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
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
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
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)
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%
HEEEEEEEEYYY! Kuzenbo’s level one Sumo Slam has slain many a god. The damage potential of this ability became apparent once Sumo Slam was given a more forgiving turn radius. We like the reward Kuzenbo players get for playing aggressive and utilizing its damage, but this was simply too much.
Decreased Damage from 80/110/140/170/200 to 60/95/130/165/200
he King Kappa has a gun now, but with his treasured Hide of the Nemean Lion being nerfed the big guy has struggled. We are looking to make him a more reliable support, by making his defense passive stack for much longer and for giving him more control over where he takes enemies hit by Sumo Slam. In addition to those defensive changes, we are removing the cap on NeNe kappas spawned. Kuzenbo’s kappa army will finally be realized!
Increased Duration from 10s to 30s
Kuzenbo can now spawn multiple NeNes
Adjusted turn radius to allow for more control over turns
Kuzenbo had some specific code in place to make sure his ultimate ability felt like a normal SMITE hit pulse area. Unfortunately the design specified time results in a .1s timing window where the hits didn't match up with the animation of the attack. We are decreasing the hit pulse time to ensure Kuzenbo players will get the full effect from their Ultimate if they keep players in it for the entire duration.
Reduced the forgiveness timer time between individual hits from 0.7 to 0.6.
This was due to a bug where players would most likely not get hit 4 times in his ultimate even if they should have.
Kuzenbo is seeing a shift to reduce some of the frustration when fighting him (Shell Spikes), while allowing the other abilities of his kit to shine through. Shell Spike's damage reflect is being reduced, but the cooldown reduction per tick of Shell Spikes on NeNe Kappa will also apply to Sumo Slam. His ability to control enemies in a teamfight will be heavily influenced by how many times he can reflect damage. Additionally, Water Bowl is seeing an increase in damage mitigation. Smart Kuzenbo players can maximize this mitigation to really get into the middle of a fight and cause disruption with relative safety.
Increased Damage reduction per stack from 1% to 1.5%.
As a result, Maximum Damage Reduction increased from 10% to 15%.
Decreased Damage Reflected from 20/25/30/35/40% to 10/15/20/25/30%.
Decreased Mana cost from 50/55/60/65/70 to 50 at all ranks.
This ability now decreases the cooldown of Sumo Slam as well as NeNe Kappa by the same amount.
Heeeeyyyyy! In the last few patches Kuzenbo has seen adjustments to improve how he feels to play with and how he feels to play against. He has become much more consistent in his ability to control a fight. In this Patch we are focused on increasing how often he can impact a fight, especially in the early game. Sumo Slam and Watery Grave's cooldowns are being reduced, giving him access to much more control over the course of a match.
Decreased Cooldown 16/15/14/13/12s to 12s at all ranks.
Kuzenbo is receiving feel good updates and bonus utility effects that should help his performance.
NeNe Kappa now Slows targets who are hit by the initial throw, rewarding Kuzenbo players for their accuracy.
Sumo Slam is seeing a Cooldown reduction along with a more responsive turn. Finally, Watery Grave will no longer knock targets so far outward. These changes cause the God to provide his team with more controlled disruption more often.
Targets hit by the thrown NeNe Kappa are Slowed by 20%.
Increase turn radius, allowing for sharper turning.
Cooldown reduced from 16s flat -> 16/15/14/13/12s.
Adjusted the Knockup from this Ability. Targets will now be Knocked Up into the air more and pushed to the side less.
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 now inherits 20% of Kuzenbo's current Health and Protections in addition to its base.
Sumo Slam should now properly be immune to roots during its duration.
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.
Increased NeNe Kappa's Attack Damage from 25/35/45/55/65 -> 35/45/55/65/75.
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.
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”.
Fixed a description error to properly convey the Damage Mitigation this Passive provides.
Can now be activated while Kuzenbo is under the effects of Crowd Control.
Increased Damage from 65/95/125/155/185 -> 80/110/140/170/200.
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.