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MADNESS AT IT'S CLIMAX! Cthulhu Season 8 Guide Patch 8.6

26 6 44,144
8.9
by AnimeWeeb0 updated June 16, 2021

Smite God: Cthulhu

Build Guide Discussion 0 More Guides
Tap Mouse over an item or ability icon for detailed info

Build Summary

Start #1 (standard

Notes This build is dedicated to staying in your lane before you want to recall, so you get as much gold as possible. You want to next buy Shoes of the Magi on your first recall, then you can work up from there.

Notes

This build is dedicated to staying in your lane before you want to recall, so you get as much gold as possible. You want to next buy Shoes of the Magi on your first recall, then you can work up from there.

Build Item Warrior's Axe Warrior's Axe
Build Item Glowing Emerald Glowing Emerald
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
2

Full Build #1 (standard

Notes If you are going against a physical enemies you could switch up the order. Stone of Gaia switched for Breastplate of Valor. Stone of Gaia here isn't

Notes

If you are going against a physical enemies you could switch up the order. Stone of Gaia switched for Breastplate of Valor. Stone of Gaia here isn't

Build Item Sundering Axe Sundering Axe
Build Item Stone of Gaia Stone of Gaia
Build Item Shoes of the Magi Shoes of the Magi
Build Item Void Stone Void Stone
Build Item Breastplate of Valor Breastplate of Valor
Build Item Mantle of Discord Mantle of Discord

Cthulhu's Skill Order Notes You upgrade Sanity Break for that Jungle camp clear which has a lower cooldown than The Mire. I max Sanity Break sometimes, because of that DAMAGE but you could also level The Mire first for that wave clear. Many people upgrade Rushing Terror after The Mire for some reason? I am not sure why but I guess it works.

Notes

You upgrade Sanity Break for that Jungle camp clear which has a lower cooldown than The Mire. I max Sanity Break sometimes, because of that DAMAGE but you could also level The Mire first for that wave clear. Many people upgrade Rushing Terror after The Mire for some reason? I am not sure why but I guess it works.

Sanity Break / Sever

1 X Y
Sanity Break / Sever
1 4 6 7 10

The Mire / Devastate

2 A B
The Mire / Devastate
2 8 11 12 14

Rushing Terror / Transfuse

3 B A
Rushing Terror / Transfuse
3 15 16 18 19

Descend Into Madness

4 Y X
Descend Into Madness
5 9 13 17 20
Sanity Break / Sever
1 4 6 7 10

Sanity Break / Sever

1 X
Sanity Break: Cthulhu sends out a terrifying blast of energy, dealing damage to all enemies hit and reducing their Attack Speed. Enemies hit by this ability also do reduced damage to Cthulhu for 6s.
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. Successfully consuming Insanity permanently increases the base mitigation of this ability.

Ability Type: Cone, Fear, Damage
Damage: 90 / 140 / 190 / 240 / 290 (+40% of your Magical Power)
Attack Speed Slow: 20 / 22.5 / 25 / 27.5 / 30% for 3s
Fear Duration: 1.5s
Damage Mitigation: 20% + 0.5% (Max 30%)
Cost: 60
Cooldown: 14 / 13 / 12 / 11 / 10s

Sever (Ultimate Form): Cthulhu swipes down at the ground beneath him, creating 3 large projectiles. These projectiles damage enemies and apply a stacking Protection Reduction debuff. This ability does not proc item effects.

Ability Type: Line, Debuff, Damage
Damage: 100 / 140 / 180 / 220 / 260 (+25% of your Magical Power)
Protection Reduction: 4% stacking up to 4 times
Debuff Duration: 5s
Cost: 0
Cooldown: 1s
The Mire / Devastate
2 8 11 12 14

The Mire / Devastate

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

Ability Type: Circle, Crowd Control, Damage
Damage per shot: 60 / 105 / 150 / 195 / 240 (+30% of your Magical Power)
Slow: 10%
Corruption Slow: 35%
Corruption Slow/Root Duration: 1s
Mire Duration: 3s after ability end
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14s

Devastate (Ultimate Form): Cthulhu fires a devastating blast of psychic energy that damages and knocks up enemies.

Ability Type: Circle, Knockup, Damage
Damage: 140 / 175 / 210 / 245 / 280 (+20% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 5s
Rushing Terror / Transfuse
3 15 16 18 19

Rushing Terror / Transfuse

3 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. The projectiles follow at a slightly slower pace but travel further, damaging enemies as well. Enemies hit by Cthulhu or the projectiles gain 1 stack of Torment.

