Kraken Guide
Skillset

This is Kraken’s strongest skill. It is a physical cleave that deals 60/100/140/180 bonus damage in a 200 radius and 30/50/70/90 bonus damage in a 325 radius. I would like to emphasize the word bonus. It does not replace your regular attack (which deals 47-53 damage at level 1). It is in addition to your regular melee damage, which means you do 107-113 damage at level 1. It is an active ability, making it stronger than passives such as Jereziah’s and Puppet Master’s. Rather than being forced to choose between using your cleave to last hit a creep or to harass a hero, Kraken can last hit the creep with his base melee damage and then cleave the hero.
To reinforce how powerful this ability is, I will do a brief comparison to other bonus damage abilities. Soulstealer’s bonus damage does not reach +60 until level 7 at best (typically 8 또는 9 if he is skilling up demon hand instead), which you are doing at level 1. Jereziah’s cleave at level 7 is only 50 bonus damage, with a 5 second cooldown, compared to your 180 damage on a 3 second cooldown. Puppet Master does comparable splash damage at level 7, but Kraken will do higher damage against the primary target with a shorter cooldown. This is THE steroid skill of early game laning.

This is the other skill you will be putting points into early game. The damage portion of this skill is irrelevant. The important thing is that this skill operates as a pseudo-blink (it is not instantaneous) allowing you to chase for kills with Splash, or escape from ganks. At higher levels, it also allows for initiation with Whirlpool. Two things I want you to pay attention to – the mana cost and the range. As you’ll notice in the screenshot at the top of this guide, Kraken’s mana pool at level 1 is severely limited, and his intelligence gain per level is rather low. Tsunami Charge is not for creeping, it is not for harassing, it is a positioning tool to be used only for a kill or an escape. The range at maximum level is 1300, which is 100 units longer than blink dagger, and unlike blink dagger it can be used immediately after taking damage. It also has a cooldown of 11 초, shorter than blink dagger’s 18.

This skill is stronger than stats. It is weaker than Kraken’s remaining skillset. It synergizes very well with his other abilities, along with his base 310 move speed. Between a 1300 range blink, 310 move speed, and a 28% slow, it is unlikely that any enemy who does not have invisibility or blink will be capable of escaping you unless they are already near their base.

This is what Kraken is most known for. Whirlpool does respectable AoE damage in a team fight, but that is not the most powerful aspect of this ultimate. The true potential in this ability is it allows your team to initiate in a place of your choosing, and the team that initiates the battle is usually the team that wins the battle. Combined with Kraken’s 28% passive slow, at level 16 enemies are slowed by over 50% in a small AoE killzone with -6 armor, allowing fast kills of dangerous enemies.
전략
Now that we are familiar with Kraken’s attributes and skillset, we need to devise a strategy to use with him.
- Kraken’s base health and health gain per level are high, allowing Kraken to absorb a significant number of nukes. This means we are unlikely to be bursted down by anything short of dual spell spammer lanes (Torturer + Pyromancer, or similar heroes with multiple nukes). As such, passive health regeneration is very powerful, as it enables us to never have to leave the lane.
- Kraken’s mana pool is very low, which does not allow us many opportunities to use our blink. However, our blink is on a moderately long cooldown, as is our ultimate, and our farming skill has a relatively low mana cost. Therefore, items which grant higher maximum mana are not a necessity, and we can make items which grant us passive mana regeneration.
- Kraken’s base damage is already high because of his strength gain, and we have an early game steroid skill to give us even more last hitting potential. A quelling blade will make it impossible to deny against us.
- Kraken is an initiator in team fights, which means we are going to be focused first. We do not want a shrunken head, as it is our job to absorb enemy nukes from our teammates with our high health pool. However, it is important that we survive the battle, as we have incredible chasing ability with our passive slow and active blink, as well as very high damage without any items due to splash. We will want a shaman’s headdress, a behemoth’s heart, and against teams with physical damage we have to be especially concerned with our low armor.
- Kraken’s charge is very good, but it is not an instantaneous blink, and we can be stunned out of it. We have already determined that we do not want a shrunken head, as we are likely the tank for our team. Therefore, against teams with many stunners, we will need a portal key in order to land our ultimate without being stunned.
- We have a cleave, and a need for mana regeneration. We already know that heroes who have built-in cleave do incredibly well with a runed axe (Jereziah, Kunkka in DotA, Magnataur in DotA) and heroes with low mana pools who need to use their spells consistently do well with a runed axe (Madman). Therefore, our primary DPS item, once we can tank sufficiently well, will be a runed axe.
- Our base damage is high, but our attack speed is low. We need to increase our attack speed, especially with a runed axe. Therefore, we will usually make enhanced marchers. However, our survivability is more important than our damage, and our armor as mentioned before is low. Against melee heavy teams we will make steamboots instead for the extra health and armor and utilize tsunami charge to phase through creeps.
- Our ultimate lowers armor, and slows enemies in a small AoE for us to cleave. Our luxury item will be a shieldbreaker to maximize burst damage during the 4 second kill window.
- Splash
- Tsunami Charge
- Splash
- Tsunami Charge
- Splash
- Tsunami Charge
- Splash
- Whirlpool
- Tsunami Charge
- Tidal Pull
- Whirlpool
- Tidal Pull
- Tidal Pull
-
Tidal Pull
Splash is maxed out first because it’s our hero killing skill and our farm skill. Some of you may disagree with my choice of Whirlpool at 8. In my experience, your mana pool is usually fairly low when you ding 6 anyway (or it should be if you’re ganking, harassing, and farming properly) and team fights usually begin happening around level 8-9 anyway.
제품 시작:

