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Deity Kuzenbo Support

Support Conquest
7 0 1,696
8.8
by lestimics updated October 27, 2026

Smite God: Kuzenbo

Build Guide Discussion 0 More Guides
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Kuzenbo Build

Starter build

Notes Selflessness gives you good stats for playing safe and shields when you or an ally receives crowd control.

Health Chalice Hp sustain for the lane.

Phantom Shell Provides you with a shield and you can also pass through the walls of allies and enemy gods.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Selflessness gives you good stats for playing safe and shields when you or an ally receives crowd control.

Health Chalice Hp sustain for the lane.

Phantom Shell Provides you with a shield and you can also pass through the walls of allies and enemy gods.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Selflessness Selflessness
Build Item Health Chalice Health Chalice
Build Item Bifrost Shard Bifrost Shard
Build Item Phantom Shell Phantom Shell

Full Build

Notes Heroism gives you really good stats and a big shield when you or an ally receives crowd control.

Gauntlet of Thebes you need to stack this item with minion or god assists up to 40 to give you a lot of health and 10 mixed defenses.

Genji's Guard gives you magical defenses and cooldown reduction and its passive makes that when you receive damage your abilities get 3 seconds less cooldown reduction.

Stampede gives you physical defenses and health, and its active is a sprint for you and allies that increases your movement speed by 30%, really good for chasing or escaping.

Shell of Rebuke Provides you with a shield and you can also pass through the walls of allies and enemy gods. It's the same as the relic Phantom Shell but it's an item.

Hide of the Nemean Lion right now the carries are very strong and this item gives you a passive that when you activate it you reflect damage, that's why it's very good vs carries.

Freya's Tears gives you magical and physical defenses and cooldown reduction, really good to spam abilities.

Blink Rune teleport you in front on you, perfect to do an engage.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Heroism gives you really good stats and a big shield when you or an ally receives crowd control.

Gauntlet of Thebes you need to stack this item with minion or god assists up to 40 to give you a lot of health and 10 mixed defenses.

Genji's Guard gives you magical defenses and cooldown reduction and its passive makes that when you receive damage your abilities get 3 seconds less cooldown reduction.

Stampede gives you physical defenses and health, and its active is a sprint for you and allies that increases your movement speed by 30%, really good for chasing or escaping.

Shell of Rebuke Provides you with a shield and you can also pass through the walls of allies and enemy gods. It's the same as the relic Phantom Shell but it's an item.

Hide of the Nemean Lion right now the carries are very strong and this item gives you a passive that when you activate it you reflect damage, that's why it's very good vs carries.

Freya's Tears gives you magical and physical defenses and cooldown reduction, really good to spam abilities.

Blink Rune teleport you in front on you, perfect to do an engage.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Heroism Heroism
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Genji's Guard Genji's Guard
Build Item Stampede Stampede
Build Item Shell of Rebuke Shell of Rebuke
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Freya's Tears Freya's Tears
Build Item Bifrost Shard Bifrost Shard
Build Item Blink Rune Blink Rune

God Aspect De-Activated

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's Skill Order

NeNe Kappa

1 X Y
NeNe Kappa
1 4 6 7 10

Shell Spikes

2 A B
Shell Spikes
3 8 11 12 14

Sumo Slam

3 B A
Sumo Slam
2 15 16 18 19

Watery Grave

4 Y X
Watery Grave
5 9 13 17 20
NeNe Kappa
1 4 6 7 10

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.
Shell Spikes
3 8 11 12 14

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.
Sumo Slam
2 15 16 18 19

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.
Watery Grave
5 9 13 17 20

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 Threats

Tap each threat level to view Kuzenbo’s threats

Max
0
Major
1
Even
1
Minor
1
Tiny
0

Kuzenbo Synergies

Tap each synergy level to view Kuzenbo’s synergies

Ideal
0
Strong
0
OK
2
Low
0
None
0

Introduction

Hi, this guide is brought to you by lestimics. I started playing Smite 1 on PC in 2014. I've been playing competitively since 2020 and have been a professional Smite player from 2021 to 2023. I've played on different teams like JustF6, Gilded Gladiators or Tartarus Titans.

