King Kappa

Class / Pantheon: Guardian / Japanese

Gem Cost: 200

Difficulty: Easy

Pros: High Crowd Control, High Defense

Favor Cost: 5500

Release: Feb. 14, 2017

Kuzenbo Card Art
Stats [Per Level]

Health: 500 + [100]

Mana: 200 + [34]

HP5: 8 + [0.85]

MP5: 4.60 + [0.42]

Physical Protection: 18 + [3.2]

Magical Protection: 30 + [0.9]

Auto Damage: 38 + [1.50]

Movement Speed: 365

Attack Speed: 1.00 + [1.20%]

"Throw out kappas and drag your enemy into a watery grave."

(Press the icons to get details of each ability!)

Passive: Water Bowl

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

Mitigation Lost: 5 stacks

Ability Type: Buff

Maximum Mitigation: 15%

Duration: 30s

Ability 1: NeNe Kappa

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 Health: 25/30/35/40/45 (+20% of your Maximum Health)

Slow Duration: 3s

Cost: 70/75/80/85/90 mana

Kappa Damage per Hit: 35/45/55/65/75

Slow: 20%

Range: 70

Cooldown: 16 seconds

Ability 2: Shell Spikes

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%

Duration: 3s

Cost: 50 mana

Cooldown per Hit: .5/.7/.9/1.1/1.3s

Ability Type: Buff

Cooldown: 14/13.5/13/12.5/12 seconds

Ability 3: Sumo Slam

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: 80/110/140/170/200 (+35% of your magical power)

Cost: 60/65/70/75/80 mana

Ability Type: Dash

Cooldown: 12 seconds

ULTIMATE: Watery Grave

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 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)

Movement Speed: 45%

Radius: 22.5

Cooldown: 75 seconds

Damage per Hit: 40/65/90/115/140 (+20% of your Magical Power)

Ability Type: Area

Cost: 100 mana


Kappa are devious creatures. They linger just below the surface of rivers and lakes, waiting for mortals to test the water before snatching and drowning their fleshy meal. Taken merely at their appearance and juvenile sense of humor, they could be mistaken for mischievous turtle-men, almost playful in a rude sort of way, but they are dangerously strong and ruthless when submerging their prey. King among these monsters is Kuzenbo; bigger, stronger, and more cunning than the rest, but just as infantile.

Kuzenbo led his nine thousand Kappa followers to Japan, where they harried river villages and fishing boats, using their unnatural strength to pull mortals below. So clever, so hungry had the Kappa become, that Japan's army marched to fight back, but they were no match.

As the bowl-shaped indentation atop a Kappa's head is filled with water, that Kappa grows impossibly stronger - far stronger than a mortal. Yet, bound by their strange sense of honor, a Kappa must bow when bowed to, spilling their power upon the ground. It is the only known way to defeat one.

And of the countless battles Kuzenbo has fought, he was defeated only twice. Upon his second defeat at the hands of General Kiyomasa, Kuzenbo was forced to swear to never again sow strife between man and beast, a vow the Kappa King has honored ever since.

Gods, however, are fair game.


Shell Reflect

As Kuzenbo reflect back 280 damage in a single use of your Shell Spikes Ability.

Triple Treble

As Kuzenbo knock up an enemy god 3 times in a single use of your Watery Grave Ability.