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Trample

Target a location to charge in that direction, dealing 80 / 140 / 200 / 260 Magic Damage and a 1.25 / 1.5 / 1.75 / 2 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 to enemy heroes.

Obliterate

Activate to shoot a pulse of water in front of Cthulhuphant every second for 4 seconds. Total of 5 pulses.

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.

Maddening Revenge

Whenever you receive non-DoT Physical Damage, you regenerate 5 / 10 / 15 / 20 Health per second for 2 seconds, and deal Physical Damage to the attacker equal to 20 / 30 / 40 / 50% of Cthulhuphant's Strength (2x to non-hero units, 0.33x power from Cthulhuphant's illusions).

Attackers also have -30 / 40 / 50 / 60% Healing Received for 0.1 seconds upon attacking Cthulhuphant. Cthulhuphant gains 5 / 10 / 15 / 20 Health Regeneration per second for 2 seconds upon receiving damage from the front (0.33x effectiveness on Cthulhuphant's illusions).

Dreams of Madness

Activate to gain an aura for 6 seconds that applies a 20 / 35 / 50% Movement Speed Slow to enemy units.

Enemies units who look at you for a combined 2 seconds will go mad,
attacking Cthulhuphant for 2 / 2.5 / 3 seconds.

Staff of the Master: Enemies no longer need to face you to start going mad.

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

INTRODUCTION

Play Cthuluphant on the long lane as farmer, ideally with another high damage burst hero or stunner (like DS).
You could get your Ult at LVL 6, but you won't be tanky at all. So rather max Q and W.

STARTING

Iron Buckler

50% chance to block 20 damage (10 for ranged heroes).

Logger's Hatchet

Grants bonus damage against creeps. Can be thrown at creeps and trees.

Mana Potion

Use to regenerate target's Mana by 125 over 20 seconds.

Blight Stones

Consumes a tree, healing you for 100 Health over 16 seconds.
3 charges.

ESSENTIAL

Blood Chalice

Use to sacrifice 175 Health to gain 100 Mana.

Barbed Armor

Activate to return pre-mitigated damage to attackers.

Marchers

Movement Modifier
45 Movement Speed

Portal Key

Grants the ability to teleport short distances.

OFFENSIVE

Frostwolf's Skull

Freeze Modifier
Attacks & single-target spells slow enemies.

Striders

Movement Modifier
50 Movement Speed. Additional non-combat speed and regen.

DEFENSIVE

Behemoth's Heart

Adds high Health and Strength. Adds Health regen based on your max Health.

Daemonic Breastplate

Grants an armor and attack speed aura to allies. Reduces armor of enemies.

Shaman's Headdress

Magic Armor Modifier
10 Magic Armor
8 Health/s

Helm of the Black Le...

Grants Health, Health regeneration, and a high chance to block Attack Damage.

Steamboots

Movement Modifier
60 Movement Speed. Can cycle between stat bonuses.

Trample

Target a location to charge in that direction, dealing 80 / 140 / 200 / 260 Magic Damage and a 1.25 / 1.5 / 1.75 / 2 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 to enemy heroes.

LVL 1

Obliterate

Activate to shoot a pulse of water in front of Cthulhuphant every second for 4 seconds. Total of 5 pulses.

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.

LVL 2

Trample

Target a location to charge in that direction, dealing 80 / 140 / 200 / 260 Magic Damage and a 1.25 / 1.5 / 1.75 / 2 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 to enemy heroes.

LVL 3

Obliterate

Activate to shoot a pulse of water in front of Cthulhuphant every second for 4 seconds. Total of 5 pulses.

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.

LVL 4

Trample

Target a location to charge in that direction, dealing 80 / 140 / 200 / 260 Magic Damage and a 1.25 / 1.5 / 1.75 / 2 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 to enemy heroes.

LVL 5

Obliterate

Activate to shoot a pulse of water in front of Cthulhuphant every second for 4 seconds. Total of 5 pulses.

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.

LVL 6

Trample

Target a location to charge in that direction, dealing 80 / 140 / 200 / 260 Magic Damage and a 1.25 / 1.5 / 1.75 / 2 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 to enemy heroes.

