Released Feb 14, 2017
  • Passive - Water Bowl

  • Each time Kuzenbo takes 2% of his Maximum Health worth of Damage, pre-mitigation, he is granted a Stack of 1.5% Damage Reduction as the bowl of water atop his head fills (Max 10 Stacks). Stacks last 10s and are refreshed each time he gains another. When he is Knocked Up, Knocked Back, Grabbed, Pulled, Banished or otherwise disrupted, the bowl loses half of it's Stacks until he begins to fill it again. -Reduction lost when disrupted : 5% -Duration : 10s
  • 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. If an Enemy God is hit by the NeNe Kappa, it will deal burst forth from its shell and attack them. Cost: 70/75/80/85/90. Cooldown: 16s. -Damage : 70/105/140/175/210 (+55% of your Magical Power) -Kappa Damage per Hit : 25/35/45/55/65
  • Shell Spikes

  • The Spikes on Kuzenbo's shell extend out, reflecting a percentage of the damage enemies deal to Kuzenbo back at them. While active, each time Kuzenbo takes damage, the cooldown on NeNe Kappa is reduced. Cost: 50/55/60/65/70. Cooldown: 14/13.5/13/12.5/12s. -%Reflected of damage taken : 20/25/30/35/40%. -Cooldown Reduced per Hit : .2/.3/.4/.5/.6s. -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 God he hits deals damage to both that God and the God Kuzenbo is pushing. Colliding with a wall will also deal damage to the pushed God. Cost: 60/65/70/75/80. Cooldown: 16s. -Damage per Hit : 65/95/125/155/185 (+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, and allow him to move freely in all directions. Damage after the first spin is reduced by 50%. Cost: 100. Cooldown: 100s. -Damage from First Hit : 60/100/140/180/220 (+40% of your Magical Power) -Damage per Hit : 30/50/70/90/110 (+20% of your Magical Power) -Movement Speed Increase : 35%

NeNe Kappa NeNe Kappa

  • Updated the description to include better information about the stats for this pet.

General

  • The Nene Kappa is a serious threat in the early stages of the game but seriously falls off as gods get more and more damage. Hunters will often be able to blow it away without significant trouble. Kuzenbo will now share 20% of his Health and Protections making these little Kappas requiring more effort to play around.

NeNe Kappa NeNe Kappa

  • NeNe Kappa now inherits 20% of Kuzenbo's current Health and Protections in addition to its base.

Sumo Slam Sumo Slam

  • Sumo Slam should now properly be immune to roots during its duration.

General

  • In the last patch, we made a few adjustments to Kuzenbo's overall feel and are now looking at other ways to give him strength, especially in the late game. NeNe Kappa is Kuzenbo's primary damaging ability, allowing him to impact the fight when his Ultimate and Sumo Push are down. In this patch, Shell Spikes will reduce the Cooldown of NeNe Kappa much more, giving a properly positioned Kuzenbo access to increased damage and disruption.

NeNe Kappa NeNe Kappa

  • Increased NeNe Kappa's Attack Damage from 25/35/45/55/65 -> 35/45/55/65/75.

Shell Spikes Shell Spikes

  • Increased Cooldown Reduction on NeNe Kappa per Hit from .2/.3/.4/.5/.6s -> .5/.7/.9/1.1/1.3s.
  • Fixed an issue where this Ability could not be used while in a Knockup.

General

  • Kuzenbo has made quite a splash on the battleground of the gods. We have gotten a ton of positive feedback on Kuzenbo's style and personality and are excited that players are enjoying him. In this patch we wanted to address some balance concerns that arose.
  • Kuzenbo is a very aggressive Guardian who wants to be in the front line mixing things up, but he was lacking some Damage and utility to make him as desirable as other Guardians.
  • Watery Grave received a number of changes to address this. It now lasts for a shorter duration but hits harder up front and Kuzenbo can now move faster during it, allowing him to provide more burst to a fight and chase hit targets.
  • Sumo Slam is also seeing a Damage increase for when a target is pushed into a wall or through Minions, and Shell Spikes can now be activated while under the effects of Crowd Control.
  • Changes to Sumo Slam and Watery Grave should make Kuzenbo more impactful in a fight and changes to Shell Spikes will force enemy players to be more reactive.
  • Fixed progression on the stats page showing as “undefined”.

Water Bowl Water Bowl

  • Fixed a description error to properly convey the Damage Mitigation this Passive provides.

Shell Spikes Shell Spikes

  • Can now be activated while Kuzenbo is under the effects of Crowd Control.

Sumo Slam Sumo Slam

  • Increased Damage from 65/95/125/155/185 -> 80/110/140/170/200.

Watery Grave Watery Grave

  • Reduced Duration from 2.8s -> 2.1s (one less maximum Knock-up).
  • Increased first hit Damage from 60/100/140/180/220 -> 80/130/180/230/280.
  • Increased per tick Damage from 30/50/70/90/110 -> 40/65/90/110/140.
  • Increased Movement Speed Buff from 35% -> 45%.
  • Fixed an issue where Kuzenbo could be Knocked-up during the warm-up for this Ability.

General

  • Fixed an issue where his Passive Meter would appear full when respawning.

NeNe Kappa NeNe Kappa

  • Added sound effects for when this ability bounces off walls.

General

  • Released.