6 hours ago
1
Patch 7.7
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HADES OP - NA

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

Main Build
Build Section
Starting Build
Warrior's Axe

Warrior's Axe

+15
Physical Power
+20
Magical Power
+10
Physical Protection
+10
Magical Protection

PASSIVE - Damaging an enemy god steals 35 health (+1 per level) away from your target and restores 25 mana. This effect can only occur once every 8s. Can be upgraded at level 20.

Iron Mail

Iron Mail

+75
Health
+10
Physical Protection

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Hand of the Gods

Hand of the Gods

This consumable deals 200 True damage to Jungle Monsters around you. This only affects Monsters on your side of the Jungle.

Blink Rune

Blink Rune

Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 140s.

Finished Build
Sundering Axe

Sundering Axe

+40
Physical Power
+65
Magical Power
+30
Physical Protection
+30
Magical Protection

PASSIVE - Damaging an enemy god steals 3% (+2% of your Protection from items) of their Current Health away from your target and restores it to you. This effect can only occur once every 7s.

Mystical Mail

Mystical Mail

+200
Health
+35
Physical Protection
+20%
Crowd Control Reduction

AURA - ALL enemies within 25 units are dealt 30 (+1 Per Level) Magical Damage per second.

Breastplate of Valor

Breastplate of Valor

+65
Physical Protection
+300
Mana
+10
Mp 5
+20%
Cooldown Reduction

Bulwark of Hope

Bulwark of Hope

+80
Magical Protection
+250
Health
+20%
Crowd Control Reduction

PASSIVE - When you take damage and are below 40% Health, you gain a Shield with health equal to 15% of your Maximum Health for 20s. Can only occur once every 60s.

Divine Ruin

Divine Ruin

+90
Magical Power
+10
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing for 6 seconds.

Traveler's Cloak

Traveler's Cloak

+40
Physical Protection
+10
Magical Protection
+125
Health

Blink Rune Upgrade

Blink Rune Upgrade

Using this item will allow you to teleport up to 45 units away instantly. After using this item you gain a 10% Damage Mitigation Buff for 2s. This item can not be used if you have taken or dealt damage in the last 3s. Cooldown - 120s.

Shield of Thorns Upgrade

Shield of Thorns Upgrade

Using this item reflects 30% of all damage you take, before mitigations, for the next 5 seconds, back to its owner as Magical Damage. If you are dealt 120 * your level damage while this effect is active, the effect will end early. While this is active enemies can only lifesteal from you for 50% of their total lifesteal. Cooldown - 120s.

Situational Options
Against Magical Lane Opponent
Genji's Guard

Genji's Guard

+150
Health
+70
Magical Protection
+40
Mp 5
+10%
Cooldown Reduction

PASSIVE - When you take Magical Damage from Abilities your cooldowns are reduced by 3s. This can only occur once every 30s.

Bulwark of Hope

Bulwark of Hope

+80
Magical Protection
+250
Health
+20%
Crowd Control Reduction

PASSIVE - When you take damage and are below 40% Health, you gain a Shield with health equal to 15% of your Maximum Health for 20s. Can only occur once every 60s.

Against In-Hand Heavy Composition
Witchblade

Witchblade

+30
Physical Protection
+250
Health
+10%
Cooldown Reduction
+7%
Movement Speed

AURA - Enemies within 55 units have their Attack Speed reduced by 25%.

Divine Ruin

Divine Ruin

+90
Magical Power
+10
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing for 6 seconds.

Horrific Emblem

Horrific Emblem

Using this item Slows the Movement Speed of all enemy gods within 35 units by 30% for 5s. Their Attack Speed is also reduced by 25% for the duration. Cooldown - 110s.

Shield of Thorns

Shield of Thorns

Using this item reflects 30% of all damage you take, before mitigations, for the next 5s, back to its owner as Magical Damage. If you are dealt 120 * your level damage while this effect is active, the effect will end early. Cooldown - 120s.

Against Heal Heavy Composition
Contagion

Contagion

+60
Physical Protection
+150
Health
+250
Mana
+15
Mp 5

AURA - Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras.

Divine Ruin

Divine Ruin

+90
Magical Power
+10
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing for 6 seconds.

Cursed Ankh

Cursed Ankh

Using this item reduces the Healing received by all enemy gods within 55 units by 40% for 10s and removes 50% of any currently applied shield. Cooldown - 120s.

Leveling Order
Skills Section
Primary Order (Brawling)
Sanity Break
Sanity Break
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
The Mire
The Mire
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Rushing Terror
Rushing Terror
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Descend into Madness
Descend into Madness
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Secondary Order (AFK Clear)
Sanity Break
Sanity Break
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
The Mire
The Mire
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Rushing Terror
Rushing Terror
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Descend into Madness
Descend into Madness
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Matchups
Gods Section
Strong Against
Bellona
Weak Against
AchillesMulanNemesisKaliNoxGaneshaYmirYemoja
Notes

Lane Matchups. Cthulhu naturally suffers against any character that can beat his pressure in lane. Being a Guardian, his in-hand damage is weaker than that of the Warriors you will frequently face in Solo Lane and he relies on Mystical Mail and The Mire to clear jungle camps and lane minions. Cthulhu especially struggles in lanes against Warriors that can interrupt The Mire. Achilles can stun Cthulhu out of his clear by using Shield of Achilles and can execute Cthulhu with Fatal Strike even when Cthulhu is in his ultimate state. Mulan can relatively consistently interrupt The Mire with her Grapple due to Cthulhu's large hurtbox and threaten him with her substantial damage output.

Problematic Junglers. In the mid- to late-game, Cthulhu can be threatened by Assassins that rely heavily on their in-hands, like Nemesis and Kali. Due to the significant increase to his maximum health that Cthulhu gets during Descent into Madness, attack speed combined with Qin's Sais is the most effective way to kill Cthulhu in his ultimate state, despite the debuff that the ability applies to nearby enemies. The shred of one of these characters combined with an enemy Hunter can be too much for Cthulhu to handle.

Area Denial. Instant silence abilities like Nox's Siphon Darkness and Ganesha's Ohm can be problematic for Cthulhu's initiation. While they cannot disrupt you during Descent into Madness, they can be used to easily interrupt The Mire and Rushing Terror, which greatly hampers your ability to control the enemy team when not in your ultimate state. Abilities that create walls, on the other hand, are among the few things that are capable of stopping Cthulhu's assault. A well placed River's Rebuke from Yemoja or Ice Wall from Ymir in a jungle corridor can nullify Descent into Madness and force you to wait for the lengthy cooldown to come back again.