LVL 7

Obliterate

Activate to shoot a pulse of water in front of Cthulhuphant every second for 4 seconds. Total of 5 pulses.

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.

LVL 8

Dreams of Madness

Activate to gain an aura for 6 seconds that applies a 20 / 35 / 50% Movement Speed Slow to enemy units.

Enemies units who look at you for a combined 2 seconds will go mad,
attacking Cthulhuphant for 2 / 2.5 / 3 seconds.

Staff of the Master: Enemies no longer need to face you to start going mad.

LVL 9

Maddening Revenge

Whenever you receive non-DoT Physical Damage, you regenerate 5 / 10 / 15 / 20 Health per second for 2 seconds, and deal Physical Damage to the attacker equal to 20 / 30 / 40 / 50% of Cthulhuphant's Strength (2x to non-hero units, 0.33x power from Cthulhuphant's illusions).

Attackers also have -30 / 40 / 50 / 60% Healing Received for 0.1 seconds upon attacking Cthulhuphant. Cthulhuphant gains 5 / 10 / 15 / 20 Health Regeneration per second for 2 seconds upon receiving damage from the front (0.33x effectiveness on Cthulhuphant's illusions).

LVL 10

Dreams of Madness

Activate to gain an aura for 6 seconds that applies a 20 / 35 / 50% Movement Speed Slow to enemy units.

Enemies units who look at you for a combined 2 seconds will go mad,
attacking Cthulhuphant for 2 / 2.5 / 3 seconds.

Staff of the Master: Enemies no longer need to face you to start going mad.

LVL 11

Maddening Revenge

Whenever you receive non-DoT Physical Damage, you regenerate 5 / 10 / 15 / 20 Health per second for 2 seconds, and deal Physical Damage to the attacker equal to 20 / 30 / 40 / 50% of Cthulhuphant's Strength (2x to non-hero units, 0.33x power from Cthulhuphant's illusions).

Attackers also have -30 / 40 / 50 / 60% Healing Received for 0.1 seconds upon attacking Cthulhuphant. Cthulhuphant gains 5 / 10 / 15 / 20 Health Regeneration per second for 2 seconds upon receiving damage from the front (0.33x effectiveness on Cthulhuphant's illusions).

LVL 12

Maddening Revenge

Whenever you receive non-DoT Physical Damage, you regenerate 5 / 10 / 15 / 20 Health per second for 2 seconds, and deal Physical Damage to the attacker equal to 20 / 30 / 40 / 50% of Cthulhuphant's Strength (2x to non-hero units, 0.33x power from Cthulhuphant's illusions).

Attackers also have -30 / 40 / 50 / 60% Healing Received for 0.1 seconds upon attacking Cthulhuphant. Cthulhuphant gains 5 / 10 / 15 / 20 Health Regeneration per second for 2 seconds upon receiving damage from the front (0.33x effectiveness on Cthulhuphant's illusions).

LVL 13

Maddening Revenge

Whenever you receive non-DoT Physical Damage, you regenerate 5 / 10 / 15 / 20 Health per second for 2 seconds, and deal Physical Damage to the attacker equal to 20 / 30 / 40 / 50% of Cthulhuphant's Strength (2x to non-hero units, 0.33x power from Cthulhuphant's illusions).

Attackers also have -30 / 40 / 50 / 60% Healing Received for 0.1 seconds upon attacking Cthulhuphant. Cthulhuphant gains 5 / 10 / 15 / 20 Health Regeneration per second for 2 seconds upon receiving damage from the front (0.33x effectiveness on Cthulhuphant's illusions).

LVL 14

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 15

Dreams of Madness

Activate to gain an aura for 6 seconds that applies a 20 / 35 / 50% Movement Speed Slow to enemy units.

Enemies units who look at you for a combined 2 seconds will go mad,
attacking Cthulhuphant for 2 / 2.5 / 3 seconds.

Staff of the Master: Enemies no longer need to face you to start going mad.

LVL 16

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 17

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 18

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 19

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 20

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 21

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 22

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 23

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 24

Attribute Boost

+2 Strength
+2 Agility
+2 Intelligence

LVL 25