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Admiral Proudmore
Guide to getting on a boat, motherfucker.

This was the only admiral I could find with the correct hat. Presenting Rear Admiral Horatio Nelson, a real life hero.

,.o-*-o.,
Contents
[INT] Introduction
[S] Skills
[It] Items
[G] Gameplay
[A] Allies and Enemies

Introduction [INT]
Admiral Proudmore, originally featured as a villain in the Horde bonus campaign in The Frozen Throne, returns from the beating he received in the hands of Rexxar to get his. Proudmore is a highly ranked competitive tier hero capable of soloing and winning a lane against a solo ranged or weak hero combination. He has a set of useful delay-cast AoE tools which include a great initiation stun/debuff in Ghost Ship, a small-aoe disable and slow in Torrent, and one of the best chasing spells in the game, X marks the spot. He also has one of the best last-hitting and denying abilities in the game in Tidebringer, rivaling Nethertoxin in raw power. Tidebringer is also great for harassment, allowing you to harass well even as melee.

Review Admiral's official data here:
Proudmore's Skillset

I would like to go over his base stats and stat gain and tell you how they'll affect your play.
Str: 21+2.7
Agi: 14+1.3
Int: 16+1.5


Admiral's stats reflect the 6.6x minor nerf. Most notable are his terrible base Agi and Agi gain, and his excellent Str gain (though he starts a bit low for a strength hero). His int is about standard for a strength hero, if a little low, but you aren't spell reliant. We start a little below average in all aspects, but build up to have great HP and damage, with low armor and attack speed, and low mana.

Skillset [S]

Tidebringer - This skill is bread and butter, giving you high physical damage on hit, and a 100% pure damage cleave every 16/12/8/4 seconds. The damage increase is important early game, however, the cooldown decrease is most important, and the range is deceptively large. Knocking this down to a 4s CD allows you to farm large waves of creep quite quickly.

Usage:

The range listed is very deceptive; Tidebringer cleaves have much longer effective range than listed. Each cleave hit activates a circle-AoE Pure Damage nuke, the center of which is 380/420/460/500 units from you, and the radius of which 380/420/460/500, meaning the full diameter of the circle at level 4 is 1000 units; this is the maximum range you can strike at. A similar effect for reference might be Twin-Headed Dragon's Frost Breath, which hits at up to 800 range I think; most units that are within 800 units in a straight line of you, with a lot of wiggle room to the left or right will be struck by the cleave. So as you can see, you can easily out-range most ranged heroes with your powerful AoE pure damage nuke every four seconds.

Read up on Cleaves in this link!
http://www.playdota.com/mechanics/physattackmods

This skill is not only great for harassment, it makes it super easy to last hit. Simply target any creep in the wave and swipe, and the cleave will hit any hero in range and all of the creep, netting the last hit (depending on your angle). Because of the large damage increase, cleaves are very hard to deny.

Going the other way, Tidebringer's +damage does not deactivate when you target an ally. Use this to deny like crazy and still get your cleave last hits!

An important note is that the cleave damage is pure, and is based on the final damage dealt to the unit attacked after reductions. Therefore, attacking units with lower armor is greatly beneficial to the cleave damage, and if you have the option, use it on nearby creep to hit heroes instead of whacking them directly. Thanks to Dondy for help on this section!


Torrent - An excellent nuke and slow. Torrent "Stuns" (impale bounce effect) for 1.53 seconds at all levels, and slows for one second per level (1/2/3/4 seconds).[/I] It has 1500 cast range, a little absurd; you can easily cast it at fullscreen, making it excellent for ganking, initiating and chasing. Drawbacks? Low damage for a nuke, a two second delay before activation, and your naturally low mana pool.

Usage:

This is your skill ability. The more you can hit with this ability, the more kills you will receive, the more exp and gold you will get, and the better you will survive ganks, and the more teamfights you will win. An opponent with good boots can move about 800 during the initation time, so casting it about 600 units in front of their path is a fair shot to hit with the 200 AoE.

This skill is really the Admirals separate themselves from the Lieutenants. Use it wisely as your mana is not unlimited, but the range is just so good that it allows Admiral to be a threat well outside of anyone else's area of influence.