Logger’s Hatchet is obvious on melee heroes. Mana Battery is because Kraken goes through a fair amount of mana and needs a way to instantly replenish it, plus the health refresh isn’t bad if you get ganked or go tower diving.

Shaman’s Headdress is a priority, and with high regeneration we can last hit at will in all but the toughest lanes as well as play more aggressively for hero kills.

We need mana regeneration, so a mana tube is mandatory. You may get the mana tube before you complete your Shaman’s Headdress, depending on the game. Completing the Sustainer is optional but eventually we will be making a runed axe anyway.

Make Enhanced Marchers if the enemy team is primary casters, Steam Boots otherwise. At this point in the game, you should have a good idea as to whether you need more health, more damage, or better initiation ability. If you need more survivability, go for Behemoth’s Heart first. If you need more damage, finish Runed Axe. If you need more initiation, then get a Portal Key. If there is a heavy melee hitter on the enemy team, such as Predator or Swiftblade, you may go for Barbed Armor instead of one of the above items.
Here is an example of your end items:

It is unlikely you will have all of these before you’ve won, but not impossible, given a long game and Kraken’s farming ability.
Allies include:
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Demented Shaman is a powerful laner with Kraken. Demented Shaman has very high base damage and is ranged, allowing for significant harassment. Any melee opponent who gets close to a creep wave will take significant damage between your Splash ability and his base attack. Demented Shaman also has a heal that doubles as a nuke, allowing you to play very aggressively against the enemy. His slow/DoT also allows you to catch up to a fleeing opponent and last hit with Splash.
Demented Shaman continues being useful as a partner to Kraken into the mid game and late game. His second ability reduces incoming damage by 50%, very useful when initiating with Whirlpool. Whirlpool also lowers enemy armor, and Demented Shaman’s ultimate synergizes with this, further lowering their armor as well as raising your own after you’ve initiated.
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Voodoo Jester brings a stun and a DoT/heal to the table in the laning phase, again allowing for very aggressive play. He also synergizes very well in the mid game with Kraken’s Whirlpool. Whirlpool itself is likely to kill any enemy creeps the enemy heroes are pushing with, allowing Voodoo Jester’s stun to bounce between only enemy heroes. Drop Cursed Ground and Spirit Ward afterwards, and it’s unlikely any enemies will make it out alive.
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While a double melee lane is usually not as strong as a ranged lane (exceptions: Jereziah/Magmus, Pebbles/Electrician) this lane is powerful. It will work against anything short of a top tier lane. Armadon’s slow lowers armor, and his quills is physical. Your Splash is now physical damage as well. This allows for high burst damage in the early game along with inescapable permaslow. It’s a more cautious lane, and capitalizes on enemies being pushed too far or making mistakes. Armadon also stacks creeps in the jungle, and both of you have AoE physical damage abilities on low cooldowns to clear stacked creep camps very quickly.
Armadon synergizes with you into the mid and late game as well, again with quills being physical and your Whirlpool lowering armor. He can also slow any opponents who survive your ultimate allowing your team to kill. Armadon can also carry Mock of Brilliance, an item Kraken does not get much use from.
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Glacius is never a bad ally to have in your lane with his Ice Imprisonment. More important, however, is his mapwide mana aura. Even if Glacius isn’t in your lane, he is an incredible hero to have on your team, as he enables you to play much less conservatively with Splash and Tsunami charge, enabling more kills. Your ulti + Glacius ulti also works well in the mid game, even though it is more susceptible to being interrupted than Magmus or Tempest.
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Slither is also a good lane mate. He is ranged, he has a slow, he does high damage, he can drop wards to help block fleeing enemies allowing you to catch up, and his ultimate and your ultimate work well together.
There are other good lane mates, including Arachna, Nymphora, Electrician and so forth, but those heroes lane well with anyone and likely have better laning options available to them.
Now, in the laning phase, you need to be able to last hit effectively. Last hitting is one of the few basic fundamentals of the game that separates good players from new players. Whenever you land the killing blow on a creep, you gain gold. Many players make the mistake of autoattacking. Autoattacking kills the enemy creeps faster, which pushes the lane towards their tower. You cannot effectively harass their heroes or last hit creeps near their tower. Therefore, the only time you want to attack a creep is when it will be the killing blow, unless you are intentionally trying to take the tower in the lane.