You can check out the SmiteVOD YouTube channel where my recorded professional games are. I've peaked at 3500 MMR GrandMaster/Masters in Ranked Conquest on the PC platform every season since 2018. I've also done Smite Masters (LAN) 4 times in 2022, I also continue to compete in Smite 2 in leagues like SmiteSource and smiteprime so I really think I have the knowledge to guide on the Support role in SMITE 2.

I hope you find this guide as a useful learning resource for playing Kuzenbo as Support.

Here are my socials:

Abilities

Kuzenbo's Abilities


Passive - Water Bowl

When you take damage, you stack your passive to gain damage mitigation, which makes you a bit tankier.


Ability 1 - NeNe Kappa

Kuzenbo throw a NeNe Kappa that deals damage and can ricochet off walls. If you hit an enemy you cause slow and it bursts from its shell, attacking for a duration. This NeNe Kappa has a part of protections and Kuzenbo health.

This is Kuzenbo's primary ability, it will help you push minion waves, poke, and harass enemy gods.


Ability 2 - Shell Spikes

When you activate this ability, you reflect a portion of the damage received as magical damage back to enemies who attack you, additionally, when you take damage, the cooldowns for your abilities NeNe Kappa and Sumo Slam are reduced.

This ability is very good and annoying, especially in the late game, because adcs and mages deal a lot of damage and can have a large portion of that damage reflected back at them. It’s like having a Hide of the Nemean Lion.


Ability 3 - Sumo Slam

Kuzenbo dashes forward, dealing damage to minions and becoming immune to slows, if he hits an enemy god, he silences and push him, and if he knocks him into minions or a wall, he deals extra damage.

It’s another ability that’s very annoying to play against, because it can easily leave you out positioned.


Ultimate - Watery Grave

You pull into your shell and start spinning, gaining movement speed and damage mitigation while becoming immune to crowd control, you also deal damage to enemies and knock them back.

It’s a very good ultimate in teamfights, thanks to all the stats it provides and the knockbacks you can apply consistently plus, if the enemy doesn’t have Purification Beads, they can’t easily escape.


Example Combos:

During the laning phase, try to hit the minions and the adc using NeNe Kappa, and be ready to interrupt the support's abilities using Sumo Slam, knocking them into the minions to deal damage. Use Shell Spikes to reduce cooldown and reflect damage when you take damage.

In teamfights, your job is to be really annoying and reflect damage: use NeNe Kappa to deal damage and apply a slow, if the enemies hit you use Shell Spikes > try to out position an enemy using Sumo Slam. Furthermore, your abilities have very short cooldowns, so feel free to spam them. Use your ultimate Watery Grave, to apply crowd control and deal damage to as many enemies as possible.

If you have blinking rune you can look for a fast Watery Grave if all the enemies are grouped together, you can apply a lot of CC.

Also, remember that your ultimate is immune to CC this is very important against characters like Da Ji and Fenrir.

How to play Kuzenbo Support

Gameplay Start / Early Game
  • Start at the Gold Fury side. You have to start on the purple buff leveling up your NeNe Kappa, position yourself in the purple buff area, standing sideways and facing the wall so you can hit a triple bounce with NeNe Kappa, this will help you clear the buff quickly with the adc helping, and then go to the lane to push the minions. You and your adc will reach level 2 in the second wave of minions, so be careful because whoever reaches level 2 first has a huge advantage. You can charge on the enemy gods, and whoever is level 2 will always win if the others are level 1. Pay attention to who pushes the minions first because it's your opportunity to attack or retreat.

  • In the first wave of minions, try to hit the enemy adc and minions using NeNe Kappa to help push minions and harass the enemy adc.

  • A neutral buff appears after the third minion wave, so try to push as quickly as possible to get it fast, otherwise you'll have to fight 2v2 to see who gets the buff. Keep in mind that this is a good time for the enemy jungler to gank you, so pay attention to what your own jungler does or what they might say.

  • When you reach level 3, You can play more aggressively, try using Sumo Slam on an enemy god, pushing them into the minions > Shell Spikes > NeNe Kappa.

