

Even though the 1 is technically an ability, you also cast it via standard basic, and I think the game considers it a basic. However, in jungle practice, I did a quick test on the moving Odin bot, and it didn't look like it applies the slow. The biggest question I had was applying the slow on his 1 in ult form. But except for his normal form 2, these are all very temporary slows, with no ticking or DoT damage to really make it effective and worthwhile. And it'll apply like normal in ult form on his 2 and 3. It'll apply like normal on his 3 and ult.
#Cthulhu smite build iso
If you get the first hit on his 2, the Iso slow can help confirm the 2nd hit, which means it can be somewhat useful there. So the slow would apply for a short while with his 1. Barely even situational, if what I've tested is accurate. Gem of Isolation isn't something I'd consider core on him. And then it lasts after that with the original 10% slow until it dissipates. If you're hit by the 2nd, you get rooted. If you're hit by the first damage, it applies a stronger slow. So Mire slows for 10% if you're in the field, which means initial cast and for the time after. If i am not mistaken, iso you really only want on gods that do continuous ticks like posieden with his ult and pool, or ares with his chains, fire or other gods with continuous damage, especially seeing as how it got nerfed from the 2 sec slow to the 1 sec slow. On the ult, again from my interpretation, all of his abilities in ult form only do 1 hit and whatever affect they do with that single hit. with no extra damage, so even then thinking about it i don't know that it would be that useful. unless I am reading it wrong on how it works it only does the slow for the 3 seconds after the end of the ability. His two, the mire field it leaves lasts for an additional 3 seconds after the ability is cancelled or ended but the damage aspect of it is only 2 shots. I haven't played Cthulhu yet, so I can't comment on how effective Gem of Isolation is on him yet. Urchin only really comes into its own once it's stacked and you need time to stack it unless your team is just steamrolling the other team. If Cthulhu is below 20% Health, this ability does not damage Cthulhu but all Ally effects are reduced by 50%.ĭamage: 120 / 140 / 160 / 180 / 200 (+20% of your Magical Power)Īlly Healing: 5 / 6 / 7 / 8 / 9% Max Health

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.
