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Monster

5 6 35,058
5.6
by Olympz updated June 16, 2020

Smite God: Cthulhu

Build Guide Discussion 5 More Guides
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Cthulhu Build

Monster

Build Item Shoes of Focus Shoes of Focus
Build Item Ethereal Staff Ethereal Staff
Build Item Breastplate of Valor Breastplate of Valor
Build Item Mantle of Discord Mantle of Discord
Build Item Gem of Isolation Gem of Isolation
Build Item Hide of the Urchin Hide of the Urchin

Cthulhu's Skill Order

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.

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1
silentshell (5) | June 17, 2020 7:07am
shouldn't you switch the position of urchin and discord? You are waiting to get the stacks on urchin until the end and you can also have it online a lot earlier than discord. I can also see the application of iso, but really it's only going to be helpful on his 2 and only somewhat on his ult, right? Also, from the matches i've played you could probably put urchin in the ethereal spot or go BoV and then Urchin, but as i don't know what mode this is supposed to be for I really don't want to get to involved in feedback since i just play arena.
1
Gulfwulf (81) | June 17, 2020 7:28am
Yes. 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. I haven't played Cthulhu yet, so I can't comment on how effective Gem of Isolation is on him yet.
1
silentshell (5) | June 17, 2020 8:05am
Gulfwulf wrote:
Yes. 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. I haven't played Cthulhu yet, so I can't comment on how effective Gem of Isolation is on him yet.


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. 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. with no extra damage, so even then thinking about it i don't know that it would be that useful.

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.

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.
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League of Legends Build Guide Author Olympz
Monster
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