When no creeps are in last hitting range, you should be using Splash to harass enemy heroes. When an enemy hero is low, use Tsunami Charge and then block the hero with your large model like you would block a creep. Example of proper use of Tsunami Charge/Splash:



When you’re not harassing heroes or last hitting creeps with Splash, between cooldowns you want to be using your high base damage + logger’s hatchet to deny your own creeps. Now, there are difficult lanes for Kraken to go up against:
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It isn’t likely you will die to any lane with Magebane, but he will burn all of your mana, and Kraken’s mana pool is severely limited early game. You won’t get any kills, and it will be much harder to farm, against a Magebane lane.
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You used to be able to escape Puppet Master’s strings with charge. Those days are over. Strings disable charge for the duration, and Kraken can be hit by strings midcharge. Whiplash also does significant damage and Puppet Master is both ranged and has a better attack animation. You will take significant damage attempting to lane against Puppet Master and unlike most heroes he can actually kill you.
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She’s not really capable of killing you on her own early game, not prior to level 6 anyway, as you can use charge to escape her slow. However, she does make it difficult to last hit with her slow, as you have limited mana to escape with, and any gank you and your ally initiate against her or her ally become very risky. Once you charge in, you’re committed, the cooldown won’t be up again before you die and your 310 move speed doesn’t help you against Arachna.
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He won’t be able to last hit or deny in your lane, but you won’t be able to kill him either and Kraken needs a couple of early game kills. Silence can be problematic, as can disarm.
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Succubus can sleep you out of your charge, and her lifesteal will counteract the damage you do from Splash. She, like Arachna, probably can’t kill you prior to level 6, but her ally certainly can. Like Scout and Magebane, she’s difficult to kill early game, and Kraken needs kills.
At mid game you have your ultimate and pushes are starting to happen, so it’s important we cover how to use it. Essentially you want to use your ultimate every time a team fight happens, whether it’s in the forest, when you are pushing, or when they are pushing. It can also be used to gank carry heroes (but should probably not be used for kills on support heroes as the cooldown is prohibitive). Contrary to popular belief, you do not have to pull the enemy team into your tower or fountain for it to be useful. The damage, slow, minus armor and your followup Splash cleave do enough damage to turn the team fight even without friendly creeps/structures to back it up.
Here is an example of how to use your Whirlpool appropriately:




