The Great Dreamer
Class / Pantheon: Guardian / Great Old Ones
Gem Cost: 200
Pros: High Area Damage
Favor Cost: 5500
Release: June 16, 2020
Stats [Per Level]
Health: 500 + 
Mana: 210 + 
HP5: 8 + [0.80]
MP5: 4.60 + [0.42]
Physical Protection: 21 + [3.2]
Magical Protection: 3 + [0.9]
Auto Damage: 38 + [1.50]
Movement Speed: 370
Attack Speed: 0.90 + [1.20%]
"Inflict Torment on your enemies to slowly drive them Insane. Consume their Insanity for permanent benefits."
(Press the icons to get details of each ability!)
Passive: Prey on Fear
Cthulhu breaks down the mental fortitude of enemy gods, applying stacks of Torment with abilities and the final hit of his basic attack chain. On reaching 4 stacks of Torment, enemies are afflicted by Insanity. Additionally, Cthulhu gains Magical Power per nearby enemy god with Insanity.
Torment Duration: 5s
Magical Power: 25 per enemy with Insanity
Insanity Duration: 20s
Ability Type: Buff
Ability 1: Sanity Break
Cthulhu sends out a terrifying blast of energy, dealing damage to all enemies hit and reducing their Attack Speed. Enemies hit by this ability also do reduced damage to Cthulhu for 6s. 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. Successfully consuming Insanity permanently increases the base mitigation of this ability.
Damage: 90/135/180/225/270 (+40% of your Magical Power)
Fear Duration: 1.5s
Ability Type: Cone
Cooldown: 10 seconds
Attack Speed Slow: 10/15/20/25/30% for 3s
Damage Mitigation: 20% + 0.5% (Max 30%)
Cost: 60 mana
Ability 1a: Sever
Cthulhu swipes down at the ground beneath him, creating 3 large projectiles. These projectiles damage enemies and apply a stacking Protection Reduction debuff. This ability does not proc item effects.
Damage: 100/155/210/265/320 (+25% of your Magical Power)
Debuff Duration: 5s
Cooldown: 1 seconds
Protection Reduction: 3% stacking up to 5 times
Ability Type: Projectiles
Cost: 0 mana
Ability 2: The Mire
Cthulhu summons a portal creating a slowing field of eldritch mire at the target location. While Cthulhu channels, The Mire continues to grow as the portal fires out two masses of corruption that hit and damage all enemies in the field. The first shot also Slows enemies while the second Roots them, both hits applying 1 stack of Torment. Cancelling the ability early stops The Mire from growing or the portal from firing additional shots.
Damage per shot: 50/95/140/185/230 (+30% of your Magical Power)
Corruption Slow: 35%
Mire Duration: 3s after ability cancel/end
Cost: 50/55/60/65/70 mana
Corruption Slow/Root Duration: 1s
Cooldown: 18/17/16/15/14 seconds
Ability 2a: Devastate
Cthulhu fires a devastating blast of psychic energy that damages and knocks up enemies.
Damage: 140/175/210/245/280 (+20% of your Magical Power)
Cooldown: 5 seconds
Ability Type: Area
Cost: 60/65/70/75/80 mana
Ability 3: 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. The projectiles follow at a slightly slower pace but travel further, damaging enemies as well. Enemies hit by Cthulhu or the projectiles gain 1 stack of Torment.
Damage: 70/110/150/190/230 (+30% of your Magical Power)
Projectile Damage: 40/70/100/130/160 (+20% of your Magical Power)
Cooldown: 16 seconds
Stun Duration: 0.4s
Ability Type: Dash
Cost: 60/65/70/75/80 mana
Ability 3a: Transfuse
Cthulhu transfuses his own life force into the area around him giving Allies Health, Movement Speed and Power. Enemies are also hit, taking more damage the closer they are to Cthulhu. This ability damages Cthulhu for 6% of his Maximum Health. If Cthulhu is below 20% Health, this ability does not damage Cthulhu but all Ally effects are reduced by 50%.
Damage: 120/140/160/180/200 (+20% of your Magical Power)
Cost: 70 mana
Ally Healing: 8/9/10/11/12% Max. Health
Movement Speed: 20%
Cooldown: 6 seconds
ULTIMATE: Descend into Madness
Cthulhu reveals his true form as he plunges the battlefield into R'lyeh while any enemies caught nearby are damaged. In this form Cthulhu gains increased Health and access to new abilities. Enemies near Cthulhu gain stacks of Torment, increasing in pace if they are facing him. Enemies also suffer the debuff effects of Sanity Break, causing them to deal less damage to Cthulhu. Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
Damage: 150/195/240/285/330 (+40% of your Magical Power)
Ability Type: Stim
Cost: 100 mana
Max Health: 30%
Debuff Radius: 50
Cooldown: 120 seconds
In his house at R'lyeh, dread Cthulhu waits dreaming. For him the sleep of aeons is as but a momentary stillness, and in his dreams he speaks to those who would listen. He erodes the minds of the weak, and emboldens the mad. The wind gibbers with his voice, and the earth rumbles with his thoughts.
He once ruled where the feeble gods of Earth rule now, and where they now rule he will rule again. For his hand is at their throats, and they see him not. After summer is winter, and after winter, summer. He waits patient and potent, for the stars to be right.
Nor is he alone in his waiting, for there are those who would worship him, hidden in distant wastes and dark places. There they make ready for the time when they will liberate their master from his long sleep with their prayers. 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.
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. He plants seeds of madness in the minds of the dreamers, and calls to those who would serve him.
The old gods will fall before him as he shatters the chains of reason, and commands lunacy to rush forth upon the world. Kings will be made mad, the mad will become kings and not even the dead will be spared his wrath.
The stars are right. Cthulhu rises.
As Cthulhu reach full stacks of Sanity Break in a single match.
Whispers of the Old Gods
Drive each enemy god insane at least once during a single match.