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Kuzenbo, King of the Kappas! (S8 Support / Tank Guide)

85 6 322,613
10
by Gulfwulf updated September 27, 2021

Smite God: Kuzenbo

Build Guide Discussion 68 More Guides
Tap Mouse over an item or ability icon for detailed info

Kuzenbo Build

Starting Items (Standard, Starter Optional)

Notes Sentinel's Gift is your well-rounded, supportive starter item. You can alternatively opt for Benevolence.

It is typically paired with the T1 form of Gauntlet of Thebes and potions for early sustain. Sentinel's provides good mana sustain, so you should only need Multi Potions, but you can change the ratio of potions as you prefer.

Notes

Sentinel's Gift is your well-rounded, supportive starter item. You can alternatively opt for Benevolence.

It is typically paired with the T1 form of Gauntlet of Thebes and potions for early sustain. Sentinel's provides good mana sustain, so you should only need Multi Potions, but you can change the ratio of potions as you prefer.

Build Item Sentinel's Gift Sentinel's Gift
Build Item Glowing Emerald Glowing Emerald
Build Item Healing Potion Healing Potion
4
Build Item Multi Potion Multi Potion
2

Example Build (Standard)

Notes This is a general build (not showing counter items) for an all-around support. The only core items here are Sentinel's Embrace, Gauntlet of Thebes, and Pridwen. All other items are functional but can be replaced as needed.

Notes

This is a general build (not showing counter items) for an all-around support. The only core items here are Sentinel's Embrace, Gauntlet of Thebes, and Pridwen. All other items are functional but can be replaced as needed.

Build Item Sentinel's Embrace Sentinel's Embrace
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Pridwen Pridwen
Build Item Sovereignty Sovereignty
Build Item Relic Dagger Relic Dagger
Build Item Mantle of Discord Mantle of Discord

Starting Items (Early Aggression)

Notes War Flag provides aggressive early function in movement and attack speed, which can give you an advantage during laning phase.

Shown here for added early aggression is Druid Stone, which you'll build into Stone of Binding. Complete your starting items with potions for sustain.

Notes

War Flag provides aggressive early function in movement and attack speed, which can give you an advantage during laning phase.

Shown here for added early aggression is Druid Stone, which you'll build into Stone of Binding. Complete your starting items with potions for sustain.

Build Item War Flag War Flag
Build Item Druid Stone Druid Stone
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
3

Example Build (Early Aggression, Upgrade Optional)

Notes This example build targets early aggression from War Flag and Stone of Binding, building into more traditional support items thereafter.

Build order is optional; switch items around as preferred, or pick up counter or utility items as preferred. Replace Stone of Binding late-game with another item.

If you don't want Stone of Binding but still want to be aggressive, consider Spear of the Magus a bit later, or Staff of Myrddin mid-late build.

Notes

This example build targets early aggression from War Flag and Stone of Binding, building into more traditional support items thereafter.

Build order is optional; switch items around as preferred, or pick up counter or utility items as preferred. Replace Stone of Binding late-game with another item.

If you don't want Stone of Binding but still want to be aggressive, consider Spear of the Magus a bit later, or Staff of Myrddin mid-late build.

Build Item Spartan Flag Spartan Flag
Build Item Stone of Binding Stone of Binding
Build Item Sovereignty Sovereignty
Build Item Pridwen Pridwen
Build Item Mantle of Discord Mantle of Discord
Build Item Spirit Robe Spirit Robe
Build Item Ethereal Staff Ethereal Staff

Starter Item Options

Notes All 3 "support" starter items can be functional. Choose based on your expected upgrade path.

Sentinel's Gift: Universal support starter providing good health and mana sustain along with bonus gold on assist. Upgrade into Sentinel's Embrace to provide nearby teammates with protections.

Benevolence: Interesting starter that provides some added gold gain, along with situational shared health restore. Upgrade into Compassion to absorb some damage from nearby teammates, reflecting it back. Increased function from this combined with Shell Spikes.

