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Admiral Proudmore - Captian Obvious

Created by ArecxP on 2009-03-07
Last modified: 2010-02-04
Viewed 206749 times

Rating: 99999

 
With the ability to raise the dormant waters beneath the world’s crust and control ships outside of the sea, Kunkka is a force to be reckoned with. I will show you the basics on how to play Kunkka as well as show you some advanced techniques that every Kunkka user should know. Deemed “overpowered” upon his initial release, many balancing acts have been taken to adjust Kunkka, and now we have the Kunkka you see today. This guide relates to 6.6x and up.
Kunkka

Kunkka - Admiral Proudmoore


Range: | Move Speed: 300
Primary: STR
Str: 21 + 2.7 | Agi: 14 + 1.3 | Int: 18 + 1.5
Damage: 47-57 | HP: 549 | Mana: 234
HP Regen: 0.88 | Mana Regen: 0.73
Attack Speed: 0.67 | Armor: 2
Torrent
Torrent (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%.
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
Comment: More information later in the guide.

Tide Bringer
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: 13/10/7/4 seconds
Comment: More information later in the guide.
X Marks the Spot
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
Comment: More information later in the guide.
Ghost Ship
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, 1.2 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, 1.2 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, 1.2 second stun, 500 crash damage, 10% MS bonus, half damage now half damage after skill wears off.
• 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
Mana Cost: 150/200/250
Cooldown: 90/80/70 Seconds
Comment: More information later in the guide.
Skill Build

Skill Build:

1. Tide Bringer
2. Torrent
3. Tide Bringer
4. Torrent
5. Tide Bringer
6. Ghost Ship
7. Tide Bringer
8. Torrent
9. Torrent
10. X Marks the Spot
11. Ghost Ship
12. X Marks the Spot
13. X Marks the Spot
14. X Marks the Spot
15. Stats
16. Ghost Ship
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats
Item Build

Item Build:

1.View Details for Boots of Travel
Boots of Travel
(2500)
100 Movement Speed

Active: Teleport
- Teleports you to an allied non-hero unit or building
- Casting time: 3 seconds
- Manacost: 75 mana
- Cooldown: 60 seconds
- Shares cooldown with Scroll of Town Portal

Note: Movement speed bonus does not stack with Boots of Travel, Phase Boots, Power Treads, Tranquil Boots or Boots of Speed.
Double clicking teleports you to your fountain.
Boots of Speed + Boots of Travel Recipe Scroll
2.View Details for Vladmir
Vladmir's Offering
(2050)
+2 hp regen/sec
Passive: Vampiric Aura
Adds 16% lifesteal to melee units. 900 AoE.
Passive: Damage Aura
Adds 15% damage. Bonus damage is based off of base damage and damage from attribute points. 900 AoE
Passive: Armor Aura
Adds 5 armor. Doesn't stack with armor auras from Assault Cuirass, Ring of Basilius, or Vladmir's Offering. 900 AoE.
Passive: Mana Regeneration Aura
Adds 0.8 mana regeneration. 900 AoE.
Mask of Death + Ring of Basilius + Ring of Regeneration + Vladmir's Offering Scroll
3.View Details for Guinsoo
Guinsoo's Scythe of Vyse
(5675)
35 Intelligence
10 Strength
10 Agility
150% Mana Regeneration
Active: Hex
Turns a target unit into a sheep. Disables damage block and evasion. Reduces the units base movement speed to 100. Affected unit retains its normal health, mana, armor value, and armor type. If cast on an illusion, it is immediately destroyed. Lasts 3.5 seconds. 100 manacost. 35 seconds cooldown. 800 cast range.
Mystic Staff + Ultimate Orb + Void Stone
Skill Build

Early Game:

****WARNING****

The skill build and play-style may be unorthodox and "unique" to this type of hero.  Just because Kunkka does not have a Battle Fury does not mean he is any less of a beast.  Please enjoy the guide and take your negative comments elsewhere.  However, constructive criticism is very welcome.  I will also not explain simple mechanics, so you should read this guide with some basic DotA knowledge.   This guide is, after all, about the Hero Kunkka.

