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This is the first time I've ever made a guide on DotaFire, for one of my favorite heroes, the Admiral. Kunkka is a powerhouse Strength hero with the capability to do huge cleave damage with
Tidebringer. His cleave ignores all armor, so those high-agility heroes that rely on armor to stay alive are gonna get steamrolled. When you get
Daedalus and a
Divine Rapier rolling, cleaves can get ridiculous. Entire teams can be wiped out halfway through a teamfight with a lucky cleave, and with the initiation, slow, and stun you get from
Torrent and Ghost Ship, plus the chasing powers of
X Marks the Spot, most things won't be getting away. Invisibles are still vulnerable to
Tidebringer, and you can't escape an
X Marks the Spot by going invisible, meaning you can Tidebring them again!
Pros +Huge AoE Damage +Tanky +Carry +Can Initiate +Cleave Damage with ![]() +Fun +Crit Cleaves can kill enemies in fog +Ignores armor and can ignore many forms of escape +If played right, can dodge skillshots with ![]() +Can jungle like a boss |
Cons -No escape without ![]() -Hard to land skills -Item reliant -Scales slower in the late game -Low mana pool -Less potent in one-on-ones in the river (He's a saltwater man) |
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Ghost Ship |
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At spawn, we take Stout Shield and a
Gauntlets of Strength, plus
Tangos to stay in lane as long as possible, harassing and earning gold. The Shield will end up as
Vanguard, so keep it around. STAY IN LANE.
Early you take components of core. I usually don't play with pure early game items, as Kunkka's mid game is relatively cheap. Crystalys should be first, then the
Vanguard. Take the
Ring of Health before
Vitality Booster. This is when Kunkka get's tanky.
At this point, if mana problems are starting to show, then nab a Soul Ring.
Build Shadow Blade next. The 150 backstab damage shouldn't be ignored, as it spreads on
Tidebringer. Hit a creep and the hero dies. The invisibility should only be played offensive on squishy heroes, otherwise save for escapes.
If your team mas a Clinkz and a
Riki, and the other team has a
Jakiro and a
Silencer, don't bother with Shadow Blade. Instead, take a
Battle Fury.
Daedalus is next. Crits now can hit around 1200 damage, and the mid-late game has begun...
But let's say things have taken a turn for the worst, and your lanes are pushed and you're out of gold. Drum of Endurance gives you needed regen and even attack speed. You can't rely entirely on cleaves anymore, and there needs to be consistent damage out.
Ring of Aquila is also viable as it helps creeps push the level i and two towers much easier. It also gives vital stats and regen.
I put Sange and Yasha here because the components are cheap. While not cost efficient, it can be put together piece by pitiful piece.
Extensions are somewhat standard. Stacking Battle Fury is fun if you're really killing and need some sustain, and you can make every hit a crit with multiple
Daedalus. But, obviously, prioritize
Heart of Tarrasque. Once you have that, the game is over. Teamfights end with you near full, picking up broken pieces of Rapiers and Gems and finishing the game.
Black King Bar is another obvious defensive extension, giving magic immunity for landing perfect cleaves and
Torrents, while you laugh in
Lina's now saltwater covered face.
Blade Mail for the likes of
Drow Ranger and
Ursa, or
Gem of True Sight for
Phantom Lancer and
Riki are also situational.
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