X Marks the Spot
When you cast X Marks the Spot, the Hero will be returned to the spot where he was when you cast it, marked by an X. You can press R at any time to activate the ability, or just wait for the timer to expire, and they will be returned to the spot where the X is. Great for setting up Boats and Torrents, and if you can land a good one it can lead to easy kills.

Usage:

Use this skill whenever you want someone to not leave the area that they're in, so you can kill them and get money. Its generally a good idea to not waste your X's because of the 30 second cooldown, but the mana cost is low, so you can often use this and a teammate's stun instead of torrent in a gank to conserve mana.

Netting good X's in teamfights requires a good mental presence and positioning. As soon as you feel you're going to win the teamfight, you should be landing an X on a hero that you can kill that is likely to escape. If everyone is running and Shadow Fiend is booking it out of there with 1/4 HP and is going to eat 4 nukes, don't chase him! Instead, look for another hero to disable with X or torrent.


If you feel your Torrents need setting up early, replace a level of Tidebringer or Torrent with one level of X. To set up a torrent, you only really need level 2 X, so if you prefer, trade out the last two levels for your attribute bonus for a little more HP and Mana.

Ghost Ship (AKA Boat)
The boat is your primary initiator. It does 225/300/375 damage, stuns everyone in a 400 AoE of the crash site for 1 second at all levels, and buffs nearby allies with a 10% ms bonus and "Coco's Rum," which gives a 50% damage block for 5/6/7 seconds, but after the buff wears off you take whatever damage was blocked. Its good to note that the Coco's Rum damage will never kill your allies, so its great for saving asses, giving 50% damage reduction in a getaway for 5 seconds, and everyone skirts out with 3hp.

Usage:
Landing the Boat - Boat is a little tricky if you're just picking up Kunkka. It ALWAYS moves the maximum distance, so even if you cast it right next to you, it will still move 1000 range in the direction you chose. You'll have to be back about a screen length away to hit with it. For reference, the boat distance is a little less than a full blink from a blink dagger. To hit the exact spot you click on, start from a little further than 1000 range before casting. This allows for much more precision when landing boats.

Boat has a fat 400 Area of Effect but takes about 3 seconds to get there. The best way to land a good boat is to drop it off of a primary initiation, like an Blink-Disable (Axe, Enigma) or a long range stun, as in from Earthshaker, Tauren Cheiftain, or Priestess of the Moon. Sometimes, however, you'll be the primary initiator and will need to land a boat off the getgo. You can always chain one off of a successful Torrent or X Marks the Spot, but both of those can be hard to set up and usually only catch one player.

Off of a torrent at more than 1000 range, cast Boat quickly. Torrent activates in 2 seconds and only disables for 1.53 seconds, and Boat takes 3.07 seconds to crash, so you will just have to trust your Torrent instincts to hit the target. For X, its much easier. Simply X the target, cast Boat on the X FROM 1000 RANGE, wait about 2 seconds exactly, and cast Torrent on the X to land all 3 in the best possible combination (getting the max out of Torrent's slow). Use Return to guarantee the Boat, and you're good to go!

A good rule of thumb when boating from the woods is to never boat if they can see you cast it, because they'll be able to run out of range easily. 370 * 3 = 1110, so if they're running directly away from you and you cast boat at max range in line with their run, you have to be within melee range at the cast time to hit them.

On Random boats, you should usually aim for the middle of a lane or the opening of a chokepoint to maximize the potential hits, but just use your best judgment; its an aimer skill, and a slow one at that. Think of it as a really really delayed infernal drop. The more you hit with it the more successful you will be as an Admiral and the more stars on your hat and $$$ you recieve.


Skill Build Order

Standard Build

Tidebringer
Torrent
Tidebringer
Torrent/X Marks the Spot
Tidebringer
Ghost Ship
Tidebringer
Torrent
Torrent

X Marks the Spot
Ghost Ship
X Marks the Spot
X Marks the SpotAttribute Bonus
X Marks the SpotAttribute Bonus

Attribute Bonus
Ghost Ship
Attribute Bonus

Aggressive Lane Build
Use this build in an aggressive lane involving a targeted stunner.

