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Arena Kuzenbo

7 1 18,357
8.2
by AllNightRocker updated August 22, 2020

Smite God: Kuzenbo

Build Guide Discussion 0 More Guides
Tap Mouse over an item or ability icon for detailed info

Kuzenbo Build

Build Item Guardian's Blessing Guardian's Blessing
Build Item Reinforced Shoes Reinforced Shoes
Build Item Mystical Mail Mystical Mail
Build Item Genji's Guard Genji's Guard
Build Item Relic Dagger Relic Dagger
Build Item Mantle of Discord Mantle of Discord
Build Item Doom Orb Doom Orb
Build Item Bracer of Radiance Bracer of Radiance
Build Item Shield of Thorns Shield of Thorns

Optional 6ths

Build Item Ethereal Staff Ethereal Staff
Build Item Spectral Armor Spectral Armor
Build Item Hide of the Urchin Hide of the Urchin
Build Item Divine Ruin Divine Ruin

Kuzenbo's Skill Order

NeNe Kappa

1 X Y
NeNe Kappa
1 4 7 11 14

Shell Spikes

2 A B
Shell Spikes
2 6 8 10 12

Sumo Slam

3 B A
Sumo Slam
3 15 16 18 19

Watery Grave

4 Y X
Watery Grave
5 9 13 17 20
NeNe Kappa
1 4 7 11 14

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
Shell Spikes
2 6 8 10 12

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
Sumo Slam
3 15 16 18 19

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
Watery Grave
5 9 13 17 20

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 Threats

Tap each threat level to view Kuzenbo’s threats

Max
0
Major
1
Even
4
Minor
0
Tiny
0

Chapter Title

This is my first build guide. It's less of a guide and more a build list. In my eyes Kuzenbo is pretty self explanatory when you look at his abilities. Kuzenbo is one of my favorites and can be very effective in arena. Arena is also the sole focus of this build. I only play arena, so it's all I know.

This build is nothing special, but I don't see other zenbo builds like this. I always build heavy tank for arena. This build allows you to reflect a ton of damage when you use your shell and thorns effectively. Buying mystical mail 2nd allows the constant tick damage from it to play more of a role in the early game. Buy it 2nd or don't buy it at all (technically third when using guardians blessing). Like other builds, midgame once you have relic dagger (around level 10) is when you'll start to find the stride. Take care not to over extend yourself, and know when to retreat. Late game is even better. Most of your damage dealt will be reflected damage so maximize your hang outs and let your friends finish the enemy off.

First relic is bracers, second is shield of thorns. Bracers take a bit of practice to really maximize the item but when it's timed correctly, it is an amazing relic. Obviously both of these relics pair nicely with relic dagger.

I'm open to suggestions on all of this, especially the final item. I usually buy doom orb last for the power and movement speed, sometimes I sub Doom orb for ethereal staff, and lately I've been using Pridwen in final slot with some success. I usually deal about 30k - 35k damage per round while being able to set up team mates for combos and split up enemy teams. I used to buy hide of nemean lion, but the new version of it is not nearly as effective. Give this a try and let me know what your results are.

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League of Legends Build Guide Author AllNightRocker
Arena Kuzenbo
Table of Contents

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