Kunkka, the Admiral, is a versatile melee strength hero built with an arsenal of powerful area-of-effect (AoE) spells. Two of his active spells are nukes that have long delay times, but can disable and disrupt the enemies' position. He is mostly played as a carry, initiator, or even as a ganking support. Kunkka is known for his Tidebringer sword, giving him the ability to cleave a large area around him 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 Kunkka himself to be marked on their current position, and after a given time 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 enemies on that location – potentially crippling the enemy team. The Ghostship also bolsters allies with Kunkka's Rum, granting them bonus movement speed and temporary numbness to damage. Capable of inflicting high burst damage with his spells, controlling their position while being 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.
- The total delay is 2 seconds at all levels (cast time + effect delay).
- Torrent can be cast without having to face towards the targeted area.
- Units tossed in the air are stunned and still able to be attacked.
- While in the air, other units may pass below hit airborne units.
- The stun and slow are applied at the same time, so overall, the slow lasts for 3.35/4.1/4.85/5.6 seconds.
- The knockup itself lasts 1.53 seconds, so hit units are on the ground for the remaining 0.07 seconds of the stun.
- After casting, a visual effect appears at the targeted area and a sound effect plays for the delay period.
- These effects are visible and audible to allies only.
- Deals 9.375/18.75/28.125/37.5 ( 24.375/33.75/43.125/52.5) damage in 0.2 second intervals, starting 0.2 seconds after the effect delay, resulting in 8 damage instances.
- Provides 350 radius ground vision over the targeted area upon cast for 3.13 seconds.
- Upon leveling Tidebringer the first time, it has autocast active by default.
- Cleave damage is reduced by Damage Block.
- The complete area is shaped like an isosceles trapezoid in front of Kunkka.
- Fully stacks with other sources of cleave. Each source of cleave works completely independent.
- Plays an audio effect when going off cooldown, audible to the player only.
- Shows a visual effect on the sword whenever it is ready, visible to allies and enemies.
- The target is given a stop command as soon as it is teleported back, effectively canceling channeling spells.
- Does not disjoint projectiles for the target upon getting teleported back.
- Marks the target's current location with a red X. This X is visible to enemies only when they have vision over the unit, or the X itself.
- The affected unit leaves behind a red dotted line while walking, showing which direction it went.
- These lines stop drawing for the enemies if the unit is not visible. However, already drawn lines stay visible.
- Once the unit turns visible again, a straight line of red lines is drawn towards their last known location.
- These red lines ignore the actual path the unit took. They simply draw from its current to its previously last known location.
- Multiple instances of X Marks the Spot on the same target do not stack. Only the duration gets visually refreshed.
- Although refreshed, the return timer is unaffected, so that the unit still returns based on the first cast.
- Every cast creates its own X below the target. If the modifier expires, it returns to the X of the first cast.
- If any of the casters use the Return sub-spell, the unit returns to the X that caster created.
- Once the unit returned to any of the X's, all other instances get completely canceled, although not visually.
- Despite the visual effects, the target does not return to the X after dying and respawning during it.
- When the target is invulnerable, it does not get returned to the X, causing the spell to get wasted.
- Provides 300 radius ground vision around the X mark for 5.94 seconds.
- Replaces until the X disappears on the target.
- Despite being a sub-spell, Return does proc all on-cast effects like a regular spell.
- The ship spawns 2000 range away from the targeted point, from the opposite direction where Kunkka is facing, and crashes at the targeted point.
- When having , the ship spawns on Kunkka's location and travels 1000 range towards the targeted direction.
- This means when not upgraded, the targeting determines the ship direction and crash location, but when upgraded, the targeting only determines the ship direction.
- The ship first applies the damage, then the debuff.
- A visual indicator appears at the location, showing the ship's destination point and radius. The indicator is only visible to allies.
- The buff applies to allied heroes that come within 425 range of the ship at any time during its travel.
- Once the absorb buff expires, the
buff is placed, which lasts 10 seconds.
- This buff deals 5% of the previously reduced damage as damage in 1 second intervals until all the reduced damage is returned.
- The delayed damage dealt after the Rum wears off is flagged as HP Removal. It does not interact with any on-damage effects.
- Therefore, the delayed damage cannot be avoided by anything. However, it is not lethal.
- The Rum does not reduce damage for units under the effect of any damage negating effect.
- Rums from multiple casts do not stack, but refresh the duration instead. This delays the Rum wear-off buff.
