C'Thun by Leaf

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C'Thun

By: Leaf
Last Updated: Oct 7, 2018
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C'Thun

Old God of Chaos

The Old God of Chaos. Does not directly engage into combat, but rather uses his Eye to cripple enemies and push lanes.

Difficulty: Very Hard

Stats:
Damage: 7 / 10
Utility: 7 / 10
Survivability: 2 / 10
Complexity: 10 / 10

Pros:
Great waveclear and pushing power
Game-changing heroics

Cons:
Eye has very low health
Poor mobility

Combat Trait

1
D - The Eye of C'Thun
Instead of controlling C'Thun himself, you control the Eye of C'Thun. The Eye passively moves 15% faster than other heroes and its Basic Attacks slow enemies by 20% for 1.25 seconds.

Primary Abilities

1
Q - Dark Glare
Zap target enemy with a fixated gaze, dealing medium damage and, after 1.5 seconds, dealing medium damage to an enemy hero near the target.

6 sec cooldown. Around the same range as Malfurion's Regrowth.
2
W - Claw Tentacle
Spawn a giant tentacle with a medium amount of health, that slams down on nearby enemies for high damage. The tentacle lasts until destroyed. Up to 3 tentacles can be up at a time.

18 sec cooldown. Global range (requires vision in the area).
3
E - Ground Rupture
Desecrate a small area, dealing low damage to enemies in it every second. For every time it damages an enemy, the area increases in damage and radius by 5%, up to 100%. Lasts 5 seconds.

12 sec cooldown. Around the same range as Kael'thas' Flamestrike.

Secondary Abilities

1
1 - I See You
Requires Tier 1 Talent

Activate to reveal enemy heroes in a large radius around the Eye and in a medium radius around the tentacles for 6 seconds.

60 sec cooldown. Self-cast.
2
2 - Death is Close
Requires Tier 6 Talent

Activate to deal 10% of a hero's maximum health and heal yourself for 50% of the damage dealt. If the target is under 50% health, heal yourself for three times as much and halve the cooldown of this ability.

60 sec cooldown. Same range as the Blood for Blood talent.
3
2 - Gift of the Old Gods
Requires Tier 6 Talent

Activate to transform a nearby friendly minion wave into a swarm of Qiraji Warriors, increasing their health and damage done by 100%. This effect's cooldown is reduced by 2 seconds every time an enemy minion dies near you.

180 sec cooldown. Global range.
4
3 - Maddening Whispers
Requires Tier 7 Talent

Activate to, after a 1.5 second channel, stun an enemy hero for 3 seconds.

70 sec cooldown. Global range.

Heroic Abilities

1
R1 - Emerge
Fake the Eye's death and, after 2 seconds, call upon your true form wherever the Eye is. You cannot move in this form, but you have massively increased health, a passive, giant Ground Rupture around you, you slow enemies around you by 20% and your abilities' cooldowns are halved. If you dies in this form, the Eye respawns at the Hall of Storms after 3 seconds. Lasts 30 seconds.

120 sec cooldown. Self-cast.
2
R2 - Descent into Madness
Reduce the vision radius of all enemy heroes by 50%, then further reduce their vision radius over 3.5 seconds, up to 90%. After that, all enemy heroes instantly take massive damage and regain their vision.

85 sec cooldown. Global range.

Special Mount

1
Z - Voidwarp
Activate to warp to one of your Claw Tentacles, after a 3 second channel.

45 sec cooldown. Global range.

Talents

Tier 1:
1 - I See You: Quest!: Regen Globes permanently increases the Eye's vision radius by 2%, up to 50%. Reward!: Upon obtaining 25 Regen Globes, this can be activated to reveal enemy heroes in a large radius around the Eye, and a medium radius around the tentacles for 6 seconds. This effect has a 60 sec cooldown.
Q - Lasting Gaze: Dark Glare now reveals its target for 10 seconds.
E - Shadowfrost Rupture: Ground Rupture deals 50% increased damage to non-Heroic units.
E - Voidblood Ritual: Every time Ground Rupture deals damage, you are healed for 1.5% of your maximum health.

