Kumbhakarna does not die when he reaches 0 health, instead he falls asleep. He will awaken after 8s at 25% health and mana, unless hit with 6 basic attacks (+1 every 5 levels) while sleeping. This passive has a 240s cooldown.
Kumbhakarna sleepily runs forward. If he hits an enemy he stops and deals 70/140/210/280/350 +50% of his magical power as damage. If the enemy is a minion, he throws them, and the flying minion deals 90/160/230/300/370 + 60% of his magical power as damage to each enemy it passes through. Cooldown 15s. Cost 60/65/70/75/80.
Kumbhakarna rears back for a heavy smash that roots enemies for 1.5s and deals 50/90/130/170/210 +50% of his magical power as damage. Cooldown 10s. Cost 50/55/60/65/70.
Kumbhakarna lets out a mighty yawn that mezes all enemies in range for 1.5/2/2.5/3/3.5s. If awakened early from mez, enemies are slowed 40% for 1/1.25/1.5/1.75/2s. Kumbhakarna may use this ability while asleep. Cooldown 15s. Cost 70/75/80/85/90.
Kumbhakarna moves forward a short distance, stopping at the first enemy god he encounters, and delivers a massive melee swing that knocks the enemy directly up into the air for 2.2s. When the enemy god lands, it deals 300/400/500/600/700 +50% of his magical power as AOE damage to itself and Kumbhakarna's foes, and causes Knockback. Cooldown 60s. Cost 100.
Kumbhakarna brings some of the strongest utility with some of the highest guardian damage available. Epic Uppercut is being reduced to give enemies more opportunities to survive being launched to the sky.
Decreased Landing Damage from 250/350/450/550/650 to 200/290/380/470/560
Gods with execute abilities (Ao Kuang, Thanatos, Achilles) will now execute Kumbhakarna ignoring his passive and immediately killing him.
Kumbhakarna will not have his passive consumed or put on cooldown if he is executed in a way that prevents it from triggering.
Gods with other abilities that prevent death (Kali, Chiron) will not be affected by this change and their interactions will remain the same as always.
Currently Kumbhakarna can still be executed if he is already in his passive-triggered state. This is still being updated. Intended behavior is for Kumbha not to have any execute FX on him or be executable when he is already in his passive state.
Recently, Kumbhakarna has struggled to really make his mark as a Guardian. We wanted to give him some help, but wanted to avoid increasing the amount of crowd control he has. Instead we are allowing him to use Throw Back more often for more continuous damage and mobility. We are also increasing the damage of Groggy Strike. This should make the channel time for Groggy Strike feel more rewarding.
Decreased cooldown from 15s to 13s.
Increased Base Damage from 70/120/170/220/270 to 90/140/190/240/290.
Kumbhakarna's had a nice long nap and is ready to brawl. Kumbhakarna has struggled as a Guardian, seeing only limited success at most skill ranges. His ability to control a single enemy player is high, and we wanted to highlight this strength further by giving his allies more opportunities to capitalize on this playstyle.
We are lowering the cooldown on Epic Uppercut at all but his last rank to give him more chances in a match to setup a target for his team to follow up on. We wanted this change to be more early and mid game focused, which results in the slight increase at Level 20 (which for most Supports/Guardians is the very late game). We have also increased the audio cue for when this ability is cast in both volume and its overall FX. Players of both teams should better realize that Kumbhakarna has cast this skill and follow up on this skill more appropriately.
Adjusted Cooldown from 90/85/80/75/70s to 75s at all ranks.
Increased and adjusted audio for this ability, allowing it to be more easily heard over other abilities.
Poor Kumbhakarna was underperforming across the board so we looked at some key aspects of hit kit. We brought up the damage and root duration of Groggy Strike as it was a very long channel for not much payoff. In a previous patch we split the damage from Epic Uppercut so that he could deal some more upfront damage but it reduced the Area of Effect damage of the landing. We like the split, but want to bring back some of the reward for hitting players with the landing of the Ultimate.
Increased base damage 50/90/130/170/210 to 70/120/170/220/270.
Increased Root duration from 1.5s to 2s.
Increased landing damage from 225/300/375/450/525 to 250/350/450/550/650.