War Flag: Aggressive option that provides great utility in movement and attack speed. Great for chasing down enemies and being aggressive in general. Upgrade to War Banner or Spartan Flag as preferred.

Notes

All 3 "support" starter items can be functional. Choose based on your expected upgrade path.

Sentinel's Gift: Universal support starter providing good health and mana sustain along with bonus gold on assist. Upgrade into Sentinel's Embrace to provide nearby teammates with protections.

Benevolence: Interesting starter that provides some added gold gain, along with situational shared health restore. Upgrade into Compassion to absorb some damage from nearby teammates, reflecting it back. Increased function from this combined with Shell Spikes.

War Flag: Aggressive option that provides great utility in movement and attack speed. Great for chasing down enemies and being aggressive in general. Upgrade to War Banner or Spartan Flag as preferred.

Build Item Sentinel's Gift Sentinel's Gift
Build Item Benevolence Benevolence
Build Item War Flag War Flag

Protection Item Options

Notes Choose your protection items as preferred. Gauntlet of Thebes and Pridwen are considered core.

Notes

Choose your protection items as preferred. Gauntlet of Thebes and Pridwen are considered core.

Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Sovereignty Sovereignty
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Shogun's Kusari Shogun's Kusari
Build Item Genji's Guard Genji's Guard
Build Item Heartward Amulet Heartward Amulet
Build Item Mantle of Discord Mantle of Discord
Build Item Spirit Robe Spirit Robe
Build Item Pridwen Pridwen

Counter Item Options

Notes Choose your counter items as fits your needs.

Notes

Choose your counter items as fits your needs.

Build Item Winged Blade Winged Blade
Build Item Witchblade Witchblade
Build Item Spectral Armor Spectral Armor
Build Item Contagion Contagion
Build Item Pestilence Pestilence

Offensive / Utility Item Options

Notes If you're confident in your own play, the matchup, your teammates, etc., choose from these items to provide offensive function and/or added utility.

Notes

If you're confident in your own play, the matchup, your teammates, etc., choose from these items to provide offensive function and/or added utility.

Build Item Stone of Binding Stone of Binding
Build Item Void Stone Void Stone
Build Item Spear of the Magus Spear of the Magus
Build Item Divine Ruin Divine Ruin
Build Item Staff of Myrddin Staff of Myrddin
Build Item Relic Dagger Relic Dagger
Build Item Ethereal Staff Ethereal Staff

Relic Options

Notes All of these relics are functional; many are situational and you should choose to fit the team's needs. In most cases, start with Blink Rune, but if you're not comfortable with an aggressive option, you can consider Bracer of Radiance, Heavenly Wings, or Magic Shell as alternative starting relics.

Your 2nd relic is going to be more situational. Against heavy healing, Cursed Ankh is a great choice. Belt of Frenzy or Sundering Spear are good offensive options, while Shield of Thorns can be considered against a crit or lifesteal-heavy team.

Notes

All of these relics are functional; many are situational and you should choose to fit the team's needs. In most cases, start with Blink Rune, but if you're not comfortable with an aggressive option, you can consider Bracer of Radiance, Heavenly Wings, or Magic Shell as alternative starting relics.

Your 2nd relic is going to be more situational. Against heavy healing, Cursed Ankh is a great choice. Belt of Frenzy or Sundering Spear are good offensive options, while Shield of Thorns can be considered against a crit or lifesteal-heavy team.

Build Item Blink Rune Blink Rune
Build Item Belt of Frenzy Belt of Frenzy
Build Item Bracer of Radiance Bracer of Radiance
Build Item Cursed Ankh Cursed Ankh
Build Item Heavenly Wings Heavenly Wings
Build Item Magic Shell Magic Shell
Build Item Shield of Thorns Shield of Thorns
Build Item Sundering Spear Sundering Spear

Kuzenbo's Skill Order Notes Nene Kappa is prioritized first for clear and poke damage.

Shell Spikes is very useful for the situational cooldown it provides, and is also prioritized for decreasing cooldown as it is leveled.

