Kunkka the Admiral is a versatile melee Strength hero built with an arsenal of powerful area-of-effect spells. Two of his active spells are nukes that have long reaction times, but can disable and disrupt the enemies' position. He is mostly played as a carry or an initiator or even a spell nuker. He is known for his Tidebringer sword, which magically gives him the ability to cleave a large area around him on his attack with heavy potential damage on his next attack, which refreshes at a given period of time. Torrent calls upon the element of water to rise and burst out, dealing damage, disabling them up high, and slowing them on impact. There's a delay on this ability before it activates, so Kunkka must be wise in using this ability. X Marks the Spot targets any hero or Admiral himself to be marked on their current position, and after a few seconds delay, instantly returns to the marked spot. Useful in setting up tricky spells, escape prevention, or even saving allies, X Marks the Spot makes the Admiral a great battle strategist. His ultimate lets him summon a Ghostship, which travels on ground, until it crashes a set distance away, stunning and damaging enemy armies on that location. The Ghostship also bolsters allies with Kunkka's Rum, granting them bonus movement speed and numbness to damage. Ghostship is difficult to land, due to the fixed distance of its cast point and the crash site of the ship. However, a good Ghostship absolutely cripples an enemy team. Capable of inflicting high burst damage with his spells, controlling their position while able to survive the mayhem when his spells are used properly, Kunkka is a mighty offensive team fighter, built with strong physical and magical damage output, who can indeed turn the tide of a battle.
| Kunkka, the Admiral
| Play "Step lively now, your Admiral is on board!"
|| Disabler / Initiator / Carry / Durable
|| As Admiral of the mighty Claddish Navy, Kunkka was charged with protecting the isles of his homeland when the Demons of the Cataract made a concerted grab at the lands of men. After years of small sorties, and increasingly bold and devastating attacks, the Demon Fleet flung all its carnivorous ships at the Trembling Isle. Desperate, the Suicide-Mages of Cladd committed their ultimate rite, summoning a host of ancestral spirits to protect the fleet. Against the Demons, this was just barely enough to turn the tide. As Kunkka watched the Demons take his ships down one by one, he had the satisfaction of wearing away their fleet with his ancestral magic. But at the battle's peak, something in the clash of demons, men and atavistic spirits must have stirred a fourth power that had been slumbering in the depths. The waves rose up in towering spouts around the few remaining ships, and Maelrawn the Tentacular appeared amid the fray. His tendrils wove among the ships, drawing demon and human craft together, churning the water and wind into a raging chaos. What happened in the crucible of that storm, none may truly say. The Cataract roars off into the void, deserted by its former denizens. Kunkka is now Admiral of but one ship, a ghostly rig which endlessly replays the final seconds of its destruction. Whether he died in that crash is anyone's guess. Not even Tidehunter, who summoned Maelrawn, knows for sure.
|| Jon St. John (Responses)
- The delay is 2 seconds at all levels (0.4 cast time + 1.6 delay).
- Units tossed in the air will be stunned and still able to be attacked.
- Units tossed in the air lose their collision size for the duration, so units can path below them.
- After casting, the target area will gain a visual bubbling effect and a sound effect will play for the delay period. This effects can be seen and heard by allies only.
- Half of the damage occurs right as the torrent erupts, the rest occurs as 10 ticks over 1.53 second stun duration.
- Provides 225 radius ground vision over the targeted area after erupting for a short period of time.
- Cannot be dispelled by anything, including an ally activating spell immunity after the spell has been cast. Becoming invulnerable will make the target not return to the X when the duration ends or Return has been cast.
- Provides 300 radius ground vision around the X mark for 5.94 seconds.
- The affected unit leaves behind red lines while walking, showing in which direction he went.
- Still uses Kunkka's cast animation, so target will return to origin 0.4 seconds after Kunkka is given the command.
- Kunkka turns to face the target point; the ship then spawns 1000 units behind Kunkka, travels forward, and finishes 1000 units ahead of Kunkka.
- A visual indicator (water whirling and a sword stuck in the ground) will appear at the location the ship will crash in. The indicator is only visible to allies.
- The Rum buff applies to allied heroes which come within 425 range of the ship at any time during its travel.
- Once the Rum buff expires, a debuff is placed. The debuff deals 5% of the previously reduced damage as damage in 1 second intervals until all the reduced damage is returned.
- Delayed damage dealt after the Rum wears off is HP removal. It will not dispel any consumables and can never kill a hero.
- This means it can not be avoided by anything.
