Lost beneath the depths of the darkest sea, a dead behemoth dreamt a nightmare of unfathomable evil. Infused by the primal energies of the earth, his dream took to reality as a living omen to insanity, trodding out of the ocean floor and onto land.
Cthulhuphant charges forward, trampling enemy heroes along the way and shooting weaker foes forward as projectiles.
Range: 800 Mana Cost: 90/100/110/120 Cooldown: 13 seconds
Target a location to charge in that direction, dealing 80/140/200/260 Magic Damage and a 1.5/1.75/2/2.25 second Stun.
Non-hero units hit will be shot forward, acting as projectiles that deal 12/16/20/24 Magic Damage and a 1.25/1.5/1.75/2 second Stun.
I'm a pool shark...
Notes
Charges at 1000 speed with a touch radius of 125.
Destroys trees around Cthulhuphant and around non-hero units being pushed.
Trample can push both enemy and ally non-hero units forward.
While being launched, non-hero units travel 900 units forward at 1500 speed and deal damage and stun in a 60 radius around itself.
Abilities that unbind projectiles will cancel Trample.
Obliterate
[ W ]
Cast Time: 0.1 / 0.2 seconds
Facing
Enemy Units
Type - Magic
Cthulhuphant unleashes hellish fury from his many trunks, shooting out a salvo of high pressure water pulses in front of him.
Range: 600 Mana Cost: 90/100/110/120 Cooldown: 20 seconds
Activate to shoot a pulse of water in front of Cthulhuphant every second for 4 seconds.
Damage from each pulse starts at 30/40/50/60 Magic Damage and deals an additional 5/10/15/20 Magic damage every second. Max total Magic Damage of 200/300/400/500.
Notes
Destroys trees.
Pulses are generated on cast and every second afterwards, shooting 5 pulses in total.
Pulses start as a 180 degree cone that starts at 200 radius and expands to a 400 radius circle over 0.5 seconds.
Maddening Revenge
[ E ]
Passive
Whenever you receive non-DoT Physical Damage, you deal Physical Damage to the attacker equal to 20/30/40/50% of Cthulhuphant's Strength (2x to non-hero units).
Dream of Madness
[ R ]
Cast Time: 0.2 / 0.1 seconds
Self
Enemy Units
Type - Magic
Nearby enemies are driven mad by Cthulhuphant's sinister aura, turning against their own allies in a frenzy.
Radius: 700 Mana Cost: 100/150/200 Cooldown: 100 seconds
Activate to gain an aura for 6 seconds that applies a 20/35/50% Movement Speed Slow to enemy units.
Enemies units who either look at you or not for a combined 2 seconds will go mad, attacking Cthulhuphant for 2/2.5/3 seconds.
Notes
Effects are suppressed while Stealthed.
Madness is calculated as a state, which starts at 40 charges and removes a charge every frame (0.05 seconds) while facing Cthulhuphant.
A hero gains a Madness charge if it is facing within 65 degrees of Cthulhuphant.
Maddened units will also become Sighted, Revealed, Silenced, Perplexed, and have +100% Movement Speed.
Activate to shoot a pulse of water in front of Cthulhuphant every second for 4 seconds.
Damage from each pulse starts at 30/40/50/60 Magic Damage and deals an additional {5/10/15/20} Magic Damage every second. Max total Magic Damage of {200/300/400/500}.
Whenever you take non-DoT Physical Damage, you deal Physical Damage to the attack equal to {20/30/40/50}% of Cthulhuphant’s Strength (3x for non-hero units).
Activate to start an Aura that covers a 1000 radius from Cthulhuphant. Anyone inside this aura that faces Cthulhuphant will receive stacks of Madness. When they reach 4 stacks of Madness they go insane and begin to attack the nearest unit to them for 1/1.5/2/2.5
2 Charges are removed per second whenever looking away from Cthulhuphant
Anyone within a 400 radius of Cthulhuphant are so scared they move 15% slower and attack 10% slower
Cthulhuphant gores any unit with his tusks and uses its corpse as a shield.
Range: 200 Mana Cost: 75 Cooldown: 40/35/30/25 seconds
Kills the target unit and gain a shield with 50/100/150/200 + 10/20/30/40% of its Max Health for 25 seconds.
The shield absorbs 30/40/50/60% of pre-mitigation damage taken from Cthulhuphant's front. While the shield persists, every second it releases a pulse that deals 15/20/25/30 Magic Damage to enemy units. The pulse deals damage in a 90 degree, 400 radius cone.
The shield absorbs damage from within 65 degrees of Cthulhuphant's front.
Pulses deal damage in a 120 degree cone that starts at 200 radius, and ends at 400 radius over 0.5 seconds.
Obliterate (Pre-4.1.0)
[ R ]
Cast Time: 0.1 / 0.2 seconds
Facing
Enemy Units
Type - Magic
Cthulhuphant unleashes hellish fury~ from his many trunks, shooting out a salvo of giant evil beams in front of him in pulses.
Range: 700 Mana Cost: 150/200/250 Cooldown: 120/90/60 seconds
Shoots 6 beams in front of Cthulhuphant, once every second. The first beam deals 30/40/50 Magic Damage and applies a 20/40/60% Movement Speed Slow for 2 seconds, with each subsequent beam dealing 20/30/40 more damage than the previous, dealing a total of 480/690/900 Magic Damage.
Each beam deals damage in a 500 unit, 200 radius line.
Notes
Destroys trees.
Beams are generated on cast and every second after.
Obliterate can hit units up to 700 units away.
Mortifying Presence
[ E ]
Aura
Enemy Units
Nearby enemies are mortified by Cthulhuphant's sinister aura, and their fear heightens when Cthulhuphant kills something.
Radius: 500
On Kill Passively reduces nearby enemies' Attack Speed by 5/10/15/20 and Movement Speed by 4/6/8/10%. When Cthulhuphant kills a unit, the effect becomes 1.5 times stronger for 10 seconds. When he kills a hero, the effect is doubled for 10 seconds.
Notes
Can be toggled off.
Both the hero kill and unit kill effects have a separate timer. The hero kill effect takes priority over the unit kill effect.