Sumo Slam only increases in damage and is prioritized last.

Watery Grave should typically be upgraded whenever possible.

Notes

Nene Kappa is prioritized first for clear and poke damage.

Shell Spikes is very useful for the situational cooldown it provides, and is also prioritized for decreasing cooldown as it is leveled.

Sumo Slam only increases in damage and is prioritized last.

Watery Grave should typically be upgraded whenever possible.

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
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: Pet
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%
Slow Duration: 3s
Range: 70
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 16s
Shell Spikes
3 8 11 12 14

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
% of Damage Taken: 10 / 15 / 20 / 25 / 30%
Cooldown Per Hit: .5 / .7 / .9 / 1.1 / 1.3s
Duration: 3s
Cost: 50
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Sumo Slam
2 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
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, render him immune to Crowd Control, and allow him to move freely in all directions for 2.1s. Damage after the first spin is reduced by 50%.

Ability Type: Area
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%
Radius: 22.5
Cost: 100
Cooldown: 75s

Kuzenbo Threats

Tap each threat level to view Kuzenboโ€™s threats

Max
0
Major
1
Even
2
Minor
1
Tiny
0

Introduction



This guide is maintained by Branmuffin17 in honor of the memory of Gulfwulf. The Intro, pros/cons and skills sections will remain relatively untouched, but other sections will be updated as needed. Community feedback will be considered and appreciated in build and tip recommendations. Thank you in advance, and may Gulf be surrounded by many NeNe Kappas on Olympus.

If you'd like to contribute to something in his honor, his wife said that the best way we can honor his memory is one of two ways:
  1. Direct donation to his favorite charity, St. Jude's Children's Hospital.

  2. Gift games to friends in his honor. Laura said "I think the best way to honor him would be to keep a game fund. He was always finding games he enjoyed and if anyone would say they'd have to wait for the price to come down, he loved to just gift it to them. He'd tell me about it later and then he'd smile and say 'Now they have to play it with me.' He'd always have cash in his Steam wallet. Buying games for people was always a spur of the moment thing. I guess it's really a 'pay it forward' gesture."

Welcome to my guide for Kuzenbo, King of the Kappas!

My name is Gulfwulf and I am a casual player who plays arena, clash, and conquest. This guide covers how to play Kuzenbo as a support in conquest or as a tank in Assault, Arena, and Clash.

This is my first Smitefire guide, and I intend to update it; so feel free to comment things that should be added/edited.

Regardless, lets move on to the King of the Kappas!

Pros / Cons

Pros:
Cons:
  • Very low basic attack damage.
  • Loses protections if knocked up, back, banished, pulled, or otherwise disrupted (roots, stuns, and silences don't count).
  • Sumo Slam can be easily avoided and any CC immunity will cancel both it and the silence.
  • Watery Grave only lasts a short time and can easily be avoided.
  • Nene Kappa will attack the nearest enemy or objective and will stand still if there are no enemies/objectives within range.
  • Nene Kappa starts out with very low health and protections and can easily be killed.
  • Sumo Slam can push enemies away from your allies.
  • Never brushes his teeth.

Skills




skill discussion

Combos

All in with Blink Rune

๐Ÿ ž ๐Ÿ ž ๐Ÿ ž ๐Ÿ ž

This is your primary team disruption combo when Blink Rune is available. Blinking and immediately ulting will allow you to locate yourself optimally in the midst of a group of enemies to disrupt a teamfight and allow your teammates to get a head start on damage.

Before the ult ends, you want to identify the enemy you want to further disrupt and move in their direction. As long as they don't have Purification Beads or an escape ready, you can Sumo Slam them for further control. This is often best used on the highest damage enemies, to prevent them from hurting your teammates. It's often smartest to target gods that don't have any escapes (e.g. dashes, leaps, etc.).

Follow that up with a Nene Kappa either at the same target or a different one as needed, and then activate Shell Spikes to quickly get your abilities off cooldown for another round.


