HERO INTRODUCTION:
Daelin Proudmoore is a fearsome opponent in nearly any situation. His passive ability, Tidebringer, causes his sword to splash out massive damage over an area when he attacks, making him not only a constant threat in the lane, but a excellent damage dealer later in the game. Through the deadly combination of X Marks the Spot and Torrent, he can also pick off his fleeing enemies at will. HeĆ¢€™s not at a loss in large team clashes either; His ultimate summons the legendary ship S.S. CoCo, which empowers his allies with rum and crashes into enemies, causing massive devastation. This ruthless admiral leaves none alive, least not dry!
Range: 128 | Move Speed: 300
Primary: STR
Str: 21 + 2.7 | Agi: 14 + 1.3 | Int: 16 + 1.5
Damage: 47-57 | HP: 549 | Mana: 208
HP Regen: 0.88 | Mana Regen: 0.65
Attack Speed: 0.67 | Armor: 2
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%.
Level 1 - 120 damage, lasts 1 seconds.
Level 2 - 180 damage, lasts 2 seconds.
Level 3 - 240 damage, lasts 3 seconds.
Level 4 - 300 damage, lasts 4 seconds.
• 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.
• The unit is disabled for 1.53 seconds at all levels.
• Casting range: 1500
• Area of Effect: 225
Mana Cost: 120
Cooldown: 12
Tide Bringer (D)
Kunkka'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 a while.
Level 1 - +15 damage
Level 2 - +30 damage
Level 3 - +45 damage
Level 4 - +60 damage
• Cleaved damage is only reduced by armor type, not by armor value.
• Cooldown is not activated on denies, so the damage bonus is maintained.
• Area of Effect: 380/420/460/500
Mana Cost: N/A
Cooldown: 16/12/8/4
X Marks the Spot (X)
In order to make an assembly for his troops, Admiral Proudmoore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.
Level 1 - Returns Target after 1 second. 500 cast range.
Level 2 - Returns Target after 2 second. 650 cast range.
Level 3 - Returns Target after 3 second. 800 cast range.
Level 4 - Returns Target after 4 second. 950 cast range.
• 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.
Return (R)
Key Combo: X
Description: Returns the target to the X.
Cooldown: 5 seconds
Mana Cost: 50
Mana Cost: 80/90/100/110
Cooldown: 30 Seconds
Level 2 - Returns Target after 2 second. 650 cast range.
Level 3 - Returns Target after 3 second. 800 cast range.
Level 4 - Returns Target after 4 second. 950 cast range.
• 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.
Return (R)
Key Combo: X
Description: Returns the target to the X.
Cooldown: 5 seconds
Mana Cost: 50
Mana Cost: 80/90/100/110
Cooldown: 30 Seconds
Ghost Ship (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.
Level 1 - Coco's Rum lasts 5 seconds, 1 second stun, 300 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Level 2 - Coco's Rum lasts 6 seconds, 1 second stun, 400 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Level 3 - Coco's Rum lasts 7 seconds, 1 second stun, 500 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Mana Cost: 150/200/250
Cooldown: 90 Seconds
• 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.
• Casting range: 1000
• Area of Effect: 400
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.
Level 1 - Coco's Rum lasts 5 seconds, 1 second stun, 300 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Level 2 - Coco's Rum lasts 6 seconds, 1 second stun, 400 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Level 3 - Coco's Rum lasts 7 seconds, 1 second stun, 500 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
Mana Cost: 150/200/250
Cooldown: 90 Seconds
• 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.
• Casting range: 1000
• Area of Effect: 400
KUNKKA, ADMIRAL PROUDMORE ITEM BUILD:
LATE GAME: OPTIONAL:
BACKGROUND STORY
Of all the allies in the Sentinel's ranks, only one, is known by as many names and is feared in as many lands. Called Capt. CoCo by his mates, Jacksparrow by others, The Legendary Mariner by some, but only a select few know his real name and what it stands for. He can harness the powers of the depths to conjure torrential geysers that blast his enemies into the air. His elegant blade is sworn to the Seas and with each mighty swing it ebbs like the tides. Using a watery form of spacial magic, he can bring you back to your original destination. The Captain now sails towards the Scourge lands, aboard his Phantom vessel boosting the spirits of his comrades with his fabled Rum, paving the way for the victory of the Sentinel. He is Kunkka, Master and Commander of the seven seas.SKILL ORDER:
1. Torrent
2. Tidebringer
3. Torrent
4. Tidebringer
5. X marks the spot
6. Ghost ship
7. Torrent
8. Tidebringer
9. Torrent
10. Tidebringer
11. Ghost ship
12-14. X marks the spot
15. Attribute
16. Ghost ship
17-25. Attributes
STARTING ITEM BUILD:
TACTICS:
The combination twin Head Dragon + kunkka it's a fatal combo. Look:
Kunnka - Ghost Ship
Jakiro - Ice path stun
Kunnka - Torrent
Jakiro - Macropyre
and if the enemy are trying to escape:
Kunnka - X Marks Spot + Return fast
Jakiro - Dual Breath
Kunnka is a very good battle starter, the bkb is a "must have", phase boots too: a lot of movement speed +24 dmg, it's important that you can pass through every unit on the map.
Try to make battle fury - splash 65 dmg + 60 from tide bringer = good farmer
COMBO:
WORST ENEMY:
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