you want to do, isnt it? Let alone the crit, Deadalus also gives you +81 damage on its own.



Battlefury comes up next. Don't get me wrong, Battlefury is a nice item on Kunkka, but its primary purpose is to farm creeps during the early-mid game. During that time however, if you had your Shadow Blade + Crystays you could be farming heroes instead! You can get a Battlefury after you have your Daedalus just to increase your Cleave damage. However, BF's cleave is a much smaller range so it will affect only nearby targets.



MANLY MODE KUNKKA. Gives you a whooping +300 damage. Critting a cleave with a Divine Rapier can ensure you the oh-so-desired One-hit-Rampage. You have to be careful though, if you let people survive your assault they will jump on you to try to steal your treasure with everything they have left.



Monkey King Bar gives a couple more damage than a Daedalus, attack speed and is a bit cheaper. Get this if the enemy has evasion and you cant seem to kill them with splash.

"I need to survive for longer!"





That Lion keeps hexing you before you can get to him? Did you just kill yourself on Blademail or on Nyx's Spiked Caparace? Look no further, Black King Bar is the item you want. With this the only thing you'll have to look out for is autoattacks from enemy carries. BKB not only gives you HP and magic immunity, but also 34 damage. It's pretty great.



Heart of Tarrasque or"Heart-of-never-die". This item allows you to jump in, do your cleave and life to tell the tale about how you didnt manage to kill everyone. Jokes aside, it gives you the ability to also tank, which in turn makes you a better initiator. I dont pick this up often since I prefer more damage, but its up to you to decide if you need it or not.



Get Assault Cuirass if the enemy physical damage carry is giving you problems. This is more of an "Initiator Kunkka" item than "Carry Kunkka". It gives you attackspeed which you don't really need and and armor reduction aura, which you also dont really need. On the other hand your team could need it and you are probably the guy with all of the gold. If you want to be credit to team, think about picking this up.


" Blink Dagger on Kunkka, WTF???" Calm down. Good, now think about it. If you cant seem to get close enough to cleave the enemy( they have sentries or spread out when you get closer) consider buying a Blink Dagger. It lets you pull off "Suprise Cleaves" which can easily catch the enemy off guard. Its also pretty hilarious when you put X-Marks the Spot on yourself, blink in, CLEAVE and then get ported back thanks to the X-Mark.


Linken's Sphere is a pretty well rounded item. It gives you stats and plenty of regen, both of which you need. Its also really useful for when the enemy has those scary single-target casters like Beastmaster, Batrider, Lion, etc.



Midlane Specific Items



When going to the midlane you will be expected to gank and assist other lanes. Secretly, your goal, between you and me, will be to get yourself fed so you can just kill more people ( isn't it fun?)

In order to do that consistently, you will need to invest in some early game items. These include:


The one and only Bottle. Are you going mid? BUY A BOTTLE. The bottle gives you the health and mana needed to perform well in mid. With Kunkka its also incredibly easy to secure runes - clearing the wave right before every second minute using Tidebringer ensures that your enemy will either give up the experience and gold from the creeps or the rune. Even if it goes down to a race to the rune you have Torrent and XMarks the Spot to screw them over.


Drum of Endurance or Jango. Drums have been nerfed again and again but they still give you a lot for their price. Stats, damage and movement speed. An all around great item!



Urn of Shadows. Better the earlier you get it. Give you heath damage and mana regen, as well as charges which can heal or hurt. The one thing wrong with it is that it just slows you down. You need to focus on getting your Shadow Blade and Crits ASAP. You also can get maxed out on item slots pretty fast which just means you will sell the Urn not long after you buy it.

The Urn is really useful however, if you are planning on going mid and playing more of an Initiator Kunkka than the main carry. Urn + Drums gives you a pretty well rounded early game which you can use to set up kills for the other carry.


The Magic Wand gives you a quick burst of health and mana, depending on how many abilities were used around you. This item can help a lot in clutch situation when you need need just a bit of HP to survive or just a little mana to cast something. Especially good when you are going mid since you will be eating up a lot of spells as people try to escape you.


