In order to determine Cthulhu's viability in the support role, it is most important to first evaluate the crowd control and potential peel that he possesses in his base kit.
Within just his base abilities (without considering his ultimate, Cthulhu
has a potential
slow up to 45% or an easy to confirm 10% slow in the form of The Mire
has successfully driven an enemy insane using his stacks of Torment
, his Sanity Break
ability has a CC in the form of a 1.5 second fear. Otherwise, this has an ensured attack speed debuff of up to 30%.
Finally, Rushing Terror
is accompanied by a 0.4 second stun and a knockback.
He certainly does have enough crowd control to be viable in a supportive role. Though, there are some concerns here. The Mire
can be hard to confirm as almost all hunters will have a mobility to escape it early game. Rushing Terror
will either displace you in lane or require you to get behind the enemies in order to properly peel with it. [Sanity Break]] requires Cthulhu
to have stacks of his Torment
in order to be put to use with full effect. Without those stacks, there is not a technical hard CC within this ability.
So for peel in-lane or potential for saving allies in immediate danger, Cthulhu
has a slow, attack speed debuff, a 0.4 second stun, and a brief knockback.
I personally believe that this is the best role for Cthulhu
in conquest as of now according to my experience. Cthulhu
has an extremely easy time applying stacks of Torment
throughout typical solo lane boxing, allowing him to make full use of his kit much more. Although he does not have any sustain built into his kit (actually the exact opposite), he is fairly safe due to his ultimate and decent escape ability.
's wave clear is incredible when using The Mire
, and the base damage of the god allows for some very strong early-game pressure. With any sort of cooldown reduction built, his ultimate also has a very short cooldown. To use Cthulhu
to his fullest potential in solo lane do not be afraid to use his ultimate simply for the massive damage potential in his new kit. However, be mindful of using Transfuse
when in solo lane, as you sacrifice your maximum health ONLY
for the sake of damage due to the lack of nearby allies.
I actually also find the nature of solo to be a driving factor in my decision regarding his best role. By the time teamfights start, a support will be a few levels lower than all other players in the match, whilst a solo should be one of the two highest levels. This translates into teamfights in the form of even more potency with Cthulhu
's ultimate, which would otherwise not get nearly as much worth when playing as a support. That being said though, the ultimate is still effective when played by a support role.
I find it very odd that this became such a quick trend for Cthulhu
. However to be fair, I must evaluate his ability to jungle according to role standards and kit requirements much like I did for support.
Movement speed/mobility, and rotation ability:
has a mobility in the form of his Rushing Terror
. This ability has a 16 second cooldown, and costs 60 mana at level one. The distance traveled here is just 5 units shorter of Fenrir
's jump ( Unchained
), reaching 50 units. For transparency, Unchained
also costs 60 mana at level one, and has a 15 second cooldown.
Junglers must have reasonable ability to clear their camps in the jungle, allowing them to quickly rotate between lanes and also farm up reasonably. This is the start of where Cthulhu
begins seeing some problems. According to base damage alone, The Mire
is the better option for Cthulhu
when attempting to clear camps in the jungle. However, it is important to consider other aspects of these abilities. Assuming a typical jungle start with Assassin's Blessing
and beginning to build an item such as Spear of Desolation (Credit to SwifterHypno for this jungle build that I used for testing and reference)
, I did some further testing. It is first crucial to consider that Sanity Break
has a cooldown of just 10 seconds at level 1, whilst The Mire
has a base cooldown of 18 seconds. If clearing a full camp on his own, Cthulhu
should expect to receive about 100-120 damage from the minions at the start. The third basic attack in Cthulhu
's basic attack chain is a cone which can hit all minions of a camp, which is an essential part of his kit for this role. Clearing a camp at level one will take approximately 10 seconds using either his 1, OR
his 2, meaning there is no significant difference in clear time. Therefore, due to the much shorter cooldown, Sanity Break
is by far the better option for clear in the jungle.
Regardless, it is still absolutely mandatory to buy Hand of the Gods
at the beginning of the match in order to keep up with the enemy jungler. Despite this fact, I believe Cthulhu does (possibly arguably)
have enough clear to support himself in the jungle.
First, I want to consider the ability that we leveled just before ( Sanity Break
). If this is our primary clear in the jungle, this is what will be relied on most in the very early game if any ganks are necessary. There is no immediate CC for this ability as Cthulhu
will not have the ability to set up stacks on his gank victims, and this is a fairly closed ranged ability. Compared to The Mire
, it is an inferior gank tool. While Rushing Terror
may be used to dive into a lane for a gank, The Mire
has a large amount of telegraphing. Cthulhu
is not a sort of jungler who is capable of surprising his enemies with a gank. When walking near walls, he is often taller than the walls around the map and can be seen by the lane he is about to gank. When going for a gank, he will have no stacks on enemies to output easy CC. His strongest damage, The Mire
, is not usually viable for ganks as it offers too much time for the enemy to escape out of the reach of Sanity Break
There is potential for Cthulhu
to be able to apply pressure to lanes, however. I simply do not believe he has the ability to commit to lane ganks unless enemies are misplaying/overstepping.
Hyper-carry potential due to poor early game performance:
In the case of junglers, these sorts of assassins who do not have very good gank potential early game have incredible late-game performances; one example of this is Kali
. Later in the game, Cthulhu
has some unrivaled damage output for a jungler when built as a full damage god. Through my testing, when at full build and level 20, Cthulhu
should be capable of killing most gods with 3000 health or less in under 4 seconds using his basic attacks, The Mire
, and Sanity Break
. He is also able to clear any jungle camps using Sanity Break
and one basic attack. Just to note, he is not capable of solo-killing the Fire Giant
, so please don't try it.
I believe that because of this late-game potential, he can be
viably considered a late-game hyper carry, and be made viably in the jungle to a CERTAIN extent. I still, however, do not find this to be his best role.