Tidebringer
Torrent
Torrent
Tidebringer/X Marks the Spot
Torrent
Ghost Ship
Torrent
Tidebringer
Tidebringer

X Marks the Spot
Ghost Ship
X Marks the Spot
X Marks the Spot/Attribute Bonus
X Marks the Spot/Attribute Bonus

Attribute Bonus
Ghost Ship
Attribute Bonus

Explanation
In the regular build you prioritize laning, farm and harass (Tidebringer) over your nuke and the non-damaging X Marks the Spot. This build gets it done and gets that cash and requires little to no mana to support it until the mid-game.

The second build is for a more aggressive lane, in which you level Torrent quickly. Use this build in a dual lane with a targeted stunner to land early kills.

Why level torrent over Tidebringer? Doesn't the added cleave damage make up for the extra burst from Torrent? In a solo lane, yes. In a dual lane, Torrent comes with a 1.5 second waterfall, and an additional slow that increases by one second with level, allowing 1-2 extra hits easily for both you and your partner. The extra physical damage you get in from the added hits more than triples the extra damage from 2-3 cleaves in the same battle, which is huge for getting the kill and winning the lane.

Ghost ship usually is a must for the added damage and 400 AoE disable, but you can save it for level 9 if you plan on farming more than ganking.


Items [It]
Starting
Consumables + Cheap Stat Items Whatever combination you prefer. I recommend 1x Tango, 1x Flask, 2x Gauntlet + Ironwoods to fill. Avoid Clarities because you can't last hit with them active; a waste of good farm for not a lot of mana.

Core Build

OR


Techno's Recommended Supplement
Armlet of Mordiggan

Ogre Axe, Mithril Hammer -> Black King Bar (optional but recommended)


Luxury Items
Gold Total - 9920

Build Notes - In many builds you can rush a HP regen item early in your lane. Battlefury takes Ring of Health, and Armlet takes Helm of Iron Will. Vladimir's offering offers a Ring of Regen. I recommend them to help with rough laning, but a fast bottle fills the same role and is better to purchase when ganking (runes and burst mana).

--
Luxury Items


Stygian Desolator - 60 damage with the -6 armor Corruption Orb. Since the cleave is calculated based on the damage dealt to the primary target, Corruption not only increases damage to the -armor target, but to everyone hit by the cleave. This item gives as good of a DPS increase than Buriza even after including critical hits, but for a much lower cost, and is highly recommended.


Buriza no Kyzan - A critical on a cleave hit is devastating to everything it hits and great for farming, and will occur about 1/5 of the time you cleave. This item also adds a huge amount of natural damage (+75, more than any item in the guide), and assembles relatively easily.


Sange and Yasha - The second-best Orb on Kunkka, S+Y is generally overlooked for its low damage (+28), but it does add a fat chunk of HP, a fat chunk of movespeed, a very fat chunk of attack speed, a little armor, and a good orb to boot. This item is recommended as an alternative to Stygian Desolator for long games involving long team fights, as it will help you survive better and allow you to land a few more kills, meaning more total gold and a better late game carry.


Battle Fury - Adding a raw 65 damage and a permanent cleave, this item is good on Kunkka, even if you already have one. The regen is also good but the cost is a little high. The cleave also doesn't work against lone anything, and you already have a cleave for farming... and you do last hit right? This is a preferred item for public games.


Heart of Terrasque - The best HP item in the game, great synergy with Mordiggan and BKB, to keep you alive forever dropping those cleaves. This is your go to item against teams with a good combination of chain nuke and DPS (for instance, against an Enchant Carry with good support). They won't be able to nuke you down fast enough to evade your burst and cleave, and it adds a fair amount of damage as well.


Assault Curiass - Excellent item that increases the damage of your cleave through armor reduction, as well as increasing your entire team's damage output, being a huge armor boost, and being a huge help in pushes. Generally I finish with this item in the Activatables build.


Blademail - This item is an absolutely required finisher if you are clearly going to be out-carried by a lifesteal DPSer, A La Phantom Assassin or Phantom Lancer etc. Kunnka deals most of his damage in the first 3 hits; Boat-Torrent-Cleave. In a 1v1 situation your attack speed is too slow and your armor is too low, and that 4 second cooldown on Tidebringer will feel like forever. This item will help you tank a little bit and can deal a lot of damage in a clutch situation, and most importantly negates lifesteal for four seconds. Activate Blademail, take the hits, X, torrent, and chain disable the carry to death, then push to win.