At A Glance

Kunkka - Admiral Proudmoore

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: 4
• Attack Animation: 0.4 / 0.3*
• Casting Animation: 0.4 / 0.51*
• Armor: 3.6
• Base Attack Time: 1.7
• Sight Range: 1800 / 800
*Consult http://www.playdota.com/learn/animations to further understand what these numbers mean.*

Why Play Kunkka?

Kunkka is a very versitile hero, a jack of all trades if you want to say so. He can adapt to whatever role your team needs (as long as it is not too late). If your team needs a tank, then Kunkka can become the team tank. If you need a caster, then Kunkka can become a caster. It depends on what your team needs. Despite his adaptable roles, Kunkka does not really fill out these roles as well as a Hero that was dedicated to tank, cast, etc. Kunkka can, however, be a very capable Ganker/Roamer. So if you want to be adaptable to the game, or just dislike staying inside a lane, then Kunkka is the hero for you. He is also fun to play with.

Skills Description

You cannot get better at a Hero if you do not fully understand his skills. Here is a somewhat in-depth description of all of Kunkka’s skills. Images and such can only show so much, so instead of making the guide image intensive, I encourage you to go out and practice Kunkka’s skills yourself. By familiarizing yourself with his skills, you develop a sense of how to utilize them better than you would be just looking at images all day. Go practice!

Torrent(e)
Torrent
Using his unparalleled knowledge of the sea, Daelin 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
Mana Cost
Cooldown
Casting Range / Area of Effect
Duration
Effects
1
120
12 seconds
1500 / 225
1
120 damage
2
120
12 seconds
1500 / 225
2
180 damage
3
120
12 seconds
1500 / 225
3
240 damage
4
120
12 seconds
1500 / 225
4
300 damage

 

• 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.

Torrent is a very unique move to Kunkka. As the description states, a bubble effect will show at the designated casting spot and it will bubble for two seconds before the Torrent takes place. Torrent has a very far casting range, and you can use that to your advantage. Torrent has two stages of damage. Upon first impact, the target(s) take half of the damage, and the other half takes place when the target(s) fall down. With that said, it is possible for someone to “steal” your kill or you can hit them/cast spells while they are in the air. The slow is constant at all levels, but the duration increases with the level.

Hints/Tips

• Spamming this spell is not recommended. For one, Kunkka lacks the Mana Pool for Early Game spamming, and the effects that the early stages of Torrent gives are not Mana Efficient so early in the game.
• Since there is a 2 second delay to the casting of Torrent, prediction is key to the success of this skill. To improve that, you need a little bit of practice and a sense of speed. Gauge your opponents habits, take into account of their movement speed, and you should do fine.
• Torrent does have a casting animation: Kunkka raises his hand when he casts Torrent. Luckily, Kunkka’s additional spell, Return, has the same casting animation. With this knowledge, you can play mind games with your opponent. Keep in mind that Return does require 50 Mana.
• Do not use Torrent if your opponent has an unpredictable pattern. Some just go back and forth. Hit those kind of people when it comes to spamming. Everything goes out the window when you are chasing. Go ahead and cast away if you want. Just make sure it hits.

Tidebringer
Tide Bringer
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.
Level
Mana Cost
Cooldown
Casting Range / Area of Effect
Duration
Effects
1
n/a
16 seconds
n/a / 380
n/a
+ 15 damage
2
n/a
12 seconds
n/a / 420
n/a
+ 30 damage
3
n/a
8 seconds
n/a / 460
n/a
+ 45 damage
4
n/a
4 seconds
n/a / 500
n/a
+ 60 damage

*Sorry about this guys, I could not get the second part of the table to work with the Strategy Builder.*

 

• Cleaved damage is only reduced by armor type, not by armor value.
• Cooldown is not activated on denies, so the damage bonus is maintained.

Tidebringer is what makes Kunkka an Early Game beast if you prefer staying in your lane. Tidebringer acts like a free Battle Fury at Level 4, which means that Kunkka has some intense farming capabilities during Early Game. Tidebringer also makes Kunkka act like a Ranged Hero if you play smart. Since Cooldown is not activated on denies, Kunkka gets an extra boost when it comes to that aspect of the game. What it means is that you basically get extra damage to deny your creeps.