- Clarity is very useful on Kunkka as his spells are all very mana-costly. Being able to use Torrent more than once without running completely out of mana greatly increases his ability to lock down foes and score early kills.
- Tango and Healing Salve are basic regen requirements in all lanes but mid. Having flexible regen allows Kunkka to remain in lane without being harassed out.
- Gauntlets of Strength increase Kunkka's base damage and HP, giving him more resilience and last-hitting power.
- Circlet gives good attribute bonuses and can be used to build a Bracer.
- Boots of Speed are important on all heroes, but can be quite important on Kunkka for getting in position to cast X Marks the Spot on foes at early levels.
- Magic Stick is useful on all heroes. On Kunkka, it can help alleviate his mana issues by giving him some burst mana regen for casting his spells.
- Bracer is important for giving Kunkka more stats. The additional strength gives him more HP and base damage, while the extra intelligence can shore up his mana pool for casting spells.
- Phase Boots are the best boots for Kunkka, as they give him bonus damage with which he can last-hit more easily, as well as increasing the effectiveness of Tidebringer. The active also increases his mobility, allowing him to more easily get into position to cast his spells.
- Magic Wand is powerful for all the same reasons as Magic Stick, 255 burst HP regen is very powerful and 255 burst mana is enough to allow Kunkka to cast any of his spells.
- Shadow Blade is a very powerful initiating item to get on Kunkka, as it allows him to inflict an additional 175 damage to the entire enemy team when combined with Tidebringer. As well, it can be used for mobility or escape as demanded.
- Drum of Endurance is important for giving Kunkka stats across the board, especially his intelligence. The bonus movement speed also gives him more mobility for positioning for his spells.
- Town Portal Scroll is mandatory on all heroes. On Kunkka, it can be used to show up to teamfights, and in clutch situations be used after casting X Marks the Spot on yourself to temporarily relocate yourself to another part of the map.
- Black King Bar is useful both for increasing Kunkka's survivability and damage output, especially in situations where the enemy is trying to lock Kunkka down to prevent him from casting his spells.
- Daedalus is an extremely powerful damage item in the hands of Kunkka, who can additionally benefit from building more than one to increase the proc chance. If his damage is high enough and he procs a crit alongside Tidebringer, Kunkka can potentially slay multiple enemy heroes with a single stroke of his sword.
- Heaven's Halberd provides some Strength and evasion, and allows you to disarm the enemy's carry in a teamfight. It is useful for giving Kunkka some damage alongside survivability against physical damage.
- Assault Cuirass reduces enemy armor, allowing you and your allies to deal more damage, while giving an armor and attack speed boost at the same time. While it lacks synergy with your spells and abilities, the aura it provides should never be underestimated.
- Heart of Tarrasque provides a lot of extra health and regeneration, and helps Kunkka recover from fights almost immediately. It's especially useful if you're always being focused in teamfights. As well, the additional base damage can help you inflict damage with Tidebringer as it can be augmented by percentage-based damage buffs from certain allies.
- Battle Fury increases the cleave percentage of Tidebringer, while also adding a cleave that can be used while Tidebringer is on cooldown. It also gives Kunkka good health and mana regeneration, allowing him to remain out in the field for longer without returning to base.
- Kunkka's abilities work best when the enemy team is clumped together. Time your ability usage accordingly.
- Kunkka's skill set allows him to be played in a myriad of ways. Played as a carry, Kunkka can focus on building raw damage items and inflict massive area damage with his spells and Tidebringer. Played as a support/utility, Kunkka can focus on increasing the size of his mana pool and using his spells to lock down enemies and dealing large amounts of magical damage over wide swathes of area.
- In general, carry Kunkka can be placed either mid or in the safe lane. As a mid, Kunkka should focus on getting early levels and harassing down the enemy's mid with Tidebringer, then using his spells to get early kills and farm his core items.
- Torrent deals moderate amounts of damage on top of the disable and slow, but can be very hard to land and is very mana-costly on a hero with a small mana pool. Good prediction or a leading stun is required to land it properly.
- Kunkka makes a very visible hand gesture when casting Torrent, which opponents can easily see and use to gauge the direction in which Torrent was cast so that they can dodge it. When casting Torrent on an enemy without a leading disable, it is recommended to either cancel your animation in order to fool the enemy if they can see you, or cast it from the fog of war by taking advantage of its extremely long cast range.