Standard Control Combo

๐Ÿ ž

This is your standard non-ult combo for general control. When in range, use Sumo Slam to push the enemy; if you're near a wall, this can be great to hold the enemy in place for teammates to easily hit. Follow it up with a Nene Kappa for the damage and slow it provides; it's easy to hit if you just pushed them and they're right next to you.

Anytime after this, use Shell Spikes to reflect damage and reduce your cooldowns.


Single Target Ult Combo

๐Ÿ ž ๐Ÿ ž

This can be used with or without Blink Rune (for setup purposes). As long as the enemy doesn't have a way to counter the CC (e.g. Purification Beads), your ult provides massive disruption to your target. Continue moving toward them and immediately use Sumo Slam to continue your control. If needed, finish with Nene Kappa.

Anytime after this, use Shell Spikes to reflect damage and reduce your cooldowns.

Item Options

Starter Item Options

Sentinel's Gift is the support starter item because supports tend to struggle gaining gold, especially early game. With Sentinel's Gift, you can toss your Nene Kappa through the minion wave and let your ADC get the killing blow on minions. Upgrade to Sentinel's Embrace for extra protections for you and your team.

Benevolence has gotten nerfed pretty hard, but can provide some situational gold gain. You'll pick this up with the future in mind...upgrade to Compassion as it has some amazing synergy with Shell Spikes.

War Flag is an aggressive starter that can work really well for Kuzenbo, allowing him the added speed to put pressure on the enemy and help get a potential kill. Upgrade to War Banner or Spartan Flag as preferred for situational teamfight advantages.


General Protection Item Options

Gauntlet of Thebes is one of the strongest all-around protection items, providing both physical and magical protections, along with health. As an aura item, it provides a small amount of protections to nearby teammates as well.

Sovereignty is a great team-oriented item that provides health, protections, and HP5 to yourself and protections and HP5 to nearby allies. This is a great item to take against a heavily physical enemy team, but can be good against almost any comp, as physical protections help against enemy minions and objectives.

Oni Hunter's Garb provides good magical protections and some health, with a nice addition of MP5 and CC reduction. The passive damage mitigation is perfect for Kuzenbo, who wants to be in the middle of a teamfight.

Genji's Guard is an alternative magical protection item with an emphasis on CDR and mana sustain. Against a heavier magical enemy comp, you can get good use out of the passive bonus CDR.

Shogun's Kusari is a utility option that, while providing magical protections, focuses on helping increase nearby teammates' attack speed. Obviously better the more basic attackers are on your team.

Heartward Amulet is a good magical protection aura item, providing nearby teammates with some magical protections, which will likely offset any flat magical penetration the enemy picks up.

Mantle of Discord is a good late-game protection item that provides a strong balance of protections and some CDR (if you haven't maxed out to that point). The passive can disrupt nearby enemies with a stun when the damage you take triggers the passive.

Spirit Robe is a relative of Mantle of Discord (the older sibling, in fact), that provides some balanced protections and CDR but with added CC reduction and damage mitigation that synergizes well with Kuzen's passive.

Pridwen provides extra protections and has a nice passive that useful since you'll usually be ulting in the middle of the enemy team. The shell helps protect you while you're fighting/retreating and the explosion is a nice bonus.


Counter Item Options

Winged Blade is picked up to counter enemy teams with lots of enemy slows that are really disrupting your ability to be where you need to be. It's cheap so it can be picked up early for a boost of tankiness, and sold late for another item if preferred.

Witchblade is used as a specific counter to enemy basic attackers. Also provides good health, MS and 10% CDR, providing good utility.

Spectral Armor is used as a specific counter to enemies building crit damage (typically ADCs and select Junglers).

Contagion is the physical variant of Pestilence, providing anti-heal properties. Pick up against lots of enemy healing and lifesteal.

Pestilence is the magical variant of Contagion, providing anti-heal properties. Pick up against lots of enemy healing and lifesteal.