Hints/Tips

• By focusing only on last hitting/denying, you avoid pushing. You want to avoid pushing because you want to prevent tower hugging for your opponent, and tower hug yourself. If you are careless with Kunkka, then that task can be easier said than done. Since Tidebringer hits all targets within it’s Area of Effect, that means the enemy creeps have less health which, in turn, means it takes less time for your creeps to kill them off. Prevent this by only last hitting and denying.
• Tidebringer’s Cleave Damage is 100%. Rather than hitting an enemy Hero directly, focus on hitting the creeps around him. Not only will you do much more damage, but you get bounty gold from the creeps if you happen to kill them.

 

X Marks the Spot (x)
X Marks the Spot
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.
Level
Mana Cost
Cooldown
Casting Range / Area of Effect
Duration
Effects
1
80
30 seconds
500 / n/a
1 second
Returns Target after 1 second
2
90
30 seconds
650 / n/a
2 second
Returns Target after 2 second
3
100
30 seconds
800 / n/a
3 second
Returns Target after 3 second
4
110
30 seconds
950 / n/a
4 second
Returns Target after 4 second

• 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.
Combo placement and chasing has never been easier with X Marks the Spot (unless you have Blink of course). Casting Range increases with the level. X Marks the Spot should be used to prevent fleeing Heroes from escaping, to help yourself escape, or to cancel channeling spells.

Hints/Tips

• In the Early Stages of X Marks the Spot, the duration is not long enough for it to be of any use. Should be avoided until Torrent and Tidebringer are maxed out.
• When you activate X Marks the Spot, you gain another skill:

Return(r)

Returns the target to the X.
Level
Mana Cost
Cooldown
Casting Range / Area of Effect
Duration
Effects
n/a
50
5 seconds
n/a / n/a
n/a
Returns Target to the X

 

• As mentioned before, Return’s Casting Animation can be used to “psyche” out your opponent.
• There is a neat trick that could prove useful if you learn how to use it. With X Marks the Spot, you can mark yourself, teleport to your base, buy your items (buy shift-queing; otherwise, you will not have enough time to do so), and return back to the X. Here is a video showing how to do it.

http://www.youtube.com/watch?v=f1GycjtG014

If I did not embed correctly :)  There is the link.

Ghost Ship (t)
Ghost Ship
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
Mana Cost
Cooldown
Casting Range / Area of Effect
Duration
Effects
1
150
100 seconds
1000 / 400
5 second
300 damage, 1 second stun
2
200
100 seconds
1000 / 400
6 second
400 damage, 1 second stun
3
250
100 seconds
1000 / 400
7 second
500 damage, 1 second stun

 

• 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.

Kunkka’s Ultimate skill. High damage nuke, but extremly difficult to place. Rather than explaining it, you should go see the mechanics for Ghost Ship yourself. Understand how Ghost Ship works, the range, and the way it travels. Ghost Ship is a skill that also had defensive effects built in. Ghost Ship provides 50% damage reduction for 5-7 seconds and then provides the other 50% that was reduced after the duration; however, the damage added on later cannot kill you.

Hints/Tips

• Even though Ghost Ship has some insane damage, it would be wise to use Ghost Ship in a team class solely for the damage reduction.
• It is easier to use Ghost Ship in tandem with Torrent rather than itself.
 

For some very helpful insight on Ghost Ship, click here.  This information is brought to you by Phoenix.  Thanks a lot!  Although it is not up to date, nothing has really changed about Ghost Ship except for its cooldown.
 
Rules for Early Game
 
 
1. Survive.  This is essential to have a successful game.  By dying constantly, you are losing a lot of valuable gold that could be used towards your core items.
 
2. Farm.  Do not worry about getting kills early.  Kills will come to you in Early Game if you are patient, so do not push it.  That means no Tower Diving.
 
 
3. ???
 
4. Profit.

Seriously, do not die.

*Note* I define Kunkka's Early Game as the Laning Phase as in once you leave your lane to start ganking then Early Game is over.

