Kuzenbo
- Japanese
- Magical
- Support
Base stats
Level 1 → 20. Stats that never change are hidden.
Abilities
Each time you take a portion of your max HP as damage (pre-mitigation), gain a stack of Water Bowl, granting Damage Mitigation. Stacks last a duration and refresh when you gain another.
Notes:
- Hard Crowd Control removes half your stacks, once every 1.5 seconds
- Gives 15% Mitigations at max stacks
Damage Mitigation Per Stack: 1.5%
Max HP Taken Per Stack: 2%
Max Stacks: 10
Buff Duration: 30
Throw a NeNe Kappa that deals [55% INT] Magical Damage and can ricochet off walls. After hitting an enemy god or reaching maximum range, it bursts from its shell, Slowing them and attacking.
Notes:
- Transfers 20% of your Health and Protections to the NeNe Kappa
- Can bounce off walls up to 2 times
- NeNe Kappas attack once per second
- Passes through and damages non-god enemies, stops on enemy gods
Damage: 80 / 120 / 160 / 200 / 240
Kappa Attack Damage: 35 / 45 / 55 / 65 / 75
Cooldown: 14 / 13.5 / 13 / 12.5 / 12
Cost: 60 / 65 / 70 / 75 / 80
Range: 11.2
Radius: 0.8
Extend your spikes, reflecting a portion of damage taken as Magical Damage to enemies who attack you. While active, each time you take damage, reduce the Cooldown of NeNe Kappa and Sumo Slam.
Notes:
- Can be activated while under Crowd Control
- Reflected damage uses pre-mitigation incoming damage
- Does not damage towers or phoenixes and cannot proc item effects
Damage Reflected: 15% / 20% / 25% / 30% / 35%
Cooldown Reduction: 0.6 / 0.7 / 0.8 / 0.9 / 1
Buff Duration: 3
Cooldown: 14 / 13.5 / 13 / 12.5 / 12
Cost: 50
Dash forward, becoming Slow Immune, dealing [40% INT] Magical Damage to enemy minions and Silencing and Pushing the first enemy god hit. Each subsequent enemy hit damages both that enemy and the pushed god. Colliding with a wall also damages the pushed god.
Notes:
- Pushed targets can be hit up to 3 times
- Only the first wall collision deals damage
- Dashes for a maximum of 1.5 seconds
Damage: 60 / 95 / 130 / 165 / 200
Dash Duration: 1.5
Max Hits On Pushed Target: 3
Cooldown: 14
Cost: 50 / 55 / 60 / 65 / 70
Radius: 0.8
Pull into your shell and spin, dealing [40% INT] Magical Damage on the first hit and [20% INT] on subsequent hits, Knocking Back enemies. Gain Movement Speed, Damage Mitigation, CC Immunity, and move freely in all directions.
Notes:
- Damage ticks every 0.6s
Damage: 80 / 130 / 180 / 230 / 280
Subsequent Damage: 40 / 65 / 90 / 115 / 140
Movement Speed: 30%
Damage Mitigation: 20%
Tick Rate: 0.6
Tick Count: 4
Cooldown: 75
Cost: 60 / 65 / 70 / 75 / 80
Radius: 3.6
Kappa spirits are regularly summoned to orbit around you. Gain 3% Lifesteal for each Kappa spirit you have summoned.
Lifesteal Per Spirit: 3%
Throw a Kappa Spirit that deals [50% INT] Magical Damage to enemies it passes through.
Notes:
- Orbiting Kappa Spirits deal [5% INT + 15% Protections] Magical Damage
- Throwing a Kappa Spirit removes it from your orbit
Damage: 40 / 70 / 100 / 130 / 160
Rotating Damage: 10 / 25 / 40 / 55 / 70
Cooldown: 8 / 7.5 / 7 / 6.5 / 6
Cost: 50
Range: 11.2
Water Bowl no longer provides Mitigation but instead causes you to spawn orbiting Kappa Spirits. Shell Spikes no longer reflects damage but instead causes you to throw Spirit Kappas.