Offensive / Utility Item Options

Stone of Binding is an aggressive item picked up early to provide extra penetration whenever you apply CC to a target (3 of your abilities do so). It's a good pickup if you and your ADC expect to be able to pressure your lane early, and combines well with War Flag's aggressive nature.

Void Stone provides a nice balance of health, power, and magical protection. The passive aura decreases nearby enemies' protections, allowing you and magical teammates to deal increased damage.

Spear of the Magus is a pure offensive item, providing no health or protections. It is used to provide a damage boost to all teammates against the enemy you've attacked.

Divine Ruin is a pure offensive item, providing anti-heal properties. It is best chosen against strong healing comps, when you're confident in being able to take enemies down without the need for added protections/health in its place.

Staff of Myrddin is a pure offensive item, with its main purpose being its passive, which allows you to cast abilities quickly in succession with a chance to cast them again shortly thereafter. Best used in combination with Sumo Slam to displace enemies.

Relic Dagger is a solid pickup when you find good use out of Blink Rune and teamfight relics. Lowers the CD of relic use significantly, while also providing good utility
via CDR, health, MS, and CC reduction.

Used well, you can gain a significant amount of increased health (and mana), stolen from enemies for a long duration. While it doesn't provide protections, it does give health and CC reduction, and is best picked up late-game.

Relic Options

Blink Rune is a very aggressive starting relic that allows you to teleport behind the enemy ADC and either push them into a wall or towards your ADC for an easy kill (or Beads burner). You can also use it to position yourself so that you can use Sumo Slam to peel for your ADC if they're being out pressured.

Belt of Frenzy is an offensive teamfight option that provides increased damage to all nearby teammates that are affected. This can be increasingly effective if you have multiple basic attackers on your team. Only consider as a 2nd relic.

Bracer of Radiance is a utility relic that can be picked up first or second, and provides situational movement or power. It also acts as a Ward with low cooldown, and a Sentry Ward if upgraded.

Cursed Ankh is a situational 2nd relic option that is useful against heavy-healing teams. Upgrade it as soon as possible to help take down the healers more quickly.

Heavenly Wings is a useful 1st or 2nd relic, providing a boost of movement speed and cleansing and making you immune to any slows that are currently applied.

Magic Shell is a great relic, especially when upgraded; used properly, it can mean the difference between your ADC escaping a bad situation or dying.

Shield of Thorns is another very aggressive relic that reflects damage done to you back to your attacker and it stacks with Shell Spikes.

Sundering Spear is a very aggressive option to target and take down individual targets. Use only if you're confident with this skill shot, and if you don't feel your team needs a more general support relic.

Conquest Gameplay

Start of the Match

At the start of the game, make your way towards the Void Camp, which spawns at 00:15. You can take the camp in 1 of 2 ways:
  • Do not engage it until your ADC is about half-way betweenthe Damage Camp and the Void Camp. Bounce your Nene Kappa at the proper angle off of the two side walls for extra damage. Your ADC should arrive in enough time to gain gold and XP for helping to clear the camp.

  • Immediately use Nene Kappa on the Void Camp as it spawns. Clear the 2 small minions and get the buff holder to low health. You can either finish the buff holder yourself once your ADC is in range to gain the XP, or let them last hit for a small amount of additional gold.
The ADC should pick up the buff for the extra attack speed; head to lane ASAP to try to gain advantage with the lane minions.

Early Game

During this early stage of the match, you'll typically want to use your Nene Kappa to help clear the minion waves (if you've got plenty of health, feel free to hit the minions AND target the enemy behind them). You'll keep Sumo Slam handy to either attempt a kill if you've got an advantage, or use it to peel enemies off your ADC if they're dived upon.

You can leave your ADC once you hit level 5, though you may determine your best time to leave depending on enemy actions, such as the enemy Support leaving early or staying longer. Keep in mind, leaving the ADC allows them to farm by themselves, drastically increasing their gold income and XP rate.


