You can build a mix of protections and cooldown reduction to allow you to get in near people and actually apply Torment and the cooldown will help with how often you can apply it. I'd recommend saving Sanity Break as the final ability to use so you haven't sent someone insane only for them to escape before you can consume it. Enemies bunch up a lot and are far more likely to be hit by your abilities. It stacks every second or two, and increases in pace if the enemy gods are facing you. Finally his ultimate applies a stack of torment in a decent sized area around him. The last hit of your basic attack chain applies 1 stack if it hits an enemy god, your 1st ability applies 1 stack if you hit an enemy god or 2 stacks if you hit them while they are facing you, both hits of your 2nd ability apply a stack each (so hitting both will apply 2 stacks), hitting an enemy god with any part of your 3rd ability (his dash) also applies 1 stack. You can stack Torment in a variety of ways. This will likely be an awkward achievement. So, send a god insane then consume their insanity using your 1, then repeat this 20 times. Once they have been driven insane, if you hit them with Sanity Break, their insanity will be consumed and you will gain a permanent stack on the damage mitigation that Sanity Break provides. You can tell when an enemy god is insane as they will have a red/purple coloured aura around them (you passive meter will also show one eye open for each insane god near you). On reaching 4 stacks of Torment, enemies are afflicted by Insanity. It applies stacks of Torment, along with the rest of his kit. Kings will be made mad, the mad will become kings and not even the dead will be spared his wrath.As Cthulhu, reach full stacks of Sanity Break in a single match. The old gods will fall before him as he shatters the chains of reason, and commands lunacy to rush forth upon the world. He plants seeds of madness in the minds of the dreamers, and calls to those who would serve him. Now, as the stars move into their foretold conjunctions, and the great tree withers, R'lyeh rises from the sea and great Cthulhu frenzies forth to reassert his ancient dominion. Great Cthulhu will awaken to bring the whole of the earth under his sway once more and to teach man new ways to shout and kill. There they make ready for the time when they will liberate their master from his long sleep with their prayers. Nor is he alone in his waiting, for there are those who would worship him, hidden in distant wastes and dark places. He waits patient and potent, for the stars to be right. After summer is winter, and after winter, summer. For his hand is at their throats, and they see him not. He once ruled where the feeble gods of Earth rule now, and where they now rule he will rule again. The wind gibbers with his voice, and the earth rumbles with his thoughts. He erodes the minds of the weak, and emboldens the mad. For him the sleep of aeons is as but a momentary stillness, and in his dreams he speaks to those who would listen. In his house at R'lyeh, dread Cthulhu waits dreaming. Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtagn. If Cthulhu is below 20% Health, this ability does not damage Cthulhu but all Ally effects are reduced by 50%.ĭamage: 120 / 140 / 160 / 180 / 200 (+20% of your Magical Power)Īlly Healing: 5 / 6 / 7 / 8 / 9% Max Health This ability damages Cthulhu for 4% of his Maximum Health. Enemies are also hit, taking more damage the closer they are to Cthulhu. Transfuse (Ultimate Form): Cthulhu transfuses his own life force into the area around him giving Allies Health, Movement Speed and Power. Enemies hit by Cthulhu or the projectiles gain 1 stack of Torment.ĭamage: 70 / 110 / 150 / 190 / 230 (+30% of your Magical Power) The projectiles follow at a slightly slower pace but travel further, damaging enemies as well. 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. Protection Reduction: 4% stacking up to 4 times This ability does not proc item effects.ĭamage: 100 / 140 / 180 / 220 / 260 (+25% of your Magical Power) These projectiles damage enemies and apply a stacking Protection Reduction debuff. Sever (Ultimate Form): Cthulhu swipes down at the ground beneath him, creating 3 large projectiles. Successfully consuming Insanity permanently increases the base mitigation of this ability.ĭamage: 100 / 150 / 200 / 250 / 300 (+40% of your Magical Power)Īttack Speed Slow: 20 / 22.5 / 25 / 27.5 / 30% for 3s 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. Enemies hit by this ability also do reduced damage to Cthulhu for 6s. Sanity Break: Cthulhu sends out a terrifying blast of energy, dealing damage to all enemies hit and reducing their Attack Speed.
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