

It’s quite normal to have the Cthulhu’s portrait next to the Top Player Damage Dealt bracket in your team, even if the Cthulhu player buys defense items only. He’s widely considered as one of the best Guardians, has a great amount of versatility, and extremely high damage output considering he’s a tank. CthulhuĬthulhu is currently the biggest God in the game, especially with his Ultimate ability – which is his second passive – because it blocks out the vision for everyone close to him on the battlefield. This Ultimate ability works extremely well with Ares, Cupid, Poseidon, Zeus, and any other God with similar abilities.
Cthulhu smite build full#
Paired with a purchasable Blink, this is one of the best team fight initiation combos as it provides the enemies no time to react as by the time you see Geb blink into your team, it’s usually already too late to try and silence him, and even if it isn’t, Geb, as the most difficult God to kill in the enemy team, has gained your full attention. Cataclysm, the Ultimate ability, deals massive damage (550 + 15% of the God’s health) to all surrounding enemy Gods, and applies a two-second long stun.The damage is formidable and is overall a very useful ability to give your allies breathing space for half a second, which can turn the tides in a battle. Shock Wave is a very wide and long cone-based ability that deals damage and does a slight knock-up of all enemies affected.If you have a Fenrir in your team, you may ask him to capture the fleeing enemy God with the Ultimate ability, and to repeatedly drag him through the electricity between the pillars for an insane amount of damage. Depending on the situation and the placement of this ability, opponents might try to make a run for it and take the damage, or be forced to stay within the prison to wait for the pillars to fall off. You can attempt to “skip” over enemies with purchasable Blink and be unpredictable with your team fight initiation.įinally, the Ultimate ability, Dharmic Pillars, summons four pillars that are connected by electricity, which damages and slows any enemy that passes right through it, and reduces their protection. The combo of this Dash and the Silence puts a foe out of commission for a very long time. If Cthulhu is below 20% Health, this ability does not damage Cthulhu but all Ally effects are reduced by 50%.Its third ability is called Remove Obstacles and is a dash that can be used to maneuver around the battlefield or to grab an enemy God and knock him up, rendering it useless for a short while. This ability damages Cthulhu for 4% of his Maximum Health. Enemies are also hit, taking more damage the closer they are to Cthulhu. Transfuse (Ultimate Form): Cthulhu transfuses his own life force into the area around him giving Allies Health, Movement Speed and Power. Enemies hit by Cthulhu or the projectiles gain 1 stack of Torment.ĭamage: 70 / 110 / 150 / 190 / 230 (+30% of your Magical Power) The projectiles follow at a slightly slower pace but travel further, damaging enemies as well. Mire Duration: 3s after ability cancel/endĭevastate (Ultimate Form): Cthulhu fires a devastating blast of psychic energy that damages and knocks up enemies.ĭamage: 140 / 175 / 210 / 245 / 280 (+20% of your Magical Power)ģ B Rushing Terror: Cthulhu creates two twisting projectiles at his sides as he unfurls his wings and charges forwards, damaging, stunning and knocking away enemies hit. Cancelling the ability early stops The Mire from growing or the portal from firing additional shots.Ībility Type: Circle, Crowd Control, Damageĭamage per shot: 60 / 105 / 150 / 195 / 240 (+30% of your Magical Power)

The first shot also Slows enemies while the second Roots them, both hits applying 1 stack of Torment. While Cthulhu channels, The Mire continues to grow as the portal fires out two masses of corruption that hit and damage all enemies in the field. Protection Reduction: 4% stacking up to 4 timesĢ A The Mire: Cthulhu summons a portal creating a slowing field of eldritch mire at the target location.

This ability does not proc item effects.ĭamage: 100 / 140 / 180 / 220 / 260 (+25% of your Magical Power) These projectiles damage enemies and apply a stacking Protection Reduction debuff. Sever (Ultimate Form): Cthulhu swipes down at the ground beneath him, creating 3 large projectiles. Successfully consuming Insanity permanently increases the base mitigation of this ability.ĭamage: 100 / 150 / 200 / 250 / 300 (+40% of your Magical Power)Īttack Speed Slow: 20 / 22.5 / 25 / 27.5 / 30% for 3s This ability applies 1 stack of Torment, 2 if the enemy hit is facing Cthulhu or Fears them instead if they are afflicted with Insanity. Enemies hit by this ability also do reduced damage to Cthulhu for 6s. 1 X Sanity Break: Cthulhu sends out a terrifying blast of energy, dealing damage to all enemies hit and reducing their Attack Speed.
