I put the threat level at level 5, because I think Osiris is extremely strong in joust, and he does not receive enough credit for it. I have played a lot of Osiris, and he is extremely fun to play when played well. So, if the enemy Osiris plays well, it can hurt your team a lot, especially since Osiris is a bruiser like Cu Chulainn. Osiris can not only cut off all sources of healing for a brief duration with his ult, but he can also stun enemies around him. He does that while also weaving in basic attacks that are unmatched. Osiris has the highest amount of damage any warrior at level 3 can have, even higher than Cu Chulainn. As such, it is not a good idea to exchange autos with Osiris as Cu Chulainn. Osiris is also tankier than Cu Chulainn early on, because of his passive which produces mitigation percentage. The only way to beat an Osiris is to bully him out of his lane into his tower. If you can pressure a lane enough, Osiris will seem to become very underwhelming.
Bacchus is extremely good in joust. His 2 is fantastic for setup. A good Bacchus will setup every ability of his carries at almost every try. Not only is his CC good in his 2, 3, and 4, but he also does a **** ton of damage at the same time. This god is great to play, and extremely hard to play against.
Hercules is always a threat for every god, but especially for Cu Chulainn in the early game. If Hercules pulls off his combo of 2, then 1, while auto cancelling, then he could very likely kill Cu Chulainn easily with the help of his team mates.
Sobek is extremely good in joust. His 1 can easily pluck and displace a carry, or a support. It is good against guardians that have casting abilities, such as Cerberus or Bacchus. Not only can he displace his opponents, he also disrupts so much during a team fight with his 2, and he heals off his enemies with his 3, not to mention the antiheal it applies. Sobek can slow you and stick to you during his ult. Once you are plucked by a Sobek, it is easy to burst down a Cu Chulainn, especially in the early game. The amount of disrupts and chaos Sobek causes during a team fight is enough to throw off Cu Chulainn for a pluck he did not expect.
Artio is a counter to Cu Chulainn as she can create a cripple field with her 2 in druid form, which silences Cu Chulainn's leap ability. Without his 3, Cu Chulainn is an easy target. Additionally, Artio can very effectively control a Cu Chulainn and prevent him from ever having an impact on the game.
Baron is an extremely difficult opponent because he has such good sustain and Crowd Control. His 3 and 4 are both great ways of controlling and damaging the entire enemy team. His 1 deals damage to enemies and has a super short cooldown, which is perfect for wave clear. His 2 is an underestimated ability, and it will always change the course of a fight because of the insane flat heal it gives to Baron and his team mates. As such, it is not easy to put pressure against a lane that constantly heals.
Ullr is only a threat if he can outpressure you. Similarly to Cu Chulainn, Ullr is a high pressure god, and he performs best when his team has a lot of pressure on the enemy team, just like Cu Chulainn. So, to ensure you win, you have to put on more pressure than the Ullr will put pressure onto you.
When looking at the items that should be bought on Cu Chulainn in joust, it is important to take into consideration Cu Chulainn requires a little bit of power and a **** ton of protections, health, and CDR. Cu Chulainn can usually draw his power from items such as Warrior Tabi, Gladiator's Shield, Shifter's Shield, or even Mystical Mail. The goal when playing Cu Chulainn is to make sure you do not die in the early game, because it is easy to get baited as Cu Chulainn in the early game. Eventually, the general gold is to out pressure your opponents and try to create a snowball effect from a few kills. It is very important that Cu Chulainn receives the bounty for all the kills in order for him to become unstoppable. The key to playing Cu Chulainn is not feeding, making sure your allies do not feed, and eventually feed on your opponents. The goal is to buy items that you can afford and become as tanky as possible with a bit of power to out pressure all the squishy opponents in your lane.
In terms of skill it is pretty easy. You prioritize the ult, then the 1, then the 3, then the 2. It is always good to get at least one point in ur 2 while you are still relatively low in levels, especially on your 4th level. The second ability is great to control your rage and perfect for timing the release of your passive.
A summary for this build guide is basically to build protections and health along with CDR. Try not to die in lane, especially in the early stages of the game, and stay at the same level, if not higher, than your opposition. Try to sneak in damage in your build so that your abilities scale up to do insane damage in the late game. Always try to weave in auto attacks between your abilities. It is important to not just throw out abilities and think about what you do before you do it because Cu Chulainn's cooldowns are quite long. Go for counter items as much as possible, and try to have enough gold to buy a Mystical Mail to really burn down your enemies. Have fun :D
In terms of Ranked Play, Cu Chulainn performs very well in a double tank composition; with one mage to do long distance burst damage, one guardian to keep crowd control over the battlefield, and a Cu Chulainn to be the tanky bruiser of the team. Cu Chulainn's role is to deal continuous amounts of damage while being tanky and able to sustain himself in lane efficiently. A Cu Chulainn would often have the Top Mitigations and Top Damage throughout the entire duration of the joust game because the goal of this composition is to feed the bruiser so that he can easily just stomp the enemy gods and pressure the lane effectively. The mage is technically meant to be the carry of the game, but the warrior is secretly the carry because he deals the most poke damage, while mages only deal burst damage at brief times throughout the game. The guardian is only there as a pure support, making sure his mage is healthly and protected, while also controlling the opponents and setting up both his carry (mage) and his secret carry (warrior).
- Strong Pressure against enemy lane
- High Crowd Control with ult and passive
- High Area Damage against all the team, especially the carries of the opposing team
- Chaos in the team fight
- Weak Protections Early
- Very high Risk versus Reward. Snowball or Feed all game long.
- Weak without his 3 (Leap)
Cu Chulainn's 1 is an extremely good ability for waveclear. Not only does it damage the wave, but it also stuns the wave and applies antiheal. His 3 is also a good source of damage for killing creeps and buff monsters.
Cu Chulainn is only really great in team work. You need to play with your allies and try to combo your opponents. Allies such as Ra, Thoth, or Agni work really well with Cu Chulainn as his ult can set up their ults. You need to make sure you are surrounded by constant team mates that are consistent when it comes to what they bring to the table in terms of wave clear, jungle clear, cc, and enemy god damage. Do not take me wrong, you can easily solo enemies with Cu Chulainn, in fact, you will most likely solo a lot of opponents as Cu Chulainn.