Tier 2:
Q - Continuous Gaze: Dark Glare now keeps continuing as long as there's an enemy hero in range.
Q - Focused Gaze: If Dark Glare hits two enemy heroes, they are bound together, forcing them to stay together within a small radius for 5 seconds. If either of them moves too far away from the other, they are both stunned for 2 seconds.
W - Giant Claw Tentacle: Claw Tentacle's health, damage, and impact area size are increased by 30%.

Tier 3:
Z - Touch of the Void: After using Voidwarp, you now periodically summon smaller tentacles over 5 seconds that deal medium damage and have low health.
Z - The Void Beckons: Whenever your Claw Tentacles deal damage, the cooldown of Voidwarp is reduced by 3 seconds.
Z - Shadow Dust: Voidwarp now grants a shield for 100% of your maximum health for 10 seconds.

Tier 4:
R1 - Emerge
R2 - Descent into Madness

Tier 5:
Q - Paralyzing Stare: Dark Glare now also strikes nearby enemies in Ground Ruptures, and roots them for 0.75 seconds.
W - Eye Tentacle: Claw Tentacle now instead summons an Eye Tentacle, which also casts Dark Glare on nearby enemies (prioritizing heroes).
W - Twin Claw Tentacle: Claw Tentacle gains a second charge and the maximum amount of tentacles that can be up at a time is increased to 4.

Tier 6:
Q - Otherworldly Gaze: Dark Glare now also silences for 1.5 seconds.
Q - Quiet Judgement: Dark Glare now instantly kills non-boss mercenaries.
2 - Death is Close: Activate to deal 10% of a hero's maximum health and heal yourself for 50% of the damage dealt. If the target is under 50% health, heal yourself for three times as much and halve the cooldown of this ability. 60 sec cooldown.
2 - Gift of the Old Gods: Activate to transform a nearby friendly minion wave into a swarm of Qiraji Warriors, increasing their health and damage done by 100%. This effect's cooldown is reduced by 2 seconds every time an enemy minion dies near you. 180 sec cooldown.

Tier 7:
R1 - You Stand Before a God: Emerge can now be reactivated every 10 seconds to fear nearby enemies for 1.25 seconds.
R2 - You Will Betray Your Friends: Descent into Madness now disguises and makes hostile the enemy heroes' allied units, both Heroes and minions.
W - Seething Corruption: Claw Tentacles now permanently have a Ground Rupture around them and create a Ground Rupture upon damaging an enemy.
3 - Maddening Whispers: Activate to, after a 1.5 second channel, stun an enemy hero for 3 seconds. 70 sec cooldown. Global range.

Old Gods Bundle

C'Thun
Blightwing
Ancient Shieldmaster Johanna
Spear of Y'Shaarj Lunara
Qiraji Queen Zagara
Prophet of Yogg'Saron Kael'thas
Corrupted Cho'gall

Buy now for only $29.99!



...and your soul.

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Dshobz01 | August 12, 2018 1:49pm
The Old Gods bundle is funny. I like that. Now what exactly is the extent of the massive damage of Descent into Madness? Is it % damage or normal set amount of damage? Cause more then likely that would one shot or near one shot most characters. I would not want to be playing Murky (for example) have my vision slowly reducing, and suddenly dying. That would just tick me off. Love the idea of it though
1
[-]
Leaf | August 16, 2018 12:30am
The only low-health hero I see the heroic being a real issue would be Abathur, so Descent into Madness is ideally a set amount of damage, equal to around 80% of Abathur's base health, so maybe like 550ish base damage. Not exactly the required amount to kill him, but possible with something like a Tyrande Sentinel or a sneaky Genji to follow up. The idea of Descent into Madness is not to oneshot half the cast, but instead to either pick off weakened enemies after a teamfight, or get the upper hand in terms of vision while going into one.
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