Ability Type: Dash, Knockback, Damage
Damage: 70 / 110 / 150 / 190 / 230 (+30% of your Magical Power)
Stun Duration: 0.4s
Projectile Damage: 40 / 70 / 100 / 130 / 160 (+20% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16s

Transfuse (Ultimate Form): Cthulhu transfuses his own life force into the area around him giving Allies Health, Movement Speed and Power. Enemies are also hit, taking more damage the closer they are to Cthulhu. This ability damages Cthulhu for 4% of his Maximum Health. If Cthulhu is below 20% Health, this ability does not damage Cthulhu but all Ally effects are reduced by 50%.

Ability Type: Circle, Heal, Damage
Damage: 120 / 140 / 160 / 180 / 200 (+20% of your Magical Power)
Ally Healing: 5 / 6 / 7 / 8 / 9% Max Health
Power: 20 / 25 / 30 / 35 / 40
Movement Speed: 20%
Duration: 3s
Cost: 70
Cooldown: 6s
Descend Into Madness
5 9 13 17 20

Descend Into Madness

4 Y
Cthulhu reveals his true form as he plunges the battlefield into R’lyeh while any enemies caught nearby are damaged.

In this form Cthulhu gains increased Health, becomes immune to Crowd Control and gains access to new abilities. Enemies near Cthulhu gain stacks of Torment, increasing in pace if they are facing him. Enemies also suffer the debuff effects of Sanity Break, causing them to deal less damage to Cthulhu.

Ability Type: Circle, Buff, Damage
Damage: 145 / 185 / 225 / 265 / 305 (+50% of your Magical Power)
Max Health: 20%
Duration: 10 / 11 / 12 / 13 / 14s
Debuff Radius: 50
Cost: 100
Cooldown: 120s

*NOTE* Cthulhu cannot use relics while in his ultimate form.

Cthulhu Threats

Tap each threat level to view Cthulhu’s threats

Max
3
Major
5
Even
8
Minor
1
Tiny
0

Cthulhu Synergies

Tap each synergy level to view Cthulhu’s synergies

Ideal
0
Strong
0
OK
1
Low
0
None
0

Extended Build

Start #2 (Fine Okay's Build)

Build Item Magic Shoes Magic Shoes
Build Item Chalice of Healing Chalice of Healing
Build Item Hand of the Gods Hand of the Gods

Full build #2 (FineOkay Build)

Notes Basically this is just giving your teamates an advantage in team fights.

Notes

Basically this is just giving your teamates an advantage in team fights.

Build Item Shoes of the Magi Shoes of the Magi
Build Item Breastplate of Valor Breastplate of Valor
Build Item Void Stone Void Stone
Build Item Lotus Sickle Lotus Sickle
Build Item Compassion Compassion
Build Item Ethereal Staff Ethereal Staff

Start #3 (Anti-heal)

Build Item Tainted Steel Tainted Steel
Build Item Breastplate Breastplate
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
2

Full build #3 (Anti-Heal)

Build Item Tainted Breastplate Tainted Breastplate
Build Item Breastplate of Valor Breastplate of Valor
Build Item Shoes of the Magi Shoes of the Magi
Build Item Void Stone Void Stone
Build Item Pestilence Pestilence
Build Item Mantle of Discord Mantle of Discord

Shoe replacements

Build Item Emperor's Armor Emperor's Armor
Build Item Mail of Renewal Mail of Renewal
Build Item Sovereignty Sovereignty
Build Item Spirit Robe Spirit Robe
Build Item Witchblade Witchblade
Build Item Genji's Guard Genji's Guard
Build Item Mantle of Discord Mantle of Discord
Build Item Oni Hunter's Garb Oni Hunter's Garb

Situational

Build Item Ethereal Staff Ethereal Staff
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Pestilence Pestilence
Build Item Spectral Armor Spectral Armor
Build Item Sovereignty Sovereignty
Build Item Winged Blade Winged Blade
Build Item Witchblade Witchblade

Other viable Starters

Build Item Tainted Steel Tainted Steel
Build Item Warrior's Axe Warrior's Axe
Build Item Warding Sigil Warding Sigil
Build Item Vampiric Shroud Vampiric Shroud
Build Item Blood-Soaked Shroud Blood-Soaked Shroud
Build Item Tainted Amulet Tainted Amulet
Build Item Tainted Breastplate Tainted Breastplate
Build Item Infused Sigil Infused Sigil
Build Item Sigil Of The Old Guard Sigil Of The Old Guard
Build Item Axe of Animosity Axe of Animosity
Build Item Sundering Axe Sundering Axe
Build Item Conduit Gem Conduit Gem
Build Item Archmage's Gem Archmage's Gem
Build Item Gem of Focus Gem of Focus

Damage items

Build Item Bancroft's Talon Bancroft's Talon
Build Item Divine Ruin Divine Ruin
Build Item Typhon's Fang Typhon's Fang
Build Item Warlock's Staff Warlock's Staff

WARDS

Build Item Sentry Ward Sentry Ward
Build Item Ward Ward

Relics

Notes I personally wouldn't go Teleport Glyph but it is still an option.