Orb of Venom lets you slow enemies down, which in turn lets you chase better. It's pretty cheap and you can buy it from the side-shops. Its an okay item, however you may end up selling it a couple of minutes later. I seem to be buying this more and more on a lot of heroes. Its a bit weird, but hey, it works!

note: you cant actually apply the poison on people hit by tidebringer

Rejected Items

Building Kunkka is pretty straight forward. You get damage - thats it. The main error people make when building Kunkka is that they build him as your average "Right click carry". Kunkka does not stand and continuously slash away at people, he does not have(nor need) attack speed items. While keeping that in mind, think about how Unique Attack Modifiers work. The more times you apply the better(with the exception of desolator). This means that Kunkka should also avoid Unique Attack Modifiers.

Here are some items I've seen people get, when they absolutely shouldn't!



While stunning someone might be fun, the Skull Basher needs high attackspeed to make it worth it, thus it does not fit on Kunkka. There are better items that you can buy with the same ammount of gold(or less!).



Unique Attack Modifiers or "Orb Effects". You do not need these. You don't need lifesteal as you wont be duelling it out with people. You don't have, nor need, attack speed to support Maelstrom. You're not even tanky enough to put the static charge of Mjolnir on yourself. You shouldn't need a reason on why not t get Diffusal Blade. While Desolator's armor reduciton may seem good on paper, but remember that you will be aiming to hit people with your Tidebringer cleave - not directly. That way you ignore ALL of their armor, not only 6. Mask of Madness is a joke item. Activating it lets you get picked off incredibly fast. Not only that but it gives attack speed and movement speeed, both of which you dont need. The only reasonable Orb you could get would be a full Satanic, however I'd personally recommend you get a Divine Rapier instead.



Sange and Yasha. This item could be considered one of the worst. Its such a waste of money its not even funny.(that rhymes!) You don't need the agility, attack speed or the movement speed. The maim chance is pretty low and and you already have pretty good chasing capabilities. This puts Sange and Yasha into the rejected items.



Vladmir's Offering is a good item on its own but you are not the hero to buy it. You could use the % Increased Damage but you really need to prioritise your items. Make a support or offlaner buy it for you.

You were looking for an item worse than Sange and Yasha? Look no further, Vanguard is here! You are not a tank, you are not supposed to be in the "vanguard" of your team anyways, why would you need this outdated waste of money?

Friends and Foes

As previously stated, Kunkka is a very versatile hero. He can either go solo, duo or on a trilane. While laning a lot of heroes have abilities that can help you set up torrent, here are some of them:

Friends



Lane Buddies


For the laning phase, basically anyone with a stun or a babysitter will let you have the early game of your dreams. Supports like Lion, Shadow Shaman and Vengeful Spirit all have stuns and disables that can help you hit a Torrent. If you chain your abilities well your enemy should be good as dead.

A special mention is needed for the following three:



Shadow Demon has amazing synergy with the proud Admiral. His Disruption is the perfect set up for your Torrent. Add a Soul Catcher to that as well as the additional slow from your Torrent and pretty much nobody should be able to survive.



Crystal Maiden could be considered the best lane buddy for Kunkka. Her Frostbite ensures you land a Torrent, and her Crystal Nova is there to ensure no one has the chance to escape. Ontop of that even after you part ways her Arcane Aura will keep you happily at full mana(most of the time!).



Tidehunter, a rival yes, but still a good lane buddy! Even though they may hate each other(or do they?) Tide and Kunkka can pull off some amazing combos. Gush not only slows the hit target but also reduces armor(you're not going to be hitting people with Tidebringer every auto attack). Your Torrent will also give him enough time to get in close and personal to ensure he can hit some Anchor Smashes. When you both reach level 6 every enemy still standing on your lane should take cover. Ravage is an amazing set-up for Ghost Ship.

BEST ALLIES EVER

And now for the "Best Ally a Kunkka could wish for" award. On second place we have none other than:



Warlock he can cast Shadow Word on you to keep you nice and healthy, while harassing enemies with his good auto-attack. When it comes to teamfighting, however, oh boy, can Warlock help you out. Fatal Bonds make enemies share the damage they take, making it ever so easier to get a rampage. Chaotic Offering, his ultimate is a nice setup for your Ghost Ship. Add to that some channeled Upheaval and your enemies will findthemselves stunlocked, getting bashed by a Golem and getting cleaved by a Kunkka. This guy, however takes second place just because its him thats going to be getting the kills. And thats taking glory away from the star - you.