Mid / Late Game

As the match opens up into the mid-game, your job is to protect your teammates and disrupt the enemy team as much as possible. You'll usually find yourself watching over the Duo and Mid-lanes and the Jungle in-between, with occasional jaunts into the other side of the Jungle. You'll pretty much always want to be WITH another teammate, whether it's the jungler or one of your squishy lane-mates.

Late game, you and your teammates should almost always be teamed up, and as a group you'll look to push objectives like towers and phoenixes, and defend or secure the important jungle objectives (Oni Fury and the Fire Giant in particular.

Warding

Proper warding is very important because having vision of the enemy's movement can give you early warning of a gank or an attempt on the Fire Giant / Gold Fury. Most early ganks will likely come from either your Void Camp or the enemy's Void Camp depending on how far up you are in the lane. Do not try to initiate a team fight near the enemy's tower unless you have vision on a possible gank. You should place your free ward near the Void Camps to warn you of any early ganks.

After your first or second back, you should be regularly picking up regular Wards and dropping them in strategic locations in the jungle to help your ADC and Mid-laner.

As the match progresses, you'll want to have a Sentry Ward handy, which will be used to counter enemy wards and protect the Fire Giant.

It's everybody's responsibility to ward, but not everybody does so. Just remember that you can only have a maximum of three wards active at one time: one sentry and two regular.

Summary

Kuzenbo is a great support. He's very tanky and can dish out quite a bit of damage with his kit. He's a constant threat in any team fight and can use his abilities to disrupt the enemy and quickly turn the tide. If you like being an unkillable tank that annoys the hell out of the other team, then the King of the Kappas is your man, er, turtle!



A special thanks to Zilby for his wonderful guide templates.

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Collapse All Comments

3
Branmuffin17 (361) | September 27, 2021 4:56pm
Hi everyone,

In honor of Gulfwulf, I plan to maintain his first and biggest guide. Builds have been updated, with some added writeups.
1
Big Damage (34) | February 24, 2021 2:00pm
Maybe don't recommend Breastplate of Valor, especially in a build with Pridwen later on. Kuzenbo doesn't need a lot of CDR because of his 2.

I would also recommend Oni Hunter's Garb to stack mitigations with his passive but it is optional.

Overall nice work, glad to see an updated guide on your belt :P
1
boogiebass (46) | February 24, 2021 8:24pm
I would agree, but I think it's permissible in this very specific scenario of 4 physical enemies.
Also, from my games (your experience could be different), assault didn't last me long enough to buy Potion of Magical Might. Since there is no blue buff in Assault, I think it's ok to get the 40% CDR.
1
Gulfwulf (81) | February 24, 2021 9:24pm
I first wrote this guide about 2 years ago before Pridwen was introduced and I didn't really go over the Assault section. Overcapping CDR in Assault isn't as wasteful as it is in Conquest.
Load more comments (1 more replies) →
3
Branmuffin17 (361) | February 23, 2021 6:00pm
Looking pretty good, Gulf. Welcome back to publication.

I personally wouldn't bother with Hand of the Gods as a starter. It limits your start too much IMO. You really don't need it either, because your Void clear is so strong. Suggest waiting until your ADC is on their way from Red before engaging the camp, as you don't need a lot of time to clear it. This will give the ADC more farm and allow them to hit level 2 quickly.

There are probably 2 ways you can start. Sent + Magic Shoes + 2 Healing Potions is one, and it helps you rush your T3 shoes. That's probably the most standard start right now, as Sent + the 2 potions should easily give you enough sustain until you back the first time.

Another option would be T1 Shoes + more potions and/or Chalice for higher early aggression.

You might want to uncheck the "starter" and "main build" options, as it makes it read weirdly, and throws the rest of your item options way below.

As for your assault builds, I feel strongly that War Flag or Sentinel's Gift are 100% worthwhile starters. Nice early sustain esp for the price, and you can usually combine with the first full item e.g. Sov or whatever.
1
Devampi (105) | February 25, 2021 1:46am
I agree that HoG is not needed as usually, you want to provide your carry with the additional exp from the large creep and the damage you take is healed up pretty decently by a pot and first wave.