- Torrent can be more easily landed if X Marks the Spot is used first. By inflicting X on the enemy, and then casting Torrent on that spot, you can force the enemy to return right before Torrent completes. However, mind the cast range of X Marks the Spot, as it is very low at early levels, and be sure that your timing is perfect otherwise the enemy may arrive after the torrent or have time to evade it after returning.
- Combined with Tidebringer, Torrent can be used to lock down a foe long enough for you to maneuver into a position favorable to hit them or their teammates with cleave damage.
- Tidebringer allows Kunkka to deal cleave damage in a wide area in front of him, making it powerful for harassing during laning and for inflicting massive damage to the entire enemy team in teamfights. Because it can only proc once every few seconds, it is recommended to build raw damage over attack speed on Kunkka when playing as a carry, rather than attack speed.
- Tidebringer's bonus damage is retained when attacking allies (particularly lane creeps), and does not proc a splash. Therefore, it is recommended to keep Tidebringer off cooldown so that you can deny creeps easily when you need to during the laning stage. This is particularly useful in the mid lane where consistently denying creeps can give you a strong level and gold advantage over your opponent.
- Cleave ignores armor on the splashed targets, and the cleave damage is based on Kunkka's attack damage rather than any damage dealt to the unit that was attacked. Therefore, when using Tidebringer, it is best to attack a nearby creep to inflict the cleave on all enemies behind it.
- Remember that Tidebringer's cleave has a very long range. Angled properly, it is possible to hit enemies through the fog of war, and even through invisibility, making it a powerful ability for killing fleeing enemy heroes who are low on health. It is best to use a nearby enemy creep, or even one from a neutral camp, in order to splash the damage in the direction of your choosing.
- X Marks the Spot is a flexible spell that can be cast on enemies and allies alike to return them to their point of origin after a delay. Used on enemies, it can be used to prevent escapes and lock down foes for your spells and those of your allies. Used on allies, it gives them a safe method of return if they are disabled while initiating.
- X's principal utility is in locking down a target so that they can be hit by Torrent and Ghostship, both of which are otherwise hard to land. The same applies to teammates with similarly hard to land spells such as Light Strike Array, Split Earth, and so on. Good timing is required to do so, however, as returning the target before the spell hits gives them time to evade, while returning them after will result in a miss.
- X Marks the Spot has a very short cast range at level 1, making it hard to land on an enemy during a gank. However, it lasts for the full 4 seconds at all levels so managing to cast the spell will give your team a large amount of time to set up for the return.
- There is no maximum limit on X's return range, so it can bring its target back to the origin even after teleporting across the map. As such, it can be used on a foe who is attempting to teleport back to their base, or on an ally to get back to base to grab items from the stash or refill a Bottle and then return. Kunkka has to cast X on himself before he starts teleporting to make use of this trick.
- X Marks the Spot lasts twice as long on allies. This gives it very powerful utility since an ally can have up to 8 seconds to scout, initiate, tower dive, or otherwise harass the enemy and be pulled back to safety.
- Beware, X Marks the Spot cannot pull back invulnerable allied units. This means that certain abilities are able to interrupt an allied X, so be sure that you know what the enemy's capabilities are, as you can return a teammate early before they are inflicted with invulnerability, or hold back the return until after.
- Conversely though, allies who are spell immune will still be pulled back. Therefore, if trouble is encountered, they can apply spell immunity to themselves in order to prevent themselves from being disabled, and still have a way with which they can return.
- Ghostship is a wide-area magic nuke that deals significant damage in its impact area and buffs allies that it passes through. While its cooldown is quite short, it is very mana-costly, especially on a hero with a small mana pool like Kunkka.
- Ghostship will always appear a specific distance behind Kunkka and end a specific distance in front of Kunkka, taking a specific amount of time to do so. The distance at which the boat appears and hits can be seen by mousing over the ability and noting the radius circle. You can also just cast it from outside Kunkka's range as to make him move into range and ensure that the Ghostship will land to where you targeted it.
- The Rum buff is a very powerful ability that should never be discounted. Any allies with the Rum buff will take half damage from all enemy damage sources for its duration, and can never be killed by the remainder once the buff wears off. This allows allies to absorb up to twice the normal amount of damage and still survive, making it extremely powerful on tanky heroes who are already very damage-resistant.
- Due to his flexiblity, Kunkka can benefit from building various types of items. He benefits from the following as a carry:
- Bottle is effectively mandatory if Kunkka is to be played mid. A Bottle is extremely useful for replenishing Kunkka's small mana pool, and can be easily replenished using X and a teleport to base.