  • The next moves are to push the lane and kill the camp on the sides to gain extra gold and experience. Also, if you reach level 5 before the enemy duo lane, you can try a play to kill them.

  • Keep in mind that when you reach level 5, it's also a good time for the enemy jungler to gank you, so be alert and use the free ward Bifrost Shard.

  • At this point you need to get the gold you need to buy the first item completely, once you achieve this, it's your time to rotate to other lanes.

  • Remember to buy wards to give vision to your team.

Mid Game:
  • At this point of the game, which is roughly between 8:00 and 20:00 minutes, You are usually in the mid lane helping your teammates get kills and preventing the enemy team from getting them, for this you need to ward in the best way possible.

  • Your support role also involves acting as a second jungler. You can gank the duo or solo lane to get a kill or force an ultimate and Purification Beads so that your or the jungler's next gank has a better chance of securing a kill. Furthermore, if you manage to do this, you can do Gold Fury or Pyromancer, although it's important to know the enemy team's position beacause they can't steal it (the support usually tanks the objetives). Additionally, it's important to gain mid-lane pressure and be present when the beacon appears, which is an area that grants you experience and crystals to earn a ward that provides vision of all players and a naga in each lane.

  • It's also important to get used to the naga that appears in the fire at minute 15. For these teamfights use NeNe Kappa to deal damage and apply a slow, if the enemies hit you use Shell Spikes > try to out position an enemy using Sumo Slam. Only by gaining pressure you can get more farm, force Purification Beads, and make the enemy lose farm.

  • It's important to have the map warded, and to constantly communicate with the team what you want to do, and be careful because you can be easily killed if you go alone.

Late Game:
  • At this point in the game your job is to be the frontline with the solo as teamfights start around the fire giant at around minute 25:00.

  • Your job in teamfights is create space and apply maximum apply crowd control so your teammates can deal maximum damage without taking a big risk. Be alert if someone from the enemy team engages your team so you can help as quickly as possible.

  • For this, you need to ward the Fire Giant's area and constantly call your team when you want to engage or apply crowd control to an enemy teammate. You can also tank the Fire Giant to bait the enemy team into closing the gap if they're playing far back in their jungle.

  • The best play you can do is to try to use Sumo Slam on an enemy god to outposition him, followed by NeNe Kappa to apply a slow; if the enemies bunch up too much or try to engage on you, use Watery Grave, and looking for a blink ultimate is also a good option. Also remember to use your actives like Stampede and Shell of Rebuke because they are really importants for your team. Also, try to harass the adc in particular, thanks to Shell Spikes you’ll reflect so much damage, combined with your other abilities you will win the 1v1.

  • The moment you have the fire giant buff, the sieges on the Phoenix begin. Here you have to continue taking advantage of your crowd control to get a kill or enough pressure to destroy the Phoenix with the help of your carry and mid (You have to tank the phoenix little by little). It's also important to do Gold Fury because they can deactivate the Phoenixes, making them much easier to destroy and get the Pyromancer's bomb to destroy the phoenixes faster, or you can also throw the bombs at the doors that open at their base to destroy them.

  • If the enemy has the fire giant and it is your turn to defend the Phoenix, you have to be in a group with your team and defend under the Phoenix, being careful with the picks.

  • Constantly call for all information, when you engage try to be followed by your team, always be sure of your decision making.

  • Remember to wards all the zone on fire giant and when you are sieging you need wards too.

How to ward as Support

White circles: Vision Ward
Green circles: Sentry Ward

Early/Mid Game

Here you can see the best spots to ward as a Support.

These wards will help you to know where the enemy adc is moving, as well as if the jungler is trying to gank the duo lane.


High Pressure Game

These wards are when you have a lot of pressure in the game and you want offensive wards to have better vision and be able to take objectives more easily, as well as being able to invade buffs.


Late Game

These wards are for fire giant teamfights. Remember that you can only have 2 wards active at the same time, so you will need help from your team to ward the entire area from the fire giant.


Siege/Defense Phoenix

These wards are very important when it comes to sieges and defending phoenixes. In this case, the wards are the same whether you defend or attack.
This wards are important because mages often cast abilities through walls, you will be able to react better to their abilities.

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