Upon the high winds of Maya lands rides the feathered serpent, Kukulkan. Awesome and terrible to behold, majestic yet sinister, Kukulkan embodies the danger and beauty of a double-edged sword. Time has worn away knowledge of this God like the breeze over stone. Perhaps Kukulkan prefers this. He is known by many names and worn the face of man and beast - and worshipped with the kind of reverence born of fear. Dotted across the vast forests of the Maya lands stand great pyramids bearing his serpentine likeness, architecturally perfect so as to catch the light and bring to life those slithering stone statues. Painted in blood, sacrifices were made upon these sites to appease Kukulkan. He is the lord of death and rebirth. To the world, he brought the four elements, but of wind he keeps control.
A great gem, worn about his sinuous neck is said to be the source of all air. To the people, he brought the calendar. That glorious, portentous stone disk, which counts time to a distant future, only to stop abruptly and with horrifying finality. To the battlefield, he brings a legacy of power and domination. Sacrifices made for his favor were measured in blood, but mortal blood is weak. It seems that, for Kukulkan's ultimate appeasement, the blood of a God is required.
Abilities[ | ]
Basic Attack -Kukulkan Basic Attack
Fire a projectile that deals Magical Damage to the first enemy hit.
Notes: Projectile stops on first target hit, and does not pass through walls.
Range: 8.8 meters
Radius: 0.48 meters
Damage: 42 + 2.316 per level
Damage Scaling: 100% Strength + 20% Intelligence
Ability Video
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Passive -Power of the Wind Jewel
Gain increased Intelligence from the items that provide Maximum Mana.
Notes: This effect does not scale off Base God Mana.
Intelligence from Item Mana: 7%
Ability Video
1st Ability -Zephyr
Fire a projectile that explodes on the first enemy hit. The explosion deals Magical Damage and Slows enemies in the area.
Notes: Projectile stops on walls.
Cost: 50/55/60/65/70 mana
Cooldown: 7 seconds
Range: 11.2 meters
Radius: 0.64 meters
Explode Radius: 2.25 meters
Damage: 85/135/185/235/285
Damage Scaling: 80% Intelligence
Slow: 20/25/30/35/40%
Slow Duration: 3 seconds
Ability Video
2nd Ability -Slipstream
Become Slow Immune and gain 4 Stacks of Movement Speed that gradually falls off over the duration of the effect. Activate this ability while within the area of Whirlwind to Dash instead, dealing Magical Damage and Slowing enemies hit.
Notes: Movement Speed Buff is applied as 4 stacks. Stacks are lost one at a time. Dash passes through and hits all enemy types.
Cost: 40/45/50/55/60 mana
Cooldown: 15/14/13/12/11 seconds
Dash Range: 8.8 meters
Dash Radius: 2 meters
Movement Speed: 7/9/11/13/15% Per Stack
Buff Duration: 4 seconds
Dash Damage: 85/135/185/235/285
Dash Damage Scaling: 85% Intelligence
Dash Slow: 20/25/30/35/40%
Dash Slow Duration: 3 seconds
Ability Video
3rd Ability -Whirlwind
Create a Whirlwind that repeatedly applies a Magical Damage over Time to enemies in the area.
Notes: The Whirlwind attempts to apply the effect every 0.35 seconds for 4 seconds. Damage over Time and Slow are refreshed on each hit. Damage over Time hits 6 times over 2.5 seconds.
Cost: 50/60/70/80/90 mana
Cooldown: 15/14/13/12/11 seconds
Range: 8.8 meters
Radius: 3.2 meters
Damage Per Tick: 12/18/24/30/36
Damage Scaling Per Tick: 20% Intelligence
Ability Video
Ultimate -Spirit of the Nine Winds
Fire a delayed projectile that deals Magical Damage and Displaces enemies hit.
Notes: Projectile passes through and damages all enemy targets, and passes through walls. Enemies are Displaced up and away from the projectile.