- Blink Dagger, combined with X Marks the Spot, greatly extends Kunkka's reach when attacking with Tidebringer, and is useful no matter what role he plays. He can X himself and then blink forward, casting any spells or attacking with Tidebringer, and then returning to safety. Used by itself, Kunkka can instantly position himself in the best location from which to cleave the enemy, or jump within range to cast X on a foe during an initiation.
- Boots of Travel frees up an item slot for Kunkka, giving him room to build another major item if needed, and allows him to use X for temporary returns to base without using 100 gold each time. The ability to globally re-position is also very powerful, and the enhanced movement speed gives him better positioning, chasing and escaping ability.
- Divine Rapier is highly situational and very risky, but extremely powerful in Kunkka's hands. Combined with Tidebringer and a Daedalus, Kunkka can deal tremendous amounts of cleave damage and potentially wipe the entire enemy team under the right circumstances.
- While not traditionally played as a utility/support, Kunkka's spells lend him some power in this area as well.
- Urn of Shadows gives Kunkka a measure of mana regen and some more HP and base damage, enhancing his power as a roamer-disabler. The item's active can be used to heal yourself or teammates, or add more damage in a gank.
- Soul Ring allows Kunkka to dip into his HP pool for casting spells. As his small mana pool is otherwise his greatest limitation, a Soul Ring can remove that limitation and allow him to be more active on the map.
- Arcane Boots are useful for allowing Kunkka to cast his spells without limit due to the greatly increased mana pool, and the ability to replenish his and allies' mana as needed.
- Mekansm gives Kunkka stats across the board, as well as armor. While very mana-costly, using it alongside Ghostship will allow allies to take up to an additional 500 more damage due to the Rum buff.
- Veil of Discord augments the hitting power of all of Kunkka's spells, as well as providing him with more stats and armor. It is a useful pickup if your team has other casters who can also benefit from the magic resistance reduction on enemy targets.
- Eul's Scepter of Divinity is a powerful utility item for Kunkka. It gives him more mobility and a sustainable mana pool, and the active can be used to instantly disable an enemy to set up for Torrent. Most importantly though, the active used on yourself can give you temporary invulnerability if the enemy jumps on you, remove debuffs such as silences from yourself, or stop X Marks the Spot from returning you to your origin if you need to remain at your destination for any reason.
- Rod of Atos helps make Kunkka beefier and gives him a larger mana pool to play with. The active can drastically slow an enemy from a very long range, allowing you to set them up for an easy Torrent or Ghostship.
- Vladmir's Offering is a good mid-game utility item. It gives all allies armor, some mana regen, and increased base damage, and gives lifesteal to Kunkka and any melee carries on his team. It is very strong when combined with Ghostship's Rum buff, as the armor and lifesteal auras' effectiveness are doubled due to the reduced damage that teammates are taking.
- Crimson Guard can be a powerful purchase to enhance Kunkka's survivability. The armor, HP and damage block all work to give Kunkka great resistance against physical damage, allowing him to weather attacks and get his spells off in fights more easily. More importantly though, the item's active ability can be used alongside Ghostship's Rum buff to drastically increase your team's survivability during a fight, as any damage the enemy inflicts will be greatly reduced prior to being halved by Rum.
- Pipe of Insight works similar to the above, granting Kunkka strong resistance against enemy magic nukes, HP regen that works terrific alongside a Soul Ring, and a magic shell with which to protect teammates in fights. While Barrier is effectively only half as powerful when combined with Ghostship's Rum, it can still make a critical difference during major teamfights.
- Shiva's Guard gives Kunkka a larger mana pool as well as additional armor for physical survivability. The aura and active can be used to slow enemies drastically in a fight, making Torrent and Ghostship easier to land as needed.
- Kunkka was named in honour of the artist who made numerous pieces of loading screen art for DotA and Dota 2.
- Kunkka's official alternate/fun names were "Daelin Proudmoore", "CoCo", and "Captain Obvious". Daelin Proudmoore was a campaign boss in Warcraft III: Frozen Throne; his hero model is borrowed by Kunkka in DotA.
- In his DotA biography, it is stated that some people called him "Jack Sparrow," but it was never seen as his name in-game. Jack Sparrow is the name of the main character in the Pirates of the Carribean movie franchise.
- His rival hero taunts against Slardar, Death Prophet, and Doom, and his allied lines for Windranger and Ancient Apparition, all come from Samuel Taylor Coleridge's poem, The Rime of the Ancient Mariner.
