Kunkka

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 Ghost Ship, which travels on ground, until it crashes a set distance away, stunning and damaging enemy armies on that location. The Ghost Ship also bolsters allies with Kunkka's Rum, granting them bonus movement speed and numbness to damage. Ghost Ship is difficult to land, due to the fixed distance of its cast point and the crash site of the ship. However, a good Ghost Ship 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.

Tips

 * Kunkka's abilities work best when the enemy team is clumped together. Time your ability usage accordingly.
 * Try to get raw damage to maximize your damage.
 * works well with . With the correct timing on the sub-spell, you can hit the target with  at any level.
 * Try laning with heroes with an easy-to-land stun. Their disables will ensure that does not miss its mark.
 * does not have a maximum distance. It can be used to bring teleporting heroes back to their original spot.
 * can be used right before an ally teleports to base to allow them to grab items from the stash or refill and then return. Kunkka himself has to cast X on him before he starts teleporting to make use of this trick.
 * lasts twice as long on allies. Use it to dash in with either a or a, deal some damage, then escape before the enemy can retaliate.
 * This can also be used in various purposes such as scouting dangerous areas (like Roshan's Pit), softening the enemy team before team-fights, tower diving, tower denying, and picking off squishy targets.
 * will always appear a specific distance behind Kunkka and end a specific distance from Kunkka. 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 Ghost Ship will land to where you targeted it.
 * and can work together with  to produce massive surprise damage to the enemy team.
 * Attacking creeps ahead of the enemy team instead of the front-most enemy hero will most likely do more damage because they have less armor and cleave damage is only reduced by armor type and not by armor value.

Trivia

 * 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, , and , and his allied lines for and , all come from Samuel Taylor Coleridge's poem, The Rime of the Ancient Mariner.