And on first place we have...

Thats right! Magnus! Magnus offers everything you ever wanted. And even a little more. 45% more, actually. As a Kunkka you want Damage and Splash. Well guess what Empower does. Thats right, it turns you into a meatgrinder. 45% increased damage is insane, when taking into consideration how much damage you already have on your own. Not to mention that the cleave stacks with a Battlefury you might have. Magnus' ultimate Reverse Polarity neatly packs everyone into a small area, just large enough for you to hit everyone caught with a single Torrent. Plant a Boat ontop of them and go in for the Tidebringer + Empower cleave... RAMPAGE!!!


Foes




Kunkka is generally weak versus disables, which means that his old allies - Lion, Shadow Shaman, Vengeful Spirit and their likes make it hard for him to get close and do his job. Since your goal is to one-shot everyone, tanky/high HP heroes will be harder to take down.

There are, however a few Hard Counters to Kunkka which I will go over.


The worst of the worst



So you've gone on an adventure, happilly strolling into the mid lane, ready to cleave some people. But whats that over there, next to the enemy tower? OH, **** ITS -



Damn its none other than, Templar Assassin. Her Refraction absorbs the full blow of 6 damage instances. Guess what, your main damage sources - Tidebringer and Ghost Ship are considered just two damage instances. Add the nonstop harass from her Psi Blades your low base armor will become obviuos to you. To lower it even more, she can Meld hit you for huge ammounts of damage. Remember how you have no way of running away? What if youre slowed for 50%? He can basically slow you forever with her Psionic Trap.

Edit: Thanks to bugfix, Templar Assassin isn't that bad anymore! Torrent now deals its damage as multiple instances, instead of just one. To beat TA, make sure you hit her with a Torrent before anything else!



Or maybe its...



Bane! This guy can **** you up. He takes away your most precious recource - damage. Enfeeble can suck up to 120 damage from you and it goes through magic immunity. As soon as he gets in range of you he can casually cast Nightmare to stop you sleeping in your tracks. That is if he wants to run away. If hes feeling confident he could begin to channel Fiend's Grip on you which leaves you for dead for up to 7 seconds with Aghanim's Scepter.


"I've had just enough of this!" You say as you leave mid and go to gank the enemy forest. What you find however, is the nasty:



Lifestealer. This guy will shred you to pieces. As your Torrent and Ghost Ship have pretty obvious casting animations and delays, he can just pop Rage and shrug them off. Well thats 2/3 of your combo gone. All you have left is your Tidebringer cleave. Problem is, Naix is a Strength hero, meaning he will be pretty beefy. He also regularly buys an Armlet of Mordiggian which makes him even tankier. And if you fail to kill him in time he can just hop inside a creep with Infest and heal up, while damaging you. As you try to run away he can pop Open Wounds on you to slow you forever and increase the rate of which he lifesteals. And being the god of 1v1ning you probably would lose if you turned to fight...


And then there's also the infamous...



Nyx Assassin. As you are casually farming creeps, suddenly half your HP goes missing as you realise he's just hit you with Vendetta. You get stunned with Impale and your mana gets burned with Mana Burn. "Is that all ye've got!?" You bravely say to him as you raise your glowing sword. Since you are the admiral you've racked up plenty of items and you're confident that you can kill him in a single lucky crit. As you land your attack you gaze in horror how the bug infront of you extends his spikes. As luck would have it you do actually crit... but it is you who drop dead, thanks to Spiked Carapace. This spell is the bane of your existance. Tidebringer has a very obvious glow which acts as a queue to tell you that it is off cooldown. Unfortunately enemies see it too. Hitting Nyx while he has his Caparace up will make you take full damage from it, which is really bad considering you're all about landing that one hit. Lategame it even gets worse as you will generally do more damage to yourself if you hit him. If you had a rapier you could even one-shot yourself and drop it!

An item is also notirous for countering you really hard. Blade Mail makes you take all of the damage you dish out, while it is active. The only thing making it less annoying than Spiked Carapace would be the fact that your enemies also take the damage. If you're gonna be killing yourself on Blademail you might as well take everyone down with you, eh?