- His battle begin line Play "Rough seas ahead, crew. Strap me to the mizzen when I give the word." is likely a reference to The Odyssey, where Odysseus commands his crew to strap him to the mast so he could hear the Sirens sing.
December 17, 2014 Patch Update 4
June 28, 2013 Patch
- Fixed Torrent not dealing its damage over multiple instances.
- Fixed some Fog of War interactions with Kunkka's ability SFX.
February 07, 2013 Patch
- Fixed some ability Backswing timing issues ( Kunkka, Clockwerk, Timbersaw, Meepo, Pudge, Spirit Breaker, Sand King, Riki, Nyx Assassin, Lion, Pugna, Shadow Demon, Batrider).
October 25, 2012 Patch
- Updated vision values on these abilities: Unstable Concoction, Phantasm, Waveform, Storm Hammer, Mirror Image, Spirit Lance, Requiem of Souls, Spectral Dagger, Venomous Gale, Earthbind, Dream Coil, Shackleshot, Wall of Replica, Flamebreak, Deafening Blast, Ghostship.
August 15, 2012 Patch
June 20, 2012 Patch
- Fixed Ghostship allied debuff dealing all the damage immediately when then rum wears off, rather than over the following 8 seconds.
June 11, 2012 Patch
March 08, 2012 Patch
February 16, 2012 Patch
January 19, 2012 Patch
- [Undocumented] Added taunt-animations for Kunkka.
December 02, 2011 Patch
- Fixed Kunkka's missing body parts.
December 01, 2011 Patch
November 17, 2011 Patch
November 03, 2011 Patch
October 27, 2011 Patch
October 13, 2011 Patch
October 06, 2011 Patch
September 09, 2011 Patch
- Fixed Kunkka not playing Tidebringer's animation/effects correctly.
July 29, 2011 Patch
June 24, 2011 Patch
June 10, 2011 Patch
April 09, 2011 Patch
- Added New Kunkka model.
March 22, 2011 Patch
- Fixed Ghostship not actually making the ship if cast near the edge of the world and into the world.
March 03, 2011 Patch
February 19, 2011 Patch
- New set of Kunkka animation; i.e. runs, attacks, abilities.
February 12, 2011 Patch
January 30, 2011 Patch
January 27, 2011 Patch
December 17, 2010 Patch
- X Marks the Spot
- Can now be cast on spell immune allies.
- Increased enemy duration from 1/2/3/4 to 4, and allied duration from 2/4/6/8 to 8.
- Reduced cast range from 500/650/800/950 to 350/550/750/1000.
- Increased cooldown from 14/13/12/11 to 19/16/13/10.
- Removed Return 50 manacost.
- Increased Torrent radius from 215 to 225.
- X Marks The Spot can now last twice as long on allied heroes (1/2/3/4 -> 2/4/6/8).
- Increased Ghostship allied buff duration from 8 to 10.
- Added an allied only visual area indicator for Ghostship.
- Increased base strength from 21 to 24.
- Reduced cooldown from 90/80/70 to 60/50/40.
- Increased impact radius from 400 to 425.
- Increased Base Intelligence from 16 to 18.
- Reduced Ghostship cooldown from 90 to 90/80/70.
- Undid melee hero collision change from 6.72c
- Melee hero collision size now reduced from 24 to 12.
- No longer requires its own ability slot and replaces X Marks the Spot while active.
- Changed hotkey from R to X.
- Reduced cooldown from 100 to 90.
- Added an ally only visual effect where ship will land.
- Fixed minor inaccuracies when casted from the map edges.
- Reduced base armor from 1 to 0 (total armor is now 1.96).
- Fixed Torrent slow lasting a bit longer than intended.
- Reduced Rum movement speed bonus from 30% to 10%.
- Increased cooldown from 100/80/60 to 100 on each level.
- Reduced base intelligence and gain from 18 + 2.2 to 16 + 1.5.
- X Marks the Spot
- Reduced duration from 2/3/4/5 to 1/2/3/4.
- Reduced manacost from 110 to 80/90/100/110.
- Reduced cooldown from 60/50/40/30 to 30 at all levels.
- Added 50 manacost to the Return sub-ability.
- No longer returns Brewmaster during Primal Split to prevent it getting canceled.
- Added Disable Help support.
- Increased Ghostship manacost from 150 to 150/200/250.
- Reduced Tidebringer radius from 500 to 425/450/475/500.
- ↑ http://kunkka.deviantart.com/
- ↑ http://www.wowpedia.org/Daelin_Proudmoore