Notes

I personally wouldn't go Teleport Glyph but it is still an option.

Build Item Teleport Fragment Teleport Fragment
Build Item Magic Shell Magic Shell
Build Item Blink Rune Blink Rune
Build Item Shield of Thorns Shield of Thorns
Build Item Cursed Ankh Cursed Ankh

Introduction

Welcome to my Cthulhu guide.
I made this guide based on experience playing matches, spectating matches, and utilizing information given to me from the smite community.

I spent a lot of time on this guide, however it is still incomplete, so I would appreciate feedback no matter how small.

Abilities

Abilities




Prey On Fear
Cthulhu breaks down the mental fortitude of enemy gods, applying stacks of Torment with abilities and the final hit of his basic attack chain. On reaching 4 stacks of Torment, enemies are afflicted by Insanity. Additionally, Cthulhu gains Magical Power per nearby enemy god with Insanity.

Sanity Break

Cthulhu sends out a terrifying blast of energy, dealing damage to all enemies hit and reducing their Attack Speed. Enemies hit by this ability also do reduced damage to Cthulhu for 6s.
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.
Successfully consuming Insanity permanently increases the base mitigation of this ability.


The Mire

Cthulhu summons a portal creating a slowing field of eldritch mire at the target location. 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.
The first shot also Slows enemies while the second Roots them, both hits applying 1 stack of Torment. Cancelling the ability early stops The Mire from growing or the portal from firing additional shots.


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.
The projectiles follow at a slightly slower pace but travel further, damaging enemies as well. Enemies hit by Cthulhu or the projectiles gain 1 stack of Torment.


Descend Into Madness

Cthulhu reveals his true form as he plunges the battlefield into R'lyeh while any enemies caught nearby are damaged. In this form Cthulhu gains increased Health, becomes immune to Crowd Control and gains access to new abilities. Enemies near Cthulhu gain stacks of Torment, increasing in pace if they are facing him. Enemies also suffer the debuff effects of Sanity Break, causing them to deal less damage to Cthulhu.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

Sever

Cthulhu swipes down at the ground beneath him, creating 3 large projectiles.
These projectiles damage enemies and apply a stacking Protection Reduction debuff.
This ability does not proc item effects.

Devastate

Cthulhu fires a devastating blast of psychic energy that damages and knocks up enemies.


Transfuse

Cthulhu transfuses his own life force into the area around him giving Allies Health, Movement Speed and Power. Enemies are also hit, taking more damage the closer they are to Cthulhu.
This ability damages Cthulhu for 6% of his Maximum Health. If Cthulhu is below 20% Health, this ability does not damage Cthulhu but all Ally effects are reduced by 50%.

Pros/Cons

Pros

Cons


High damage
Not enough crowd control to be a support
Great Mobility
Not many synergies
Excels at teamfights
Long Cooldowns
Tanky

Great Wave Clear

Amazing Engage

Can look over large structures due to size

Annoying Passive for enemies

Early/Mid/Late

Early

During the Early game after you clear your blue buff, you are most likely going to outclear your opponent which gives you lots of time to push the opponent to their tower and then you can secure the Totem. You should repeat this process until your jungler decides to gank your lane which in that case you should back up to your tower and let them step outside their tower line, then your jungler should gank and so should you. If the gank was proven succesful, you win the early game (If you are able to keep up the wave pressure while avoiding enemy ganks). However in some cases the enemy might be playing a god with better wave clear than you. In that case you should be playing safe until you reach level 5 which gets you to be a really tanky boy. At level 5 you should be POKING the living hell out of the enemy to make them waste Health pots which can eventually lead them to being forced to recall. If they recalled before you did then you are in the lead.

Mid

During the mid game you will want to buy 2 Ward for your side of the map but also on the enemy's side. You should be placing your wards behind the walls that are next to the Totem as well as placing a ward near the enemy's buff or at the buff. These are the most common places junglers lurk. If you have a big lead then you should consider rotating sometimes. Sometimes the Junglers may catch you off surprise and gank you. However you have DAMAGE, and DEFENSE on your side so You could fight it but NEVER use Rushing Terror aggressively in this situation.

Late

During the late game you kind of just let your brain run itself. You inflict Prey On Fear on basically any god you come across and a chance to win that sweet achievement and such. Your Transfuse can be very helpful during fights as it buffs your teamates giving them an edge in battle. You excel at teamfights so your presence will certainly change a lot. Sentry Ward the fire giant and be sure to secure every ONI fury kill. Oni fury gives a lot of wave pressure that rarely anyone will see.