Vladimir's Offering
Prefer Vladimir's for lifesteal over orb effects, and rely on your high damage output to kill opponents quickly. Vlad's is a little of all of your weakspots + lifesteal, but costly for the low damage output and delays your core items.

-- Rejected Items


Shiva's Guard - A viable slow on Kunkka, also an activatable and adds great armor, but the Mystic Staff goes almost entirely to waste. Very inefficient and situational.


Radiance - 60 damage and sparkles for a heap of money. Don't get me wrong, sparkles are really good on Kunnka considering he lives for a while and the +60 on your cleave is nice, but its quite costly, and in the end not worth it compared to the available items.

--
Dream Item Loadouts
Just a few suggestions.

Initiation and Support /
---------------------------S+Y Tanking Variant
--------------------------- ---------------------------Just For Fun Pub Build
------ ------
------ ------
------ ------

Hyper Damage Semi-Carry
Power Treads, Sange and Yasha, Buriza No Kyzan, Heart of Terrasque, Hyperstone, Vladimir's Offering

Book 3 Build
Phase Boots, Magic Wand, Necronomicon Lvl 3, Armlet of Mordiggan, Bottle, TP Scrolls


If you have suggested build, PM me or add a comment!

Explanations

For boots, tend towards Phase in shorter games, with Treads in longer games. Don't know which to get? I like to run around, cast, and set my team up for kills, so I get Phase almost every game. If you like to hit stuff, get Treads! It's that simple.

InsaneRabbi notes that Travels are recommended if you plan to use 5 additional item slots in a long game. They also save a little money on TP scrolls.

The recommended build above is probably going to require a bit of explanation, because its non-standard. This build gives a strong, most all-rounded Kunkka for the least gold possible. Armlet's Unholy Strength gives +65 damage and +25 strength worth of HP on activation, along with a good armor and HP regen bonus, and a decent boost to your attack speed, at the cost of only 30 HP/sec. This item is GOOD. Activate it when you're about to take your first swing, and then if there's no danger of you dying and the kill is guaranteed, just turn it off to save HP. If the shit is going to be flying, just leave it on the entire time. Turn it off after several heros are dead. Trust me, an extra 200HP from the HP drain is much less traumatic than the ~500HP drop you suffer from deactivating it in the middle of the fight. Once the fight is over, you can safely deactivate and TP if your health is low.

The second activatable item in your build is Black King Bar. This item gives an additional 10 strength, and a total of +34 raw damage, and is just a little expensive. If the enemy team is almost heavily physical with few disables (weird team? Huskar/Dragon Knight/Broodmother fall into this category, and of course almost all Agi heros), then skip it and push for Stygian. Otherwise it is HIGHLY recommended. It allows you to initiate an attack with Ghost Ship against any group of heroes at almost any stage in the game and win the fight. For instance, against Engima/Sand King (a common combo), you can boat them, BKB through a black hole, and torrent Enigma out of it to allow your teammates to escape, and then just beat their asses with physical damage until your avatar wears off because they can't stun you for another 5 seconds. This item allows you to initiate on ANY team and wins games. The net HP gained from this item on stun and slow dodges and whiffed AoE is much more than just +10 str.

--
Gameplay [G]

Levels 1-7 you're going to be laning hard. In competition, Admiral is generally going to be run Solo Mid, but can also do well in the long lane (Top for Sentinel, Bot for scourge), with a targeted stunner (to set up torrents; use the aggressive Torrent build for this lane). Just watch your + damage to que your Tidebringer, and try to land the cleave splash on heroes. If they play back and aren't threatening (melee's and... just melee's lol), play up on the ranged creep to deny them experience and land cleaves, but be wary of ganks, otherwise just chill out. If you're in trouble (dual stunners, strong combinations, etc), CALL FOR GANKS OFTEN. Get those early kills/fountain trips so you can get your farm in. A Kunkka with no items is squishy and not much of a threat, though still a good initiator. A dead Kunkka and farmed opponents is worse.

With a lanemate, every time they can land a stun or slow, try to pop a torrent and a cleave and as many extra hits as you can while you have an advantage, but don't linger if there is no kill waiting for you. 2 hits + no damage > 4 hits and 200-400 damage, and it adds lane pressure. That's how you win a dual lane and you can do it almost every time with Admiral.