Most of these problems can be countered by getting a Black King Bar. It stops most stuns and makes Blade Mail and Spiked Carapace useless. For the likes of Templar Assassin, however, you're better off of switching lanes.

Wombo Combos!

Kunkka is a teamfight hero. That much is for sure. You can even say he works well before a teamfight. Just as everyone gathers together you might pull of a Tidebringer crit and win the fight before it even started. If that doesnt happen, however, and a teamfight ensures, here are a couple of ways you can ensure you win them.

As Kunkka has two AoE dissables, he can become a valuable part of any "BIG WOMBO COMBO ULTY TEAM". Heroes that can benefit from Kunkka's arsenal but generally wont be on the same lane as him include :

Enigma - Midnight Pulse into Black Hole into Ghost Ship into Torrent, anyone?

Sand King - Burrowstrike into Ghost Ship into Epicenter into Torrent = Lots of people dead.

Dark Seer - Im pretty sure you figured out what im going to suggest, but I'll do it anyway: Vacuum into Ghost Ship into Wall of Replica into Torrent, all the while one of you(or both of you) are running around with an Ion Shell on you. Sick.

You get the idea. Also, in this list should go Puck, Earthshaker, Naga Siren, Gyrocopter and Faceless Void as well as everyone from the last section!

Replays and Videos of the Admiral in Action

SingSing showing off Blink Dagger in a "not so fair for the Radiant" game:

http://dotabuff.com/matches/166776144/


Pretty entertaining One-hit-Rampage:

And another one:

Highlights of a SingSing game:

Kunkka Balance Patch Notes

6.79 - X Marks the Spot cooldown reduced from 16 to 13.
Ghost Ship damage increased from 350/450/550 to 400/500/600.
6.78 - Ghost Ship damage increased from 300/400/500 to 350/450/550.
X Marks the Spot manacost decreased from 80/90/100/110 to 80.
X Marks the Spot vision from 1000 flying to 400 ground vision.

6.76 - Tidebringer level 4 AoE increased from 500 to 600
6.75 - Ghost Ship cooldown decreased from 90/80/70 to 60/50/40 ; Ghost Ship impact AoE increased from 400 to 425 ; Base strength increased by 3 ; Torrent AOE increased from 200 to 215 ; X Marks The Spot cooldown decreased from 20 to 16 seconds ; - Ghost Ship stun duration increased from 1.2 to 1.4
6.73 - Strength growth increased from 2.7 to 3.0 ; Ghost Ship's Rum duration increased from 5/6/7 to 8 ; Tidebringer cleave AoE improved from 380/420/460/500 to 500 ; Torrent slow increased from 30 to 35% ; X Marks The Spot cooldown decreased from 30 to 20 seconds
6.72d - Ghost Ship cooldown from now scales 90 to 90/80/70 ; Base Intelligence from 16 to 18
6.72 - Tidebringer cooldown rescaled from 16/12/8/4 to 13/10/7/4 ; Ghost Ship stun increased from 1 to 1.2 seconds
6.71 - Ghost Ship cooldown reduced from 100 to 90
6.60 - Lowered Agility (18->14) and Agility Per Level (1.7->1.3)
6.58 - Reduced Ghost Ship's Rum movement bonus (30%->10%) ; Ghost Ship cooldown increased from 100/80/60 to a constant 100
6.57 - Lowered Admiral Kunkka's base Intelligence and intelligence gain ; Decreased X Marks The Spot duration ; Added manacost to manual return ability of X Marks The Spot ; Increased Ghost Ship's manacost
6.56 - Lowered Admiral Kunkka's starting Strength ; Slightly reduced slow duration and increased manacost on Torrent ; Tweaked the scaling of Tidebringer's AOE ; X Marks The Spot no longer recalls the target if he becomes magic immune
6.55 - Kunkka was added!

Closing Remarks

Did you really read that all? Really? If so, I love you. If not, I still love you but a tad less.(jk jk)

I'd like to thank you for looking at my guide, and I'd love to hear if you have any ideas on how to improve it! Please do tell me if you find any errors or something thats straight out wrong - we all make mistakes from time to time.

I wish you luck your Kunkka adventures and hope that you have as much fun as I do when you play him! Happy Rampaging!

Thanks to ye!

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