Gods Cthulhu Counters

I will be rating the counters based on Okay/Even/Extreme/Major (Examples)



Major

In both Solo lane and Jungle, Ao kuang will have a difficult time killing you. You can use your Descend Into Madness to cc immune his King of the Eastern Seas so you wont need to worry about Ao Kuang executing you, Unless of course your ultimate is down. You should always be aware of the fact that King of the Eastern Seas has a 90s cd while Descend Into Madness has a 120s cd. So you should be extra careful. However it is always an option to flee a fight from Ao Kuang if the opportunity presents itself. Rushing Terror should never be used aggressively against Ao Kuang Specifically. If the Ao Kuang is solo, then you should be easily winning the early game. Cthulhu has a way better wave clear than Ao Kuang which can give you time to poke the hell out of him.

Extreme

Cerberus is a really good pick in the solo lane right now. But so is Cthulhu. When the Cerberus uses Ghastly Breath you should use Rushing Terror to cancel the ability screwing up both his wave clear and damage dealt to you. Leaving his only form of wave clear and damage to Paralyzing Spit. Dont stand in the wave line as not only could Cerberus clear the wave decently, but also bring down a chunk of your hp. Getting Tainted Steel is not a very bad idea considering Spirit of Death and Soul Expulsion all heal a large amount of Cerberus's hp. When Cerberus uses Stygian Torment, then it will probably mean that he has his jungler in the area. Use your ultimate to negate the knockup, then look around for the enemy jungler, if you see a sneaky midget hiding, then you should get the hell out of there. If you dont see a Jungler, Then you are free to fight but should consider the fact that their mid laner may rotate or their Jungler has a very good hiding spot. Stay near your tower.


Even

Despite Gilgamesh getting nerfed before release and after release, he is still a very good for the solo lane. His wave clear is worse than yours so you should have better early game pressure. While you are using The Mire, the Gilgamesh may attempt to Dropkick you to cancel the ability. Avoid it if you can but it really isn't that big of a deal as that would mean abandoning his wave clear and going in for some damage, Gilgamesh hits hard with his Sun-Forged Scimitar so beware of that. During his Winds of Shamash you could use your Descend Into Madness to become CC immune. But sometimes your Descend Into Madness is still on cooldowns. Getting Winged Blade is a smart idea especially against Gilgamesh. If the Gilgamesh is beating the living hell out of you with Sun-Forged Scimitar then you have the option to create some distance with Rushing Terror but beware for Hero's Advance as it will close the distance you created with Rushing Terror. You could also get Witchblade to make boxing with him easier.


]

Okay

Xbalanque is a hunter that I do not see at all in the solo lane, so chances are you will meet him during the lategame. However he is still a problem even without being where you are. Darkest of Nights is really annoying to deal with sometimes as it blinds you disabling you to see your surroundings making it difficult to see enemies coming or where you are going (Unless you look on the map). However Descend Into Madness turns you into a giant, and if you didn't know this by now Descend Into Madness makes you tower over the effects of Darkest of Nights allowing you to see completely.

Item Choices

Item Choices






Breastplate Of Valor

This item is one of the most common items in the game built for both supports and solo laners, and there is a good reason why. Breastplate Of valor gives a 20% cdr which is very good for gods with long cooldowns. Specifically Cthulhu. It gives 200 mana, and 10 MP5 which is really good for gods that consume mana fast. Breastplate of Valor also gives 65 physical defense which is a lot compared to the other physical defense items in the game.


Stone Of Gaia

Stone of Gaia right now is just broken. Item restores 0.5% of your hp per second while also giving mp5 and hp5 making this a very good sustain item for the solo lane. You also gain 15% of your max hp if you are affected by displacements crowd controls aside from vortexes. This item is built on solo laners a lot this season because of this high sustain.



Shoes Of Magi

Shoes of Magi is an optional item I really recommend grabbing early. It gives a great power spike that helps clear lane easier, as well as damage your opponent. On top of that there is a 12% lifesteal on it. It doesn't help as much as the other lifesteal items but it does help a little bit. The rest of the shoes are pretty good too, but personally this is my pick.




Void stone

Really good item for Cthulhu this season. Gives a decent amount of health, and magical protections making you tankier while also giving you more magical damage and a penetration aura making it a really good item for both offence and defense.



Oni hunter's garb

Oni Hunter's Garb works really well with Cthulhu because of the mitigations it gives while being around enemies which is amazing with max stacks on Prey On Fear.


Pridwen

Pridwen is a very good Item on solo laners this season because of it's 20% cdr and the shield it gives you when you use a ultimate. Though on Cthulhu I would argue that it isn't as good. His ultimate is a transformation ultimate that does not go on cooldown until you resume your original form. When you ult as Cthulhu you should be expecting to get get through half the team fight there making the shield after Descend Into Madness not very useful unless you tower dive. I am not a very big fan of Pridwen on Cthulhu but if it works for you then go for it.

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League of Legends Build Guide Author AnimeWeeb0
MADNESS AT IT'S CLIMAX! Cthulhu Season 8 Guide Patch 8.6
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