Sabtu, 14 April 2012

KUNKKA! THE AMAZING HERO!!!




Introduction and Foreword Kunkka is an extremely versatile hero that fits into many lineups. He excels at being a strong carry and his impact throughout the whole game should not be underestimated. He is sometimes referred to as a "Glass Cannon" because of his low survivability and HP, but ability to deal huge amounts of damage in mere seconds. Because I feel that some players underestimate this hero, I've chosen to write my own guide on him. Although he is hard to master, he is very fun to play and is extremely effective. Again, this is a guide geared towards organized and competitive games, where you, your team, and your opponents know what they're doing, so the strategies in this guide will be written accordingly.

Hero Overview

Kunkka has a base strength of 21 and a strength gain of 2.7.
This is pretty average for a strength hero; maybe just a bit low, but it can be fixed easily.



Kunkka has a base agility of 14 and a agility gain of 1.3.
This is low. That is all i have to say. For a hero like Admiral, its not so good. Fortunately, we have things to make up for it. More on that later.



Kunkka has a base intelligence of 16 and an int gain of 1.5.
Not bad, but not great. There will be some mana problems early, but later on, when you start focusing on physical damage, it won't matter that much.



Affiliation: Sentinel
Attack Animation: 0.4 / 0.3
Damage: 47 - 57
Casting Animation: 0.4 / 0.51
Armor: 2.6
Base Attack Time: 1.7
Movespeed: 300
Missile Speed: Instant
Attack Range: 128 (melee)
Sight Range: 1800 / 800




Hero's Skills
Torrent
* Ability Type: Active
* Targeting Type: Area
* Ability Hotkey: E

Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water erupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.

This is your main disable, and its very effective for ganking, harassing, escaping or initiating minor battles. It has an AOE of 225, costs 120 mana, has a casting range of 1500, a disabling period of 1.53 seconds and a cooldown of 12 seconds. All of these remain the same at all levels.
However, the length of slow (1/2/3/4) and damage (120/180/240/300) increases.


Notes
• Damage type: magic
• The initial bubble effect is only visible to allies.
• Units tossed in the air will be paused and still able to be attacked.
• Part of the damage occurs right as the torrent erupts, the rest occurs over time as the units are in the air.
• Don't underestimate the casting range of 1500. It is farther than you think, so don't be afraid to use it even if the enemies seem to be out of your reach.


Tidebringer

* Ability Type: Passive
* Targeting Type: N/A
* Ability Hotkey: D

Daelin's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and large AoE cleave for a single strike every once in awhile.

Your signature spell. Every 16/12/8/4 seconds, your sword will glow with water, which means you will gain a stronger attack (+15/30/35/60 dmg) and have a splash attack (AOE of 380/420/460/500) on the next attack that you perform. This is the spell that gives Kunkka such good lane control, farming capability, and capability to splash massive amounts of damage in one hit. Excellent for harassing enemies and for getting last hits. Be careful not to push the lane too much with this, unless you are purposely trying to. When you are using this to harass, make sure your hero is facing the enemy when you attack the creep to make sure that Tidebringer hits him. It has a very large AOE, so this shouldn't be too hard.


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.
• If a hero is running away from you and there is a creep in front of you, attacking the creep will possibly splash the damage onto the enemy and maybe kill him/her. This is a slightly more advanced technique, but keep it in mind.


X Marks The Spot

* Ability Type: Active
* Targeting Type: Unit
* Ability Hotkey: X

In order to make an assembly for his troops, Admiral Proudmore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.

After you cast this on an enemy, an X will appear where they were when you casted the spell. Then, after 1/2/3/4 seconds, the enemy will return to the "X" location. Another useful spell that is extremely helpful for ganking and even escaping. Synergizes very well with your other spells, but can be tricky to use. For the basic X + Torrent combo, cast your X on the enemy, and then cast torrent right on it. After about 1 second (It will take practice), press "R" to return the enemy to the X. With practice, it is almost a guaranteed torrent.
Has a mana cost of 80/90/100/110 and a very long cooldown of 30 seconds, so only use it when you really need to. Casting range improves per level (500/650/800/950 range). Again, very useful spell for many situations.



Notes
• If target becomes magic immune after this spell has been cast, target will not return to the X after the duration ends.
• It interrupts channeling spells.
• If the enemy is TPing, use it and they will return to where they TP'd away.
• You can cast X Marks the Spot on teammates and on yourself.

Return

* Ability Type: Active
* Targeting Type: Instant
* Ability Hotkey: R

Returns the target to the X.

Simple as that; It immediately returns the target to the X, so you don't have to wait for the full 1/2/3/4 second(s). Very useful for returning them to a torrent that you have placed on the X. Costs 50 mana and has a cooldown of 5 seconds.


Notes
• This ability is automatically gained when X Marks the Spot is learned.
• Due to Kunkka's fairly long casting animation (0.51 seconds, which could mean the difference between hitting or missing your torrent), Return will take a moment to actually bring the enemy back.
• Using this spell alone makes Kunkka raise his sword. This is the casting animation for all your spells, so make use of this when chasing enemies. Cast return without using X Marks The Spot, making it look like you casted Torrent. Smart opponents will turn around or walk to the side, attempting to dodge the "Torrent", giving you and your teammates time to catch up.


Ghost Ship

* Ability Type: Active
* Targeting Type: Point
* Ability Hotkey: T

The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 10% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.

This is a very complicated spell with many effects. Firstly, Kunkka raises his sword and a huge boat comes from behind him. The boat travels forward 1000 range and crashes, stunning all opponents in the 400AOE for 1 second, dealing 300/400/500 damage. All allied heroes, for the next 5/6/7 seconds, have their movespeed increased by 10%. Additionally, all allied heroes will take only 50% of the incoming damage for the 5/6/7 seconds, and will take the other 50% after 5/6/7 seconds. Since a large battle lasts around 6-10 seconds, you and your teammates will be able to tank a lot more in the battle, and take the rest of the damage after. I find this buff part of the skill unnoticed and underestimated, which is why I described it in detail. The cooldown for this spell is 100 seconds, which is short enough for you to use it to gank enemies, or in a 2v2 fight, for example. Use it to initiate battles, as it has a huge casting range, and so the damage reduction will be active during the fight. A game-breaking ultimate when used correctly.


Notes
• Damage type: magic
• Actual AoE of ship's collision is larger than the boat itself.
• The boat has a movement speed of 650.
• Damage dealt after CoCo's rum wears off is non-lethal and can never kill a hero. It leaves the hero with 1 HP.
• The boat does not crash exactly where you aim it. Instead, it heads that direction for 1000 range, then crashes. It takes practice and prediction to hit a perfect Ghost Ship.

Item Overview

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