Starting Items

Ironwood BranchGauntlets of Ogre StrengthAncient Tango of EssifationLesser Clarity PotionEmpty BottleCirclet of Nobility

Early Game is all about survival, so any combination of these items, as long as they are logical, will suffice for Early Game.  Personally, I like to start with 3 Ironwood Branches, 1 Circlet, 2 Tangoes, and 1 Clarity.  Depending how the game goes and what type of enemy heroes are in the game, I decide whether or not I want to make Magic Wand.  If not, I sell away the Ironwood Branches.  Also, I always make two Bracers no matter what hero I use.  Get Empty Bottle if you plan on laning in the Middle Lane or abuse ruins.

Laning

It really does not matter what lane Kunkka goes to, but to make it easier for yourself you can take the easy lanes (Bottom: Sentinel / Top: Scourge).  Middle Lane for you rune whores.

Early Game Kills

Follow these rules:

1. Be Patient.  If you are aggressive, then the enemy will be on their toes and not take many chances.  If you play passively, they will ease up and stay in the lane even if they are low on health.

2. Manage Your Mana.  This is important because you do not want to kick yourself in the head for missing out on a sure kill because you were 10 Mana short of a Torrent.  Keep an eye out on your Mana.

Getting kills are not a priority, but if you have an opportunity, then take it.  With enough patience and smart play, you can whittle your enemy hero's Hit Points down to a point where you can kill them with Torrent and/or Ghost Ship.  Here is a neat little .gif demonstrating what I mean.

 

If you noticed, I was laning against two heroes, Huskar and Broodmother.  I had to stay back because I did not want to get harassed by Huskar to a point where I could let them free farm.  I did not take many chances to harass with Tidebringer, but when it was safe to do so, I did.  The .gif definitely showed the result of patience.  This is the only example I can show you, but opportunities like this happen all the time when you are playing Kunkka.  I also want to mention that the goal was to kill Huskar (since Broodmother could easily escape inside her webs).  Killing Broodmother was just a bonus from hard work and patience :)

 

 

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Comments

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383 By soongcheong 2010-11-15

@379 but if that hero is lina n she has lvl 1 ultimate, and ur life is at 300..use it and u'll save ur ass

382 By silentzero 2010-09-09

rly o? I don't see how an increase of disable in one's arsenal is bad. True that MOST STR heroes don't have huge manacost but really, 3 active skills that weighs on mana, it's a good luxury.

381 By kevinkillyou 2010-09-09

god, u dont get a sheep scythe when strength is ur primary, u dont need too much mana

380 By chaoslimit12 2010-08-06

@379
the ship will pass them and move 1000 units ahead of you before crashing thus if they are right in front of you when you cast it, they will not be affected by the crash

379 By iTopher13 2010-07-28

The ship, it only hits 1000 away from you? So if someone is standing right in front of you, it wont hit?

378 By ReunitePangea 2010-07-16

@lalalala you shouldn't get magic stick first because unless you're POSITIVE you're laning against a newbish nasally Bristle then go for it but most of the time just buy a courier for the team then use it to send you your magic stick and recipe.

377 By BlowThaCandlesOut 2010-04-23

Lol noobs calling people noob.

Amusing.

376 By twelvez 2010-04-23

strategy - good
item - ?????

375 By Enmity 2010-04-02

what a joke of an item build

374 By ivErjabs 2010-03-28

your such a weak! y vladimirs in kunka?

373 By pogita568 2010-03-25

i love 2bfury and buriza. :))

372 By jarwo 2010-03-12

Awesome song dude!! LMAO

371 By aketchum18 2010-03-09

370 By BlowThaCandlesOut 2010-02-28

Kunkka has crappy carry potential. Don't build him as one please. Make him gank.

This is not directed at the author btw, but at the .. umm .. yea ..

369 By ArecxP 2010-02-08

Hey guys, it seems that there are a couple of things left out, mainly some vids and my acknoledgements. I'll try to fix that as soon as possible and add some things that I left out.

368 By chaosfreak11 2010-02-07

Nice

367 By clarence_94 2009-10-03

I usually get hyper for him.. Is it okay?

366 By EricCartman 2009-09-30

ROFL

365 By rjaye630 2009-09-21

but i never own that much with him. slow hands and timing efforts....

364 By rjaye630 2009-09-21

ive tried a deso-buriza build. painful.. less armor, more dmage, plus the crit.. i scared the hell out of a the crit stealth... a cuiras-buriza can work also perhaps....