Also on start I do not fully agree to start T2 boots and only 2 Hp pots. especially as most will use it after the camp clear. It's better to start with more pots or chalice for supports or just start T1 item as you gold gain is higher than last season with a blessing. Support starts are slightly more flexible than last season

t2 boots can be good if you know you have the better pressure in the pre lvl 5 but if you don't safer to start more sustain so you don't fall behind in exp to much early.
1
Branmuffin17 (361) | February 25, 2021 9:06am
IF you start T2 Shoes you're only going to need a few waves before you can back and get full T3, so I think you'll WANT to back earlier than normal, thus sustain not being as much of an issue.

It's very noticeable how much more flexible things are with an extra 200 gold at the start for Supps though (when going Sentinel's).

The other aspect of this is it's Kuzen...his initial clear on the camp should be way better than most supps, due to bouncing his Nenes.
1
Gulfwulf (81) | February 23, 2021 7:26pm
Thanks. I knew I was going to miss things, but I'm glad you're here to point them out.
1
boogiebass (46) | February 24, 2021 9:40am
For assault, consider blink rune and magic shell for your relics if you have an ally healer or a very aggressive comp.
Load more comments (1 more replies) →
1
Gulfwulf (81) | May 22, 2019 10:18am
Updated the builds to reflect the feedback Bran gave me.
2
Branmuffin17 (361) | May 17, 2019 1:22am
Alright Gulf, you finally updated.
  • In your Arena/Clash top example build, I'm not sure I like Midgardian Mail there. I know I like it more than most, but for Kuzen, I always feel like Hide of the Nemean Lion is a better, more FUN option. Yes, they're already not going to want to hit you when you have Shell Spikes active, but part of your pest nature is body blocking, IMO. Force the ADC to hit you by being in their face, and make them pay with some reflected damage.

    Yes, Midgard is fine to use, but as the main example, I think Nemean fits better. I also think it belongs in the "physical heavy comp" build example.

  • Assault looks good to me. I do think Shoes of the Magi is an option when you'r mostly going very tanky. A bit more pen doesn't hurt. Also, you can always start with Gauntlet of Thebes...don't always have to go Sov/Heart. Esp if you have a healer.

  • Things look good overall though.
1
Gulfwulf (81) | May 17, 2019 6:15am
You're right. You don't really want to slow down an enemy attacker when you have shell spikes up. As for Sov/hw, I forgot you can build Thebes in Addault; I still recommend Hw if you have a healer though.
1
xmysterionz (64) | May 16, 2019 5:11am
Hey I found another guide that needs to be archived

Nice one Gulf, you have my +1
1
Gulfwulf (81) | May 16, 2019 5:29am
Thanks Myst.
1
boogiebass (46) | May 15, 2019 8:12pm
Gulf, overall, I like the build. I was gonna make a comment about replacing Mystical Mail, but I see you covered it in your purchase notes. +1.
1
Gulfwulf (81) | May 15, 2019 8:50pm
Thanks. I'm not real sold on it for a support, but I wasn't sure what else would work against 4+ physical enemies in other modes.
1
Gulfwulf (81) | May 15, 2019 7:28pm
Comments above are from Season 6, those below are from Season 5.
1
boogiebass (46) | May 15, 2019 7:57pm
But this comment is from below though, and it's from season 6?
1
Gulfwulf (81) | May 15, 2019 7:58pm
Boogie, stop being an ***. You're smarter than that and your joke isn't very funny.
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1
boogiebass (46) | July 19, 2018 3:56pm
Where's the Deathbringer, Gulf? >:(
1
DV-8 (29) | July 19, 2018 3:59pm
And he forgot Golden Bow.
1
Gulfwulf (81) | July 19, 2018 4:13pm
I prefer Hastened Fatalis on Kuzenbo. Gotta chase after those kills, kappa!
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League of Legends Build Guide Author Gulfwulf
Kuzenbo, King of the Kappas! (S8 Support / Tank Guide)
Table of Contents

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