Kuzenbo

Support Build

Final Items

PASSIVE - Evenly split 120 Physical and Magical Protection among all nearby allied gods and yourself. If you are alone you only gain 60 Physical and Magical Protections.

+20 PHYSICAL PROTECTION
+20 MAGICAL PROTECTION
+200 HEALTH
+20 MP5

Sentinel's Embrace

+55 MAGICAL POWER
+250 MANA
+10% COOLDOWN REDUCTION
+18% MOVEMENT SPEED

Shoes of Focus

PASSIVE - Successfully hitting an enemy god with Crowd Control will place a debuff on the enemy, reducing their Magical and Physical Protections by 10 for 5s.

+30 MAGICAL POWER
+30 MAGICAL PROTECTION
+30 PHYSICAL PROTECTION
+10 MP5

Stone of Binding

AURA - Allied gods within 70 units have their Physical Protections increased by 15 and their HP5 increased by 35.

+250 HEALTH
+45 PHYSICAL PROTECTION

Sovereignty

PASSIVE - Getting a kill or assist on enemies causes you and allies within 70 units to gain stacks of energy. Energy stacks provide 2% Movement Speed, 2% Attack Speed, and 10MP5 per stack. Lasts 10s and stacks up to 6 times.

+60 MAGICAL PROTECTION
+300 HEALTH

Talisman of Energy

PASSIVE - When your Ultimate ability has finished casting, you gain a Shield equal to your Protections for 5s. When destroyed, by timing out or being depleted, it explodes and deals Magical damage equal to 50% of the Shield’s initial Health and slows targets by 25% for 3s. This can only occur once every 45 seconds.

+30 PHYSICAL PROTECTION
+30 MAGICAL PROTECTION
+20% COOLDOWN REDUCTION

Pridwen

Starter Items

+7 Physical Protection +7 Magical Protection +75 Health +7 MP5 PASSIVE - Getting the assist for an enemy minion or jungle monster dying will provide 7 Bonus gold and restore 12 Health and 8 Mana. If you are not near an allied god for 20 seconds this passive is disabled until you are near an allied god again. Can be upgraded at level 17.

Sentinel's Gift

+20 MAGICAL POWER
+12% MOVEMENT SPEED

Magic Shoes

This consumable heals 250 Health over 25 seconds.

Healing Potion (4)

This consumable deals 200 True damage to Jungle Monsters around you. This only affects Monsters on your side of the Jungle.

Hand of the Gods

Relic 1

Using this item applies a shield to themselves and allies within 35 units for 100 Health + 12 Health per God Level for 3s. Cooldown - 150s.

Magic Shell

Relic 2

Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 140s.

Blink Rune

7th Item Options

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 become immune to Crowd Control for 1s. This effect cannot trigger more than once every 90s.

+60 PHYSICAL PROTECTION
+60 MAGICAL PROTECTION
+10% COOLDOWN REDUCTION

Mantle of Discord

AURA - Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras.

+60 PHYSICAL PROTECTION
+150 HEALTH
+250 MANA
+15 MP5

Contagion

Abilities & Leveling Order

Starting Ability:

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.

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

NeNe Kappa

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 and Sumo Slam is reduced. Kuzenbo may activate this ability even while under the effects of Crowd Control.

% of Damage Taken: 10/15/20/25/30%
Cooldown per Hit: .5/.7/.9/1.1/1.3s
Duration: 3s

Shell Spikes

Kuzenbo charges forward, immune to slows, 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.

Damage per Hit: 60/95/130/165/200 (+35% of your Magical Power)

Sumo Slam

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%.

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%

Watery Grave

Each time Kuzenbo takes over 2% of his maximum health worth of damage, pre-mitigation, he is granted stacks of Damage Mitigation as his head fills with water (Max 10 Stacks). Stacks last 30s and refresh when he gains another. If he is knocked up, grabbed, pulled, banished or otherwise disrupted, the bowl loses half of its stacks.

Damage Mitigation: 1.5% per 2% of Maximum Health taken
Maximum Mitigation: 15%
Mitigation Lost: 5 stacks
Duration: 30s

Water Bowl

1st Maxed Ability:

2nd Maxed Ability:

3rd Maxed Ability:

Last Maxed Ability:

Additional Comments:

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