Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Kuzenbo Builds & Guides

Japanese Guardian Melee Magical
Find the best Kuzenbo build guides for SMITE Patch 12.1 and SMITE 2 Patch Open Beta 45. You will find builds for arena, joust, and conquest. However you choose to play Kuzenbo, The SMITEFire community will help you craft the best build for the SMITE S12 and SMITE 2 S0 metas and your chosen game mode. Learn Kuzenbo's skills, stats and more.
Top Rated Guides Newest Guides
Favor: 5500 Gems: 200

Kuzenbo Statistics

500 (+100) Health
200 (+34) Mana
365 (+0) Speed
1/1/1 damage and swing time Progression
12 (+0) Range
1 (+1) Attack / Sec
38 (+ 1.5) + 20% of Magical Power Damage

Kuzenbo Skills

Kuzenbo Skill Water Bowl

Water BowlPassive

Each time Kuzenbo takes over 2% of his maximum health worth of damage, pre-mitigation, he is granted stacks of Damage Reduction as his head fills with water (Max 10 Stacks). Stacks last 30s and refresh when he gains another. If he is affected by True Hard CC, the bowl loses half of its stacks. Kuzenbo may only lose stacks in this way every 1.5s.

Ability Type: Buff
Damage Reduction: 1.5% per 2% of Maximum Health taken
Maximum Reduction: 15%
Reduction Lost: 5 stacks
Duration: 30s
Kuzenbo Skill NeNe Kappa

NeNe Kappa

1 X
Kuzenbo summons and throws the powerful NeNe Kappa, who can ricochet off of walls. After firing, if the NeNe Kappa bounces off of a wall it will travel 70 units from that point up to a maximum of 2 bounces. After reaching maximum range, or if an Enemy God is hit by the NeNe Kappa, it will burst forth from its shell, slowing and attacking them for 6s. Kuzenbo transfers 20% of his Health and Protections to the NeNe Kappa.

Ability Type: Line, Pet, Damage
Damage: 80 / 120 / 160 / 200 / 240 (+55% of your Magical Power)
Kappa Damage Per Hit: 35 / 45 / 55 / 65 / 75
Kappa Health: 25 / 30 / 35 / 40 / 45 (+20% of your Maximum Health)
Slow: 20 / 22.5 / 25 / 27.5 / 30%
Slow Duration: 3s
Range: 70
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14s
Kuzenbo Skill Shell Spikes

Shell Spikes

2 A
The spikes on Kuzenbo's back extend out, damaging enemies who attack Kuzenbo. While active, each time Kuzenbo takes damage, the cooldown on NeNe Kappa and Sumo Slam is reduced. Kuzenbo may activate this ability even while under the effects of Crowd Control.

Ability Type: Buff, Damage
% of Damage Taken: 15 / 20 / 25 / 30 / 35%
Cooldown Per Hit: .5 / .7 / .9 / 1.1 / 1.3s
Duration: 3s
Cost: 50
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Kuzenbo Skill Sumo Slam

Sumo Slam

3 B
Kuzenbo charges forward, immune to slows and roots, damaging Enemy minions and silencing using his immense strength to push the first Enemy God he hits along with him. Each subsequent Enemy he hits deals damage to both that Enemy and the god Kuzenbo is pushing. Colliding with a wall will also deal damage to the pushed god. Pushed targets can be hit a maximum of 3 times.

Ability Type: Dash, Crowd Control, Damage
Damage Per Hit: 60 / 95 / 130 / 165 / 200 (+35% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Kuzenbo Skill Watery Grave

Watery Grave

4 Y
Kuzenbo pulls himself inwards under his shell and spins, summoning fierce currents that knock enemies back, increase his Movement Speed, grant him 20% Damage Mitigation, render him immune to Crowd Control, and allow him to move freely in all directions for 2.1s. Each hit after the first on an enemy deals 40% reduced damage.

Ability Type: Circle, Knockup, Damage
Damage First Hit: 80 / 130 / 180 / 230 / 280 (+40% of your Magical Power)
Damage Per Hit: 40 / 65 / 90 / 110 / 140 (+20% of your Magical Power)
Movement Speed: 45%
Damage Mitigation: 20%
Radius: 22.5
Cost: 100
Cooldown: 75s

Kuzenbo Lore

Kappa are devious creatures. They linger just below the surface of rivers and lakes, waiting for mortals to test the water before snatching and drowning their fleshy meal. Taken merely at their appearance and juvenile sense of humor, they could be mistaken mischievous turtle-men, almost playful in a rude sort of way, but they are dangerously strong and ruthless when submerging their prey. King among these monsters is Kuzenbo; bigger, stronger, and more cunning than the rest, but just as infantile.

Kuzenbo led his nine thousand Kappa followers to Japan, where they harried river villages and fishing boats, using their unnatural strength to pull mortals below. So clever, so hungry had the Kappa become, that Japan's army marched to fight back, but they were no match.

As the bowl-shaped indentation atop a Kappa's head is filled with water, that Kappa grows impossibly stronger - far stronger than a mortal. Yet, bound by their strange sense of honor, a Kappa must bow when bowed to, spilling their power upon the ground. It is the only known way to defeat one.

And of the countless battles Kuzenbo has fought, he was defeated only twice. Upon his second defeat at the hands of General Kiyomasa, Kuzenbo was forced to swear to never again sow strife between man and beast. A vow the Kappa King has honored ever since.

