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Kunkka - Admiral Proudmoore Of all the allies in the Sentinel's ranks, only one, is known by as many names and is

Range: 128 | Move Speed: 300 feared in as many lands. Called Capt. CoCo by his mates, Jack Sparrow by other,
Primary: STR The Legendary Mariner by some, but only a select few, know his real name and
Str: 21 + 2.7 | Agi: 14 + 1.3 | Int: 16 + 1.5 what it stands for. He can harness the powers of the depths to conjure torrential
Damage: 47-57 | Error! Hyperlink geysers that blast his enemies into the air. His elegant blade is sworn to the Seas
reference not valid.: 549 | Mana: 208 and with each mighty swing it ebbs like the tides. Using a watery form of spacial
HP Regen: 0.88 | Mana Regen: 0.65 magic, he can bring you back to your original destination. The Captain now sails
Attack Speed: 0.67 | Armor: 2 towards the Scourge lands, aboard his Phantom vessel boosting the spirits of his
comrades with his fabled Rum, paving the way for the victory of the Sentinel. He is
Kunkka, Master and Commander of the seven seas.
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
Error! Hyperlink reference not valid. 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
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: 16/12/8/4 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: R
Description: Returns the target to the X.
Cooldown: 5 seconds
Mana Cost: 50
Mana Cost: 80/90/100/110
Cooldown: 30 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 Error! Hyperlink
reference not valid. crashes.
Level 1 - Coco's Rum lasts 5 seconds, 1 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 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 second stun, 500 crash damage, 10% MS bonus, half damage now half damage after skill
wears off.
Mana Cost: 150/200/250
Cooldown: 100
• Damage type: magic
• Actual AoE of ship's collision is larger than the boat itself.
• The Error! Hyperlink reference not valid. 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

Item Build

Early Game

Healing Salve 1
Branch Wood 3
A Bracer 1

Mid Game

Perseverance
Power Treads or Phase Boots
Battle Fury
Lothar
Magic Stick

Late Game

BKB, Assault Cuirass, and Buriza


Heart or Satanic are optional

Skill Build
1. Tidebringer
2. Torrent
3. Tidebringer
4. Torrent
5. Tidebringer
6. Ghost Ship
7. Tidebringer
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

Strategy
Early Game

Your hero can babysit or take up solo mid. Try to last hit with Tidebringer all the while hitting enemy with its AoE.
If you soloed mid, early Bottle is a must (to control runes). Start ganking around level 8. Prior to that, you should only leave your
position to aid in a river/jungle kill. Early Boots of Speed is advisable.

Remember, at level 6, you now have a decent amount of potential to land a kill using Ghost Ship. If someone comes to gank make sure
it is available. When ganking, having it available is very advisable.

Early game for Proudmoore is a lot of farming... I would say you are in good shape for mid game once you upgraded your boots and
have a good mana source.

Mid Game

Ganking with intermittent farming. Farm jungle spots on the fly. Do not ignore the players' (allied and enemy) activities. You really
should have good comm (vent if you are serious) or--at the very least--have some allies working with you.

Do not waste XMTS, use it with:


- Torrent
- Chasing
- Ghost Ship

Use XMTS it on:


- Channelers (right before the *time window* for them to use their combo arises)
- Disablers (that you wish to Torrent)

When ganking, try to use torrent w/o XMTS... this takes a lot of practice and it is best used when the enemy doesn't know you're there.
XMTS and Torrent synergize extremely well but that does not mean to always use them together. I personally only use them together
when I'm out in plain sight of the enemy (for instance a 1v1 situation or team battle) and want to guarantee the disable. Also, in big,
complicated fights it is good to target the enemy with the disables and strong ultimates (before they get into position... so they get put
back OUT of position) with this XMTS/torrent combo... it will put him back away from the fight and buy your team some time.

Always use XMTS on the enemy when he is alone and chasing you. Always use XMTS on yourself to juke if 2 or more are chasing
you. Same goes if you are helping an ally being chased.

Initiating with Ghost Ship is the best (or most effective) use for this spell. If your team is fleeing (ie was ganked) and the enemy is
already on top of you, then cast Ghost Ship in the direction you are all moving. If the enemy is chasing your team but are somewhat
behind you, cast it in the opposite direction so that you get the 10% MS boost sooner.

If you are going to use Ghost Ship during a fight (after initiation), use it ASAP and target the disablers.

When you spells are on CD, position yourself to damage the most # of enemies with Tidebringer. Harass the disablers (or the hero your
team is focusing) and try to get them to cast their spells on you. (Usually you want to walk behind the enemy disabler so that you are
hitting the other enemies.)

When going into a battle, know who you are disabling, know who your team is focusing as well.

Late Game

Same as mid game, however Ghost Ship becomes more important... so I will say just one thing:

CAST GHOST SHIP AS SOON AS THE TEAM BATTLE BEGINS FOR KUNKKA. LEARN THE TIMING. FEEL IT. KNOW IT.