- The Rum buff and Rum hangover buff do not interact with each other when having both (by recasting while having the hangover buff).
- The ship provides 300 radius flying vision around itself as it travels. This vision does not last.
- When having
, the ship pulls enemy heroes along its travel path towards the crash site.
- Any enemy hero that gets within 200 radius of the ship gets the debuff.
- This debuff prevents the hero from getting re-affected by the cast, unless it dies, respawns and gets within range again.
- Together with the loaded debuff, it also receives the debuff, which drags the hero along with the ship.
- The hero gets dragged to the center of the ship and along with it towards the crash site.
- The drag does not disable units. They can still turn, attack and use items. Channeling abilities or items are not interrupted by it.
- Only heroes are dragged (including illusions). Non-hero units are not affected by the drag. Treats creep-heroes as creeps.
- Any tree within a 100 radius of the dragged heroes gets destroyed during the drag.
- When choosing the fleet talent on level 25, 3 ships spawn at the same location, traveling towards the same destination.
- The ships spawn in 2.8 second intervals, starting immediately on cast, so that the last ship spawns 5.6 seconds after cast.
- The ships's spawn location is set upon cast and does not adapt to the caster's current position as they spawn.
- Acquiring Aghanim's Scepter during the fleet upgrades the not-yet-spawned ships, so that they spawn closer to the destination point and drag enemy heroes along.
|+120Damage||15||+12 Health Regen|
|+6 Armor||10||+40 Damage|
- This attack damage talent is added as raw attack damage, so it does not benefit illusions, and is not affected by most percentage-based damage increasing or reducing effects.
- 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.
- fulfills basic regen requirements in all lanes but mid. Having flexible regen allows Kunkka to remain in lane without being harassed out.
- is a useful consumable to purchase as a mid Kunkka. The damage bonus gives him last-hitting power and allows him to splash more damage on his lane opponent with Tidebringer, and consuming it can give him some last-second burst HP regen that can save him during enemy gank attempts.
- 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.
- 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.
- 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.
- give him bonus attack damage with which he can last-hit more easily, as well as increasing the effectiveness of Tidebringer.
- is powerful for all the same reasons as Magic Stick, granting burst health and mana restoration to allow Kunkka to cast any of his spells.
- gives Kunkka attributes and bonus movement speed.
- toggles on to grant huge attack damage and strength for Kunkka to hit hard with Tidebringer, then off promptly to minimize health drain. Furthermore, Ghostship's damage reduction and damage delay buy more time for armlet toggling as enemies cannot kill Kunkka quickly enough.
- allows him to inflict additional damage to the entire enemy team when combined with Tidebringer. As well, it can be used for mobility or escape as demanded.
- , 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.
- 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 slash of his sword.
- 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.
- 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.
- 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.
- status resistance, and evasion, and allows you to disarm the enemy carry in a teamfight. It is useful for giving Kunkka some damage alongside survivability against physical damage. provides some strength,
- 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.
- 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.
- Phantom Assassin, Spectre or Bristleback. adds more strength to Kunkka, giving more attack damage and a potential slow to proc on an attack. The Break component of Silver Edge can make killing certain enemy heroes easier, such as
- 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. The ability to globally re-position is also very powerful, and the enhanced movement speed gives him better positioning, chasing, and escaping ability.
- improves Kunkka's attributes across the board and greatly improves the utility of Ghostship. Because the boat will spawn directly on Kunkka and drag any nearby enemies, it can immediately place the Rum buff on Kunkka and create distance between him and any nearby opponents. Most importantly, halving the impact delay allows Kunkka to use the spell more effectively and greatly improves the odds of landing a successful boat.
- 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.
|Roles:||Carry Support Disabler Initiator Durable Nuker|
|Playstyle:||It is said that none survived the battle at the Trembling Isle, save perhaps, the Admiral of the Claddish fleet. Man or phantom, Kunkka's presence on the battlefield is duly felt by all. Armed with the legendary Tidebringer, the Admiral strikes with a single blow at all who stand before him. A veteran of innumerable naval engagements, Kunkka times his skills with planned precision, catching opponents in a rising Torrent, before summoning the ephemeral Ghostship to dash them upon the rocks.|
- 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: The 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 The Rime of the Ancient Mariner. , , and , and his allied lines for and , all come from Samuel Taylor Coleridge's poem,
- 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.