Kuzenbo
King Kappa

Abilities

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, slowing and attacking 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)
Slow: 20%
Slow Duration: 3s
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 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: Dash
Cost: 60/65/70/75/80
Cooldown: 16/15/14/13/12s
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

Skins

Standard Kuzenbo
Honorbound
Shino-Bo

Items

Core

Soul Reaver
2950
Magical Power
+100
Mana
+300
PASSIVE - When a god takes damage from your abilities, they take 10% of their maximum Health in additional True damage. If multiple gods are hit, the damage is applied to the one with the greatest maximum Health. This can only occur once every 40 seconds.
Starts from Soul Reliquary
Ethereal Staff
2700
Magical Power
+90
Health
+200
Crowd Control Reduction
+20%
PASSIVE - Your abilities deal bonus Magical damage to enemy gods equal to 5% of their max Health. This effect can only happen once every 10s.
Starts from Uncommon Sash
Void Stone
2150
Health
+150
Magical Power
+20
Magical Protection
+70
AURA - Enemy gods within 55 units have their Magical Protection reduced by 20.
Starts from Druid Stone

Damage

Mantle of Discord
2900
Physical Protection
+60
Magical Protection
+60
Cooldown Reduction
+10%
PASSIVE - If you take damage below 30% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and gain CC immunity for 1s. This effect cannot trigger more than once every 90s.
Starts from Cloak
Magi's Blessing
2050
Physical Protection
+15
Magical Protection
+15
Health
+350
PASSIVE - Absorbs a single hard Crowd Control effect or Root once every 70 seconds. When this occurs, the owner also receives 1s of Crowd Control immunity.
Starts from Cloak
Winged Blade
1850
Health
+300
Crowd Control Reduction
+20%
Movement Speed
+10%
PASSIVE - When hit by a Slow, you are immune to Slows and your movement speed is increased by 20% for 4s. Only occurs once every 30 seconds.
Starts from Ancient Blade

Defensive

Magic Shell
0
Using this item applies a shield to themselves and allies within 35 units for 100 Health + 15 Health per God Level for 3s. Cooldown - 140s.
Starts from Relic
Meditation Cloak
0
Using this item restores 75 Health + 12 Health per level and 30% Mana to all Allied gods within 35 units. Cooldown - 120s.
Starts from Relic
Heavenly Wings
0
Using this item increases the Movement Speed of allied gods within 55 units by 40% for 5s and makes them immune to Slows. Cooldown - 140s
Starts from Relic