Nymphora in this example is squishy and died from the charge + whirlpool + cleave. The other heroes are alive but damaged, slowed, with lowered armor in a small formation for your team to AoE and clean up.
Note that it is not always beneficial to hit every enemy hero with Whirlpool. Sometimes you will only want to hit one hero (ex: a fed Predator) so that your team can kill him 5v1. Othertimes you will want 2 또는 3 영웅 (대소동 + Magmus + Puppet Master or other squishy heroes) so that you can kill them away from their team and avoid their deadly ultimates. There may also be heroes you want to avoid hitting with Whirlpool, as bringing them into the middle of your team is potentially deadly (Jereziah, Legionnaire, 대기 업인).
You should be the one initiating fights and tanking damage for your team in the mid game. The team that initiates is the team that wins, 8 times out of 10. If their team pushes a tower, pull them behind the tower into your allies. If your team pushes a tower, pull them away from it and into your allies. If a gank happens in the forest, use Whirlpool to let your allies escape, or pull half their team out of position to where you can kill them. Switch from focusing on regeneration items to focusing on tanking or DPS items, or a Portal Key.
If your team has a Tempest or Magmus or another strong AoE hero, make sure they are there and ready before you use Whirlpool.
Late Game/Push Phase
By this point you should have a heart, enhanced marchers, part of a runed axe and possibly a portal key. The focus here is to use your Whirlpool to kill their most dangerous heroes (either a high DPS carry, or their tank/initiator) and then push the tower. You should be the one tanking tower damage, and after your Whirlpool is on cooldown you can still initiate with Tsunami Charge and soak up the hits. If you’ve turned your Shaman’s Headdress into a Barrier Idol, you should be using that to nullify their team’s AoE damage when you anticipate burst damage (Plague Rider ultimate, Tempest ultimate, and so forth).
Don’t get caught with your pants down. Don’t be by yourself during this phase, ever. The first team to get genocided will lose their barracks and likely the game as well. Whirlpool causes genocides, and the enemy team knows this. You are going to be #1 priority on their gank list. If you are able to kill their team without using Whirlpool, do so and push. They will revive around the time you are pushing their base tower/barracks, at which point if they attempt to defend you can Whirlpool and kill them again. This will win the game. If their team is stronger than yours, you have two options. Turtle until they push, then pull their team deep into your base (fountain with portal key, the two towers closest to throne if you don’t have a portal key) and kill them, then counterpush. Option 2 is to kill 2-3 heroes that you see in a lane with your ultimate (the other heroes are probably in another lane or farming neutral creeps) and then push 5v2 or 5v3 with your allies (who hopefully have their ultimates ready).
Additional Notes
Now that Kraken’s Splash is physical damage, it has additional functionality that wasn’t previously available.
- It goes through magic immunity (Swiftblade’s spin, Jereziah’s magic immunity, ancients, shrunken head, so forth)
- It works on gadgets (Slither’s wards, Pollywog’s ultimate, Scout’s ward, Voodoo Jester’s ultimate, etc)
- It synergizes with your ultimate and other -armor effects (Soulstealer aura, Shieldbreaker, similar abilities)
Tsunami Charge also has some quirks that differ from blink and portal key.
- It will not escape Puppet Master’s strings anymore.
- If a targeted stun is cast on Kraken during a charge, or if Kraken begins the charge while a projectile is airborne, he will complete the charge. The projectile will still hit, charge does not evade the projectile like blink does. However, if Kraken is in midcharge and is hit by a stun that lasts for 2 초, and arrives at his charge destination 1.5 seconds later, he will only be stunned for the remaining 0.5 seconds upon charge ending. (As mentioned earlier, Succubus’s sleep breaks this general rule). This means that stuns will not necessarily prevent Kraken’s Whirlpool->Charge combo, as he may recover from the stun quickly enough to chase and hit you with Whirlpool. They will stop him from manually completing Whirlpool, but if cast in advance there is little you can do to prevent it as it autocompletes.
- Charge cannot go through trees/cliffs/etc. It will go through units and heroes but will path around terrain.
- Charge cannot be used to cancel Swiftblade’s ultimate. The slashes will follow, unlike with blink effects.
Tidal Pull also goes through magic immunity. You may not be able to damage a Jereziah with charge once he goes magic immune, but you can certainly chase him down by charging into melee, slowing him with Tidal Pull, and casting Splash until he dies.
Have fun and enjoy Kraken!
This entry was posted on Friday, October 9th, 2009 at 1:06 pm and is filed under 크라켄, 가이드. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, 또는 trackback from your own site.


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