A few tips:
  • Keep proper positioning to maintain pressure with low risk, and last hit.
  • Have your ranged partner cover your last hits (if they punish you, have your lane partner stun them and follow up)
  • Maximize your stuns and torrents by adding as many physical attacks as you can.
  • Use movement to isolate the opponent's attention and land last hits.

After the laning stage at around level 7-10, or if by some miracle your lane breaks the tower earlier, you want to start ganking things. As a general rule, you want to land one kill per ultimate cooldown, and farm well in between. What you need for good ganks are:
1) Mana; check it.
2) A safe place to initiate from. If no towers are broken you want to help a lane push to give you more space to chase.
3) A few good partners. The more the merrier, but overkill can be wasteful.

Helpful things include Wards, Runes, and landing a good Boat.

During this stage of the game, a good combination of map awareness and control should net you and your homies a few kills, and most importantly, space for your team and carry to farm and get caked up. You should have your phase boots by now and carry two TP scrolls at ALL TIMES. One to get in, one to get out. Again, TP Scrolls are only 135g, that's 3 creeps or a few assists.

Around level 13 or so, the game changes to the point where 1v1 and laning is fairly worthless; there is only freefarm, gank and push. At this point you want to be positioning yourself to take towers and press advantages, and farm the jungle in the off time. Use map control to force them to stay in their jungle and not farm the lucrative creep waves, and press the creep against their tower. Once you get a +2 hero advantage, push damage towers as much as you can to gain map control and farm space. Your cleave eats creep at this stage, and you get a +60 hit on the tower every 4 seconds.

Ideally, your second main item should come before level 16, so as a team, you want to be set up to win around 16-18 with a good Boat/Torrent setup or just pressing on their mid tower with your massive cleave to clear the creep. Admiral can semi-carry, but a hard carry or a combo of good semi-carries like Admiral/PotM is recommended to step up around this level and get the win.

Techniques
This section is dedicated to basic techniques that you can practice to improve your play with Admiral. If you have suggestions, please let me know!

Freefarm - Never auto attack. Approach a wave, and activate your armlet, and cleave to get the first last hit. Deactivate your armlet. Now, damage one creep that isn't being attacked to low health, and pay attention to your cleave CD and the health of the most rapidly falling creep. Last hit that creep, and then if no creep are in danger, finish your creep. You should have cleave killed the ranged creep by now; if not take the next last hit on the melee creep, and then your next cleave will double kill both the ranged and the melee creep.

The Gank - Run out of the woods and cast X marks the spot on one enemy hero. Back up to 800 range on the X, and drop a boat just behind it. Try to chain a torrent on the next opponent to get disabled to chain disable and slow him. If you have it, turn on your Armlet, and start hitting stuff, remembering to animation cancel and focus on the low HP enemies first. Pay attention to your torrent's cooldown (12 seconds); you'll often be able to land a second one as the fight disperses. Afterward, turn off your armlet, and survey your own statistics and where everyone is on the map.

Push - You're the upfront guy. Your HP gain is great and you'll have plenty of survivability with your amulet and BKB. If they focus disable you and you die your team gets free picks, and with armlet and BKB you might even survive. Worst case scenario one of them gets away because you can't X them back into the rape.

Landing Torrents - Random, out of nowhere torrents are a bitch to land. I can't stress enough the importance of using X Marks the Spot to set them up. Its a 200 AoE and heros start with 300ms, which means that in the two second delay they can move up to 600 units away from their original location. Generally you want to capitalize on predictable motion; for instance, a ranged hero with 500 range is running up to last hit a creep, and usually backs up afterward. Cast the torrent from a distance so that it the tip of the casting circle is touching the player's back, and then run forward and to his side to discourage him from coming closer to the wave or juking away from the AoE. He should back up right into the bubbles.

Other great times to cast are when heroes are running through chokepoints (up/down ramps, around corners, through tight tree spots when entering/exiting the jungle), or when a hero is chasing one of yours. To stop a chaser, just cast it so he'll get hit if he keeps chasing/orbwalking your ally. About 300-400 units in front is a good distance, depending on boots. This will force him to juke to a side or get hit; either way your ally should be set to escape and buy you a pizza.

A Short Guide to
Armlet is a really nifty little item, offering a lot of damage and utility for only 2850 gold. It gives +9 damage, +3 HP/sec, +5 armor, and 15% attack speed naturally, and has Unholy Strength, a powerful ability.

