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Sentinel's Gift is a fantastic starter because you get a really good amount of protections, sustain, and gold for the early game, making yourself much harder to kill.
Glowing Emerald transforms into Gauntlet of Thebes which provides you and your allies protections once fully stacked, since it's an aura item. This is very crucial on just about every support.
5 health pots to help you sustain while you're laning, this extra sustain can make it until you have to back to purchase Gauntlet of Thebes.
Lastly, because you have 50 gold to spare, getting a Ward or 2 will help gain awareness on early jungle ganks. See the warding section below on where to place it.
Sentinel's Boon is a nice set of protections for Kuzenbo when he goes in and the sustain you get from it allows you to sustain pretty much infinitely. It's also just a really fun item to use.
Gauntlet of Thebes provide you and your allies and insane amount of protections.
Divine Ruin is nice to have on Kuzenbo because your main job is to go in there and do a ton of damage and having a power item, especially one with flat pen on it, will help you get the job done. Divine Ruin is also nice to prevent healing from the enemies.
Eldritch Dagger gives you some CDR and also gives you a ton of protections late game, upon activating a relic.
Scorching Blink Rune is really nice to have on Kuzenbo because when you blink it leaves a trail of fire that you can push the enemy into, dealing true damage and up to 900 of it. It's also a good way to get to the enemy carries which is how you want to play Kuzenbo.
thorns of sapping strength is a staple item on Kuzenbo. It reflects damage and limits lifesteal healing. So combing this with his second ability and you can solo carries and reduce their healing like crazy if you have Divine Ruin paired with it.
Hey there, I go by Dashboarrd and I'm a Grandmaster Support Conquest player. I've competed in the SCC (Smite Challenger Circuit) and I have won SOC (Smite Open Circuit). I have also won plenty of gem tourneys during the weekends, such as Iced and Vulpis. I have put in many hours into Smite and in particular Kuzenbo. I hope this guide can give you some new direction with Kuzenbo if you're struggling with him, or just improve your overall Kuzenbo gameplay.
You can reach out to me via the following channels:
Passive - Water Bowl
Kuzenbo's passive allows him to be extremely tanky, giving him up to 15% damage mitigation. This passive is pretty self explanatory, just be wary when you're into characters that "move you" you lose stacks, which means you lose mitigations. |
Ability 1 - NeNe Kappa
Nene is considered a "pet" and it's a smaller Turtle he throws out. When it hits the target it slows them, dealing initial burst damage and auto damage while it's alive. You can also bounce this from walls creating really good camp clear since it does damage each time it goes through the buff. I would suggest using this to tank towers, and throwing it out as a temporary mobile ward when in the jungle to see if enemies are around corners. |
Ability 2 - Shell Spikes
This ability defines Kuzenbo. It's a reflect ability that reflects 35% of the damage he takes PRE-MITIGATION back to the target. Use this when you know you're about to get heavily bursted or you're in front of their ADC. It also lowers all his cooldowns per tic, allowing you to get you're abilities back up almost instantly besides his ult. |
Ability 3 - Sumo Slam
Just a simple ability that allows Kuzenbo to push the first target he latches onto. If you push them through minions then you do extra damage. Also, your spikes (2nd ability) lowers this cooldown when in use, so if you push then use your spikes, you'll be able to get push back up instantly assuming they hit you. |
Ultimate - Watery Grave
Kuzenbo's ultimate gives him CC immunity and allows him to spin around and knock-up targets. He also gets additional damage mitigation while channeling this ability. Use this when you get in between a ton of people to cause the most destruction. Can also use this ability for chase. |
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