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Kuzenbo Sucks?!
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Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.
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Level Priority
NeNe Kappa: Max this first. It's strong poke from range, decent clear, and Shell Spikes doesn't do a ton until later in the game. You want to use this mainly as an annoyance throughout the game.
Shell Spikes: Max this second. By now people should have enough items that it'll actually be reflecting a decent amount of damage. It also benefits from maxing NeNe Kappa first as you can get multiple out depending on how much you get hit. This is when you really want to start diving the enemy damage dealers. Important to remember is that you can activate this during CC or after you start your ult.
Watery Grave: Focus on leveling this 3rd, but only put 1 point into it until the first two abilities are maxed. It's only a 50 damage increase for the first hit and a 25 damage on successive hits so the cooldown on Shell Spikes and guaranteed damage on NeNe Kappa is stronger. You want to use this on the enemy damage before they can use their spells to either force actives or prevent them from using their damage allowing your damage dealers to hit the other people first. This is much stronger as a disrupt than set up and where the spin pushes the enemy can be kinda random.
Sumo Slam: This is the last ability you want to max. It's only a 30 damage increase and isn't the easiest ability to hit. Most of the time you'll use this to further displace the enemy damage dealers, but it is possible to use as peel. However, very rarely is this going to be actual set up.
Build Example
My general build
Shoes of the Magi, Breastplate of Valor, Void Stone, Hide of the Nemean Lion,Health Item, whatever else I need. Relics: team relic or sunder and Shield of Thorns
Hide of the Nemean and Shield of Thorns are core items that you should be getting pretty much every game. It allows him to do 115% damage reflect on enemy autos for 3 seconds, and 75% for the remaining 5 seconds. This means that if your relics are up and you're in front of the enemy adc they'll have to run or kill themself on your reflect.
The rest of the build is focused around CDR for more Shell Spikes, protections and health for survivability, and penetration so enemies prevent less of your ability damage and your power scaling sucks.
With this build and playstyle I'm frequently top kills, damage, and mitigated in the game. Overall the god is fine and even has seen play in the SPL by Maniakk in the Obey vs Rival game where he went 6-1-11.
Build:
Reinforced Shoes
Sovereignty
Genji's Guard
Breastplate of Valor
Heartward Amulet
Hide of the Nemean Lion
This was a Joust game facing a Hades, Artemis and Ah Muzen Cab. I built a healthier amount of Physical Protections than I normally would largely du to the potential DPS output that Artemis and Ah Muzen Cab could have. I ended up doing really well and going 3-1-15. In the midst of all this, I somehow managed to get a Triple Kill during a team-fight at the Bull Demon King (God Bless Shell Spikes).
I'd say enter the game with the mindset of setting your team up. You can do this with a lot of Aura Items to help keep them alive and use NeNe Kappa and Shell Spikes to your advantage. If you're in the thick of things you can literally always have NeNe Kappa off-cooldown due to the passive on Shell Spikes.
Leveling Priority:
Shell Spikes - First
NeNe Kappa - Second
Sumo Slam - Third
Watery Grave - When Possible
I prioritized Shell Spikes in order to get my % of Damage Taken to 40% ASAP. This is Joust, so Players Damage will come online a lot faster than other game modes like Conquest and Clash. Lastly, this allows NeNe Kappa's cooldown to reduce by 1.3s every time I take a hit w/ Shell Spikes active.
First 5 Levels:
Shell Spikes
NeNe Kappa
Sumo Slam
Shell Spikes
Watery Grave
I hope this helps!
Based on HP ONLY. Kuzenbo Ranks as the 5th Guradian w/ 2,400 HP. Trailing behind Ymir, Athena, Kumbhakarna and Terra. Which isn't bad at all, he among the Top 5 in this category.
Now, almost all of the Guardians have the same amount of base protections. For the most part the Guardians range from 77 to 89 Physical Protections and have 48 Magical Protections besides Sylvanus whom, is top tier when it comes to Magical Protections at 90. The next analysis I did was comparing Kuzenbo with the other Guardians based on HP, Physical Protections, and Magical Protections
Ymir - 2590, 89, 48
Athena - 2500, 84, 48
Terra - 2400, 84, 48
Kumbhakarna - 2490, 82, 48
Kuzenbo - 2400, 82, 48
Again, we can see that Kuzenbo is among the Top 5 in this category. So. Kuzenbo being extremely squishy can be argued when looking at base stats. But, now we have to ask ourselves, where does Kuzenbo show his weakness? And that's with his damage.
A Reddit user by the name of Cellbite has provided a fairly detailed analysis of Guardians and how they compare in terms of Base Damage.
As we can see, based on base damage... Kuzenbo ranks a dismal 8th among Guardians putting him in the bottom half of Guardians, but Cellbite was kind enough to provide an additional ranking system based on the additional effects of abilities. with that being said, Kuzenbo ranks 3rd among the Guardians which is good an bad. Yes, he has high damage from ability effects, but this mean you will have to rely on your abilities nearly 100% of the time which is manageable.
Now, just averaging the ranks that Cellbite and I provided, Kuzenbo ranks 5th or 6th in terms of Guardians as a whole. I know a lot of people have been saying that Kuzenbo is underpowered and ineffective, but looking purely at the base stats, he's right up in the top picks for Guardians. When it comes to Kuzenbo, I think your performance will rely on your build. I know that's sort of a cop out and obvious answer, but it is the truth. There is no doubt that he has a slightly bigger learning curve based on the mechanics of some his abilities such as Sumo Slam and maximizing the effects of Shell Spikes.
I know this was a long winded post, but I hope it shows a different perspective to Kuzenbo as a Guardian.
"Edit 1: Added NeNe Kappa basic attack damage to Kuzenbo as suggested by Merlle. Thus he now is rank 3 with the additional damage (from 10).
Edit 2: Changed Kuzenbo 3 to be consistent with other abilities listed and have all hits included as base damage instead of additional damage as per discussion with Bintzer. Moves from 11 in base damage ranks to 8.
Edit 3: Kuzenbo damage/ability has been updated to reflect above changes."
I agree with you that when ricocheted, NeNe Kappa should has some CC effect either a slow, a stun, or a root. Of course, one of these would only occur if the ricochet of the NeNe Kappa actually hits the opponent opposed to being ricocheted and then walking up to the nearest opponent.
HiRez could have made this skill a lot more interesting by giving it stages. Such as, 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 one time, it will root the first Enemy God it hits for 1s and attack them for 6s. If the NeNe Kappa bounces off a wall two times, it will stun the first Enemy God hit for 1s and attack them for 6s additionally dealing damage over time for 2s after the Kappa is destroyed. Each ricochet can travel up to 70 units from its richochet point (Max 2 Bounces).
This will actually give players an incentive to ricochet NeNe Kappa for it will have benefits in doing so.
LOL