Unholy Strength
Gives +31 damage, +10 attack speed, and +25 Strength while active, but drains 35 HP per second
Activating has a 10 second cooldown
You cannot die from the 35 HP loss per second, nor from the health loss when deactivating.

When activated, Armelt adds 475 HP to your max HP, meaning that it shows a net add to HP for at least 14 seconds. Unfortunately, when you deactivate it, you'll lose the 475 immediately, which is why I recommend just keeping it on until you're either safe or dead. However, there's a lot of neat tricks that you can do with Armlet to maximize its efficiency.

First of all, generally you'll want to activate Armlet just as you go to take a swing with Tidebringer active, whether you're farming, ganking or whatever it is that you're up to. You'll get the damage increase for the cleave, and then you can just deactivate it and continue doing what you were doing. Its a 10 second cooldown with no cost; no reason not to!

Another neat thing is that the HP drop from deactivating cannot kill you. This is useful because you can use the armlet to absorb damage, then deactivate it while you escape. Very good against melee characters with targetted stuns, or if you see Lina queing up a Dragon Slave or something like that. Simply activate the armlet, absorb the damage, and then deactivate to drop to 1HP and book it out of there. Your armlet will cool down in 10 seconds, so if they can't combo you for more than 475 damage in under 10-12 seconds (most spells have a 10-15 second CD), you can simply repeat the process as you run indefinitely, allowing you to survive many otherwise fatal blows.



Allies and Enemies [A]
Enemies
Admiral doesn't have many enemies to fear; he does the same stuff to pretty much everyone and is quite adaptable. Here's a few enemies that are always problematic:


She runs a 900 HP heal and a 300+ pure damage Orb at level 6, and a great slow. Untouchable means that you can't really do a lot of damage without cleaves, and your spell burst is mediocre at best. Hard times for Admiral.


One of the toughest solo's in the game, Nerubian is almost guaranteed banned. However, a Nerubian pick can invalidate an Admiral pick almost entirely. After level 6, Nerubian can shut down Admiral's map presence better than any other hero, able to easily gank him and escape his own ganks, and countergank effectively. In many cases, a good Nerub player will be able to kill you before you can land a Torrent on him. On the flipside, Solo Admiral with Tidebringer can semi-counter NA's early mana burn spam, however impale seals the deal and NA tends to tie or better as far as CS and experience go, particularly after level 5.


Admiral has no real tools to deal with her blinks or shadowstrikes, and its hard to land cleaves and melee hits on such an agile ranged hero. Landing an X that goes off just after she blinks will allow you to fight her somewhat, but otherwise your standard shenanigans just don't work on QoP.


Kunkka has some tools to fight Death Prophet, but not the chain-disable and heavy burst needed to fight her powerful exorcisms, and with carrion swarm and bloodstone, a DP pick will generally be able to outpush your cleave easily.

Allies

These two must be distant cousins or lovers or something, you know PotM loves that beard. 5 second arrow for free anything or Xing for free 5 second arrow into Starfall and Tidebringer and shit just starts dropping and dying all over the place. Its quite silly.


Alchie's five second stun allows Admiral to almost always chain torrent off of it due to the huge range, and he provides a -armor effect to improve cleaves.


Always good to have on a team, these guys can guarantee torrents and boats on multiple enemies for devastating effect.

A few good lineups featuring Kunkka
Heavy Gank/Enchant Carry
Top:
Mid:
Bot:

Slardar Carry
Top:
Mid:
Bot:

Kunkka Carry! Outplay Team
Top:
Mid:
Bot:

Changelog
7/16/09 Guide Submitted for Official Status
7/20/09 Reworked skill section, cosmetic changes
7/22/09 Reworked items section, added Stygian Desolator, Radiance, Vladimir's Offering and some dream builds, removed some unnecessary stuff (bottle section, long ass sentences) more changes to come soon!
7/23/09 Added a few suggestions, thanks to commentators; added many images, added Allies and Enemies section.





Kunkka the Admiral
Author: BigTechno
Map Vers.: 6.62b

Kunkka is Diesel

Feat T-Payne

Date Posted: 07/13/09
Last Comment:08/02/2010
Total Votes: 90
Current Rating: 6.59



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