King Kappa


NeNe Kappa
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 and attack them for 6s. Kuzenbo transfers 20% of his Health and Protections to the NeNe Kappa.
Ability: Line Attack Special
Range: 70
Cost: 70/75/80/85/90
Cooldown: 16s
Damage: 70/105/140/175/210 (+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)
Shell Spikes
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 is reduced. Kuzenbo may activate this ability even while under the effects of Crowd Control.
Ability: Buff
Cost: 50/55/60/65/70
Cooldown: 14/13.5/13/12.5/12s
% of Damage Taken: 20/25/30/35/40%
Cooldown per Hit: .5/.7/.9/1.1/1.3s
Duration: 3s
Sumo Slam
Kuzenbo charges forward, immune to slows and roots, damaging Enemy minions and 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: Dash
Cost: 60/65/70/75/80
Cooldown: 16s
Damage per Hit: 80/110/140/170/200 (+35% of your Magical Power)
Watery Grave
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: Area
Radius: 22.5
Cost: 100
Cooldown: 100s
Damage first Hit: 80/130/180/230/280 (40% of your Magical Power)
Damage per Hit: 40/65/90/115/140 (20% of your Magical Power)
Movement Speed: 45%
Water Bowl (Passive)
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 10s and refresh when he gains another. If he is knocked up, grabbed, pulled, banished or otherwise disrupted, the bowl loses half of its stacks.
Ability: Buff
Damage Reduction: 1% per 2% of Maximum Health taken
Maximum Reduction: 10%
Reduction Lost: 5 stacks
Duration: 10s


Standard Kuzenbo