Gods, however, are fair game.

Kuzenbo Builds & Guides

Japanese Intelligence Support Melee Magical
Find the best Kuzenbo build guides for SMITE Patch 12.1 and SMITE 2 Patch Open Beta 45. You will find builds for arena, joust, and conquest. However you choose to play Kuzenbo, The SMITEFire community will help you craft the best build for the SMITE S12 and SMITE 2 S0 metas and your chosen game mode. Learn Kuzenbo's skills, stats and more.
Top Rated Guides Newest Guides
God Token: 1

Kuzenbo Statistics

0 (+0) Health
0 (+0) Mana
0 (+0) Physical Protection
0 (+0) Magical Protection
0 Movement Speed
0 (+0) Attack / Sec

Kuzenbo Skills

Kuzenbo Skill Water Bowl

Water BowlPassive

Each time you take a portion of your max HP as damage (pre-mitigation), gain a stack of Water Bowl as your head fills with water, granting Damage Mitigation. Stacks last a duration and refresh when you gain another.

Damage Mitigation: 1.5% per 2% of Max HP Taken
Max Stacks: 10
Buff Duration: 30s

Additional Notes:
  • Hard Crowd Control removes half your stacks, once every 1.5 seconds.
  • Gives 15% Mitigations at max stacks.
Kuzenbo Skill NeNe Kappa

NeNe Kappa

1 X
Throw a NeNe Kappa that deals Magical Damage and can ricochet off walls. After hitting an enemy god or reaching maximum range, it bursts from its shell, Slowing them and attacking.

Damage: 80 / 120 / 160 / 200 / 240
Damage Scaling: 55% Intelligence
Damage: 35 / 45 / 55 / 65 / 75
Range: 11.2m
Radius: 0.8m
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • Transfers 20% of your Health and Protections to the NeNe Kappa.
  • Can bounce off walls up to 2 times.
  • Can have multiple NeNe Kappas at once.
  • NeNe Kappas attack once per second.
Kuzenbo Skill Shell Spikes

Shell Spikes

2 A
Extend the spikes on your back, reflecting a portion of damage taken as Magical Damage to enemies who attack you. While active, each time you take damage, reduce the Cooldown of NeNe Kappa and Sumo Slam.

Damage Reflected: 15 / 20 / 25 / 30 / 35% of Damage Taken
Cooldown Reduction: 0.6 / 0.7 / 0.8 / 0.91s
Buff Duration: 3s
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Cost: 50

Additional Notes:
  • While active your NeNe Kappa also reflects a portion of damage taken.
  • Can be activated while under the effect of Crowd Control.
  • Reflected damage uses the base damage of the incoming attack, before Protections and Mitigations.
  • This ability does not damage towers or phoenixes and cannot proc item effects.
Kuzenbo Skill Sumo Slam

Sumo Slam

3 B
Dash forward, becoming Slow Immune, dealing Magical Damage to enemy minions and Silencing and Pushing the first enemy god you hit. Each subsequent enemy you hit deals damage to both that enemy and the god you are pushing. Colliding with a wall also deals damage to the pushed god.

Damage: 60 / 95 / 130 / 165 / 200
Damage Scaling: 40% Intelligence
Radius: 0.8m
Cooldown: 14s
Cost: 50 / 55 / 60 / 65 / 70

Additional Notes:
  • Pushed targets can be hit up to 3 times.
  • Only the first wall collision deals damage.
  • You can turn freely with an increased turn radius.
  • Dashes for a maximum of 1.5 seconds.
Kuzenbo Skill Watery Grave

Watery Grave

4 Y
Pull into your shell and spin, summoning fierce currents that deal Magical Damage and Knock Back enemies. Gain Movement Speed, Damage Mitigation, CC Immunity, and move freely in all directions.

First Hit Damage: 80 / 130 / 180 / 230 / 280
First Hit Damage Scaling: 40% Intelligence
Subsequent Hits Damage: 40 / 65 / 90 / 115 / 140
Subsequent Hits Damage Scaling: 20% Intelligence
Movement Speed: 30%
Damage Mitigation: 20%
Radius: 3.6m
Cooldown: 75s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • Damage ticks every 0.6s.
  • Each hit after the first on an enemy deals 40% reduced damage.

Kuzenbo Aspect

Kuzenbo Aspect Aspect of Spirits

Aspect of Spirits

Water Bowl no longer provides Damage Mitigation; instead, it causes you to spawn orbiting Kappa Spirits. Shell Spikes no longer reflects damage; instead, it causes you to throw Spirit Kappas.

Kuzenbo Lore

Kuzenbo, King of the Kappa, is a mischievous tyrant of river and lake, as cunning as he is dangerously strong. Beneath his playful antics lies a ruthless predator, one who once led thousands of kappa to terrorize mortals and dominate the waters of Japan. Bound by a strange code of honor, he was twice defeated and forced to abandon his war against humanity, though his appetite for chaos remains unchanged. Now, with gods as his prey, Kuzenbo revels in battle once more, equal parts trickster and unstoppable force. Those drawn to Kuzenbo thrive in disruption and resilience, tossing enemies aside, soaking up pressure, and turning fights into chaotic displays of control.

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved