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With this start you are looking to get boots as quickly as possible as well as your ult. You mainly want to play back until you hit lvl 5 which then you need to be incredibly aggressive. I put Teleport since that what a newcomer would find more safe but I would recommend blink rather than TP. If you are comfortable go blink rather than TP.
Stone of Gaia is a must have on Cthulu. The Health and HP5 it has is too good to resist even if there isn't a god to prock the passive. Shoes of focus you are going to want to have more cooldown and ethereal gives Cthulu health and power as well as the passive making it easier to dive the backline.
Nemean you NEED if the enemy jungler is an auto attacker. Pridwen is an all around nice item with cooldown and its passive. Runic shield you get more health and take less damage from the mid laner. Pestilence is great to have for anti-heal; it gives health as well making your ult much stronger. Breastplate and Genjis you will need for cooldown. Their only on stuational because you will get one or the other depending on your solo jungle matchup.
I could really only think of these 3 items after you sale boots. Mantle and Magi's is great to keep people off of you especially since Cthulu's abilities take some windup. Pridwen is honestly just a good hybrid item which is how I recommend building him
This is his final build that I strongly recommend. It's nothing special but it will get you through the game. If they have healing replace runic with Pestilence and sell boots for one of the other three you haven't bought yet.
I know it seems weird to rush the dash first on a god but Cthulhu's dash is just way too strong to not rank first. It WILL clear lane by itself and if you can hit both hits it'll nearly knock out a 3rd of their health. You want to then get your 2 since its very strong if you can manage to get off both hits. Remember to cancel your 2 if you see they've already escaped it. It'll just be a waste of an ability otherwise. Ult whenever you can.
Tap each threat level to view Cthulhu’s threats
Come one Come all to the Cthulhu guide you've been waiting for! So what do you do when laning with Cthulhu. First off you will want to play somewhat passive starting out. What you want is that sweet sweet lvl 5. Start blue, get blue, then head to lane. Dash the lane and auto until you get lvl 2 then proceed to 2, dash the lane until you reach lvl 5. Once you hit 5 then you then need to be aggressive as ****. You are by far the most aggressive solo laner all because of that ult of yours. Now here is one thing that gets Cthulhu players dead. I've even seen spl players do this so I KNOW that even the best of us fall for this. We hear of how OP his ult is and we got some easy lanes and kills because of it, but because of that we become to cocky. So we dash in to four or even five people, ult and die. Don't do that! Also don't hold your ult for only when you get ganked either. Granted ulting when getting ganked isn't bad, it's still a waste of an ult and it can get you killed later in the game. Cthulhu's ult is meant for aggressing, why do you think all his hard CC and mobile abilities aren't in his ult. All you have is a knockup and an ability that takes away health. That won't save you. Use your ult, but do it with smarts. Once you hit lvl 5 be aggressive. Be careful for ganks, especially mid lane ganks, and win lane.
You got tier 1 tower so now what do you do. Well have you ever heard of rotating? Don't fall into a trap most new solo laners fall into, the solo lane warrior. I don't mean picking a warrior in solo, I mean staying in solo even when it would hurt your team to do so. As Cthulhu you want to rotate to push leads on your mid lane and tank for objectives. Usually people think support tanks the objectives, but no thats the solo lanes job. If the support is too busy tanking they wont have the health or mana to protect their carries. So the solo lane should tank. This is really just standard Mid game stuff but as a Cthulu you have one of the strongest back line dives. 3, 2, 1, Ult, in that order. Any mid laner will fall by your hands with that combo. Granted Cthulhu needs team coordination to work well to get the most out of his dives, but if your team is good they'll follow after you and clean up the enemy team. In Mid game you only really need to worry about the adc. They'll definitely have Qins by now and that will destroy you, even in your ult. What you need to do is kill the mid laner and jungler then have your team aim for the adc, usually the other adc or jungler. With them dead aim for the tanks then take tier 2s and objectives. What if your behind, what do you do? Basically the same thing except be extra aware about the enemy adc and jungler. If they're nowhere near, and you KNOW it, then dive and kill the mid laner. Protect your carries with your support in bigger team fights and for freak sake don't ult on cooldown. Only ult when you know you can get value out of it.
Cthulhu is a beast late game. Not only is he managing to somehow get top damage with only tank items, but he is killing everyone while simultaneously healing his team. Practically do the same thing as mid game, except be twice more aggressive. By this point no one can really kill you so keep that to your advantage. Ult on cooldown and kill the mid and adc. The rest will die by your team and then take the titan. What if you are losing? Then pray. If you are behind as Cthulhu in the late game there is nothing you can do about it. The adc is too strong to kill and the jungler, mid, and solo is killing your entire team. Cthulhu can bring it back around but its much harder when he is surrounded. One of Cthulhu's weaknesses is getting CCed over and over again. Just hope that you can turn it around cause if you can't its game over.
Cthulhu's 1 is a cone ability that quickly comes out and does damage. It will also apply insanity and if damaging from the back its 1 stack and 2 stacks from the front. If the person is already insane it will fear them and it will absorb their insaneness and add to his passive. Cthulhu's 2 is a large aoe ability that hits two separate times which you can see with the drops from the top. The first hit will apply a slow and insanity and the second hit will root them and apply another stack of insanity.
Cthulhu's 3 is a dash that goes a long distance despite the shortness compared to Cthulhu's model. If you hit someone straight on it will stun, knockback, and apply a stack of insanity. If you hit the sides then it will do damage and apply a stack of insanity.
Cthulhu's ult is basically a stance switch. Upon taking his knew form and abilities Cthulhu will do damage to people around him and be CC immune during the ult. Anyone he hits will immediately be insane and Cthulhu will gain new abilities. His health will also drastically rise. At max rank the ult can last for 14 seconds.
Cthulhu's ult 1 is basically his auto attacks. It costs no mana and has a cooldown of 1 second. It will also apply insanity but beyond that there's nothing all that special about this ability besides its insane damage.
Cthulhu's ult 2 is an aoe knockup ability. It will apply insanity and that knockup actually will last for a bit. What some people have realized is the windup. Before you cast the ability Cthulhu will wind up to throw the aoe but if you somehow manage to miss the targeter at first, during the windup you can quickly reposition the ability. Just a little tip.
Cthulhu's ult 3 is a large aoe around him that heals his and buffs allies and debuffs his enemies. To do this Cthulhu will take off 6% of his current health bar. It will also apply insanity.
Cthulhu's passive is a strange one indeed. Basically he'll apply insanity on all his abilities and at the end of his auto attack chain. At 4 stacks of insanity the person will become insane for 20 seconds and will see and hear weird things. If he absorbs the insanity using his 1 he will gain additional protections and magical power. This passive is hard to stack up especially in the late game. Every absorbtion from his one will give 0.5% of the passive. It'll start at 20% and end at 30% so you need to do this for a total of twenty times to stack it fully. The 1's cooldown is 10 seconds so you can only really get it off once per insane person. The combo to get it off is to hit all hits of your 2, dash and knockback the enemy into your sides to get both hits of your 3, then 1 to absorb their insanity. But thats incredibly tough to do considering the 2 is slow to get off all hits and the 3 is your main getaway and damage. Out of all the games I've played I've only managed to stack it once. Just know to get it stacked as much as you can early on cause you ain't getting it stacked late game.
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