Important Points:
Torrent cancels Sand King's SandStorm.
"X" does NOT cancel windwalk-type abilities.
"X" cancels Panda's Primal Split if cast before Primal Split.
Avatar, Jugg's Blade Fury, Rage, and Infest ALL cancel "X".
Use "X" on enemy. Have Rhasta cast Mass Wards on top of "X". Hit Return.
Use "X" before enemy Lothar's, Leaps, Runs from your tower.
Use "X" after enemy starts to cast Town Portal, Teleportation, Dark Rift.
Use "X" on enemy. Have ES cast fissure in such a way that you "trap" the "X" on the side closer to your base. Immediately hit Return.
Kill. Works best in top or bot lanes.
"X" cancels enemy's channeling spells.
Cast "X" on enemy. Get POTM to fire arrow at "X". When arrow is about to reach "X", hit Return. While enemy is stunned, cast
Torrent or Ghost Ship.
Cast "X" on friendly VS before Swap -or- cast "X" on swapped enemy after Swap.
"X" can be used to set up friendly Black Hole, Reverse Polarity, Epicenter, Pure Lesh (TS) Pwnage, etc...
Use "X" to prevent stray enemies from fleeing... free kill. Think about aftermath of big battles.
Use "X" on high MS / stunning chasers when fleeing.
Use "X" on enemies that require a high degree of positioning (ex: Lesh, Ursa, and Axe).
When you Cyclone an enemy, IMMEDIATELY place a torrent under him.

Rexxar - The Beastmaster A wandering vagrant of the Mok'nathal, the fabled half
Range: 100 | Move Speed: 310 orc-half ogres of legend, Rexxar and his mighty blades
Primary: STR have joined the cause of the Sentinel to better protect the
Str: 23 + 2.2 | Agi: 18 + 1.6 | Int: 16 + 1.9 natural world around him. A friend of beasts, Rexxar flails
Damage: 56 - 60 | HP: 587 | Mana: 208 and tears at his enemies with unsettling savagery, even
HP Regen: 0.94 | Mana Regen: 0.65 going as far as hurling his axes in the manner of
Attack Speed: 0.69 | Armor: 5 boomerangs at his enemies to better his chances at victory.
Truly a warrior of the living planet that thrives around
him, the Beastmaster is an ally to be counted on when he
is needed the most.
Wild Axes (W)
Rexxar hurls his two axes to as far as 1300 range from him, which then intersect and return to him. Each axe can only damage a unit
once.
Level 1 - Each axe deals 90 damage.
Level 2 - Each axe deals 120 damage.
Level 3 - Each axe deals 150 damage.
Level 4 - Each axe deals 180 damage.
• Damage type: mixed
• This ability can hit magic immune units.
• Wild Axes destroys trees.
• This skill will not damage invisible units.
• Casting range: 1300
• Area of Effect: 100
Mana Cost: 120
Cooldown: 13
Call of the Wild (D)
Rexxar calls upon wild beasts to aid him. The duration, strength and number of beasts increases per level. Previous summons are
removed upon casting. Summons last for 60 seconds.
Level 1 - Summons a Scout Hawk.
Level 2 - Summons a Scout Hawk and a Quilbeast.
Level 3 - Summons a Greater Hawk and a Quilbeast.
Level 4 - Summons a Greater Hawk and a Greater Quilbeast.
• Greater Hawk has an Invisibility ability (fades out after 8 seconds without movement).
• Quilbeast has a poisonous attack which slows enemy movement speed and attack speed by 20% (35% for Greater Quilbeast).
Mana Cost: 25
Cooldown: 40 Inner Beast (B)
Releases the inner beast inside nearby allies, passively increasing their attack speed.
Level 1 - 18% Attack Speed.
Level 2 - 26% Attack Speed.
Level 3 - 32% Attack Speed.
Level 4 - 40% Attack Speed.
• Area of Effect: 1000
Mana Cost: N/A
Cooldown: N/A Primal Roar (R)
The Beastmaster looses a deafening roar which deals damage and stuns its target. Enemy units near the roar wave take minor damage
and have their movement speed and attack rate reduced. Due to the force of the roar, all units between the Beastmaster and his prey are
shoved aside, creating an open path.
Level 1 - 200 primary damage, stun lasts 3 seconds, 100 side damage, slows for 50% and lasts 2 seconds.
Level 2 - 250 primary damage, stun lasts 3.5 seconds, 200 side damage, slows for 50% and lasts 3 seconds.
Level 3 - 300 primary damage, stun lasts 4 seconds, 300 side damage, slows for 50% and lasts 4 seconds.
Mana Cost: 150/175/ 200
Cooldown: 80/75/70
• Damage type: magic
• Stuns but doesn't damage magic immune units.
• The slow won't affect mechanical units.
• Casting range: 600
• Area of Effect: 250

Item Build

Early Game

Animal Courier
Bottle 1
Bracer 2
Boot of Speed

Mid Game

Necronomicon
or
Assault Cuirass

Late Game

Satanic
Radiance
Heart

Skill Build:
1. Wild Axes
2. Call of the Wild
3. Call of the Wild
4. Wild Axes
5. Wild Axes
6. Primal Roar
7. Wild Axes
8. Call of the Wild
9. Call of the Wild
10. Stats
11. Primal Roar
12. Stats
13. Stats
14. Stats
15. Beast Rage
16. Primal Roar
17. Beast Rage
18. Beast Rage
19. Beast Rage
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats

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