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KuzenBo Masterclass (7 years & 36 stars later) - Casual Modes

2 0 848
by kuzenben updated November 22, 2024

Smite God: Kuzenbo

Build Guide Discussion 1 More Guides
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Build Summary

Notes Infused sigil - helps sustain early game and you radiate with dmg late game
Genjis - KuzenBo is MANA HUNGRY. You need this early game.
Pridwen - cooldowns and shield + dmg - helps you escape or be a little more confident
Glad shield - hp5 + dmg + protections
Onis - Mp5 and thickness
Contagion - Hp5 + tons of damage (usually more than mystic) + counters healers

Entangling - roots and helps you and your team get on top of enemies or escape (very flexible)
Scorching blink - great on Kuz cuz you can push people into it and hold them in with your ult or vice versa

Notes

Infused sigil - helps sustain early game and you radiate with dmg late game
Genjis - KuzenBo is MANA HUNGRY. You need this early game.
Pridwen - cooldowns and shield + dmg - helps you escape or be a little more confident
Glad shield - hp5 + dmg + protections
Onis - Mp5 and thickness
Contagion - Hp5 + tons of damage (usually more than mystic) + counters healers

Entangling - roots and helps you and your team get on top of enemies or escape (very flexible)
Scorching blink - great on Kuz cuz you can push people into it and hold them in with your ult or vice versa

Build Item Mana Potion Mana Potion
2
Build Item Infused Sigil Infused Sigil
Build Item Genji's Guard Genji's Guard
Build Item Glorious Pridwen Glorious Pridwen
Build Item Gladiator's Shield Gladiator's Shield
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Contagion Contagion
Build Item Scorching Blink Rune Scorching Blink Rune
Build Item Entangling Wings Entangling Wings

Kuzenbo's Skill Order

NeNe Kappa

1 X Y
NeNe Kappa
1 8 12 16 20

Shell Spikes

2 A B
Shell Spikes
2 7 11 15 17

Sumo Slam

3 B A
Sumo Slam
3 4 6 10 14

Watery Grave

4 Y X
Watery Grave
5 9 13 18 19
NeNe Kappa
1 8 12 16 20

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 7 11 15 17

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 4 6 10 14

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 18 19

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
2
Major
4
Even
5
Minor
0
Tiny
0

Kuzenbo Synergies

Tap each synergy level to view Kuzenbo’s synergies

Ideal
2
Strong
7
OK
0
Low
0
None
0

Extended Build

Essential #1 - The Wall Tech

[*] Use the wall tech on KuzenBo the most out of everything to support your team
[*] To wall tech, simply get used to the distance that KuzenBo can push and push the enemy team up against walls
[*] If you can push through enemies or enemy minions while doing so then great
[*] THE KEY: As you push them up against the wall, line up in a way to where you
block them from running back in the enemy direction. They will spend their
effort trying to get around you while your ADC shreds them. For those
aggressive enemy tanks, you can even bait them into being near your ADCs and
interrupt them by jumping back in between them and your team. You can even ult
to keep them against the wall stuck.

Essential #2 - Use Nenes to Block ADCs, Sobek, etc.

Use your Nenes to block ADC damage when initiating or trying to protect teammates
[*] Focus on positioning between ADCs and your squishies while using Nene to block
basics.

Essential #3 - Blink to Initiate

Use Blink to initiate
[*] Sometimes you'll blink then 3/push into a wall and sometimes you'll ult depending
on enemy escape capability.
[*] Do this then push into the wall right just inside of a tower. They will have to run around your fat turtle body and take way more tower hits

Essential #4 - Broke Builds

Use a broken build
[*] The build that works everywhere goes: Genjis, Pridwin, Gladiator Shield, Onis, Contagion, and Infused Sigil. You will essentially pulsate with damage.
[*] Generally, if you want a build that scales with playtime and experience, focus on cooldowns and MP5 along with a bit of damage from the items. Don't build power. It never works.

Essential #5 - Play Around the Push

Play around the push (FOCUS ON WHERE TO PUSH NEXT)
[*] For easy: Blink -> Ult -> Push
[*] Harder: Blink -> Push -> Ult (most lockdown but interruptible)
[*] Use minions to renew cooldowns from thorns
[*] Thorns while ulting to maximize damage
[*] Thorns while pushing
[*] Fire blink -> 180 turn -> Push into fire onto wall (this can do 700 dmg)
[*] Entangling wings to root -> Fire Blink -> 180 Turn -> Push into Fire
[*] Nene to slow then push into wall to keep enemy from running away

Facing Another Kuz

- There's only one thing to worry about and that's who wins the push
- Who wins is dependent on where the server is being hosted, each Kuzenbo's "ping"
- Generally, whoever pushes last will get push priority, so wait for them to push first or catch them off guard
- Use blink to catch them off guard and push, but use your ult to disrupt or they'll just push you back in the same direction
- At the end of your push, push them and face sideways so they don't have an easy way to push you back in the opposite direction. Same goes for Hercules and other push characters

Specific Interactions AGAINST Other Gods

- Bacchus: keep your push in your pocket to interrupt his burp. If he knocks you up, then he can reposition around your push if he's smart
- Ao-Kuang: keep your push ready to interrupt him when your teammate is low
- Sobek: use your nenes to stop his grab

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1
kuzenben | November 17, 2024 5:29pm
more to come as I put more info in here
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