C'Thun by case

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C'Thun

By: case
Last Updated: Jan 17, 2024
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C'Thun

The Forgotten One

-
(version 1.0 made 1/14/24.)
(current version 1.4 updated 1/17/24.)
(version 1.X changes add more polish and description.)
(future version 2.0 would have changes to the fundamental kit and talents,
possibly reworking the trait into a new ability with more synergy.)


Table of Contents:


1. Description
2. Hero Overview
3. Core Concepts
4. Stats
5. Abilities
6. Talents
7. Basic Gameplan
8. Other Strategies
9. Weaknesses
10. Mechanically simplified version




Quoted:

Being witness to history long lost, this shadowy creature rests within the vast chambers of its subterranean prison with its enigmatic followers, awaiting the time when it can fulfill its mysterious true directive. The being known as C'Thun will turn its gaze to oppose any intruders it foresees encroaching, even when it finds the Nexus as it's new residence.




C'Thun is a quite mechanically unusual and complex hero, a quintessential Support/Specialist. He works from a distance and waits to gain the opportunity to inflict debuffs on enemies to set up teamfights in his allies' favor, while occasionally turning up to make surprise plays in person. Or, he could find himself making use of his bulk to be in the open more consistently. Having a complete lack of escape, getting caught out can easily cost him, though it's likely he can survive long enough for allies to provide help. Nevertheless, having good positioning and being able to plan your next move far in advance is necessary for success. Meanwhile he works in tandem with a summoned minion with its own controls that gives a high micro-requirement. Overall, the amount of strategy and potential impact the character has, further enhanced by the extra utility added through talents, makes for a potentially fun and rewarding, high skill-ceiling hero.

The character design is based on C'Thun as he appears in WoW, but is also based on C'Thun's different portrayals in Hearthstone, the other Old Gods, and the forgotten ones from WC3.


-Bonus: Has a legendary Yogg Saron/N'Zoth skin.



Hero Overview:



-A playable nydus worm.
-Cannot move or attack.
-Cannot escape when being attacked.
-Repositions by burrowing, with a long cooldown.
-Very bulky, has lots of HP in conjuction with some defensive abilities.
-Gets reduced healing received.
-Builds meter to debuff enemies and buff allies from a distance.
-Summons a faceless one minion who defends and combos with the C'Thun.
-The faceless one represents shadow priests.
-Uses ultimate ability gotten at level 1 to get offensive capabilities.
-Support Hero, can maybe Tank or DPS.
-Can stall enemies for an eternity.
-Is Abathur, Sgt. Hammer, Rexxar, Lost Vikings, Murky, Deathwing, Sylvanas, Zagara, and Azmodan all combined in one hero.



Core Concepts:



-Very difficult to play.
-Very complicated, especially if/when there's extra talent abilities randomly added in.
-Has a simplified version.
-Strategy-based gameplay.
-Combo-based gameplay.
-Plays the patient game, gets stuff done over time.
-Risk/reward based gameplay.
-Does well against isolated targets, but also in prolonged teamfights.
-The faceless one is used to harass people in lane and annoy them.
-Does well with teamwork.
-Can specialize into different playstyles.
-Is a 'defensive' tank who teammates can fall back to.



C'Thun Stats:


Health: 3000
Unit Radius: 1.25 (aka Deathwing)
No mana


Faceless One Stats:


Health: 850
Attack Speed: 0.75
Attack Damage: 70
Attack Range: 5
No mana

-

Combat Trait

1
Way of C'Thun
Being planted in the ground, C'Thun cannot move or attack, and is immune to displacement and knockback effects.

His presence also emits a corruptive aura in an extensive area surrounding him, gradually accruing Whispering Insanity on any allied or enemy heroes within, and having it diminish once outside of it.


-He is still affected by stuns, silence, polymorph, etc.
-He doesn't care about roots and slows though, since he's always rooted.
-The aura range is almost 2x a hero's vision.
2
Voice of C'Thun
C'Thun can generate Whispering Insanity on allied and enemy heroes for up to three levels. It can then be expended to corrupt the target, temporarily buffing allied heroes and debuffing enemy heroes with a greater effect based on the tier of Whispering Insanity attained. Once the effect is finished, it starts back from zero. Allies accrue at a slower rate.

Activate to expend Whispering Insanity on a target within C'Thun's range.

[Tier 1]: Allies get 15% increased movement speed and attack power. Enemies get reduced stats in the same manner. Lasts 10 seconds.

[Tier 2]: Allies get 20% increased movement speed and attack power, 20 armor, and 30% increased healing done. Enemies get reduced stats in the same manner and get stunned for 1 second. Allies also have their Basic Ability cooldowns recharge 80% faster. Lasts 10 seconds.

[Tier 3]: Allies get 25% increased movement speed and attack power, 25 armor, and 30% increased healing done. Enemies get reduced stats in the same manner, get stunned for 1 second, have their vision reduced by 50%, and their next respawn time is increased by 10 seconds. Allies also get a heal equal to 50% of their max HP, have the duration of disabling effects reduced by 60%, and have their Basic Ability cooldowns recharge 100% faster. Lasts 15 seconds.



Whispering Insanity can also be generated on non-hero enemy units and structures for up to one tier. Enemy minions and mercenaries are mind controlled and mercenary camps are defeated instantly. Structures get permanently disabled. Whispering Insanity is expended automatically on non-hero units without needing activation.


-Whispering Insanity's tiers are represented by a bar above the entity which fills up multiple times.
-The meter is only visible to the C'Thun, but heroes will hear a short quiet whisper for each tier they reach.
-Each tier takes a bit longer to attain than the last.
-Different types of non-hero units accrue at different rates, so boss camps take much longer than minions.
-You may or may not have to leash/aggro neutral mercenaries to affect them.

Primary Abilities

1
Focusing Iris
Cooldown: 10 seconds

Cast an invisible channel over 8 seconds in an area inside C'Thun's range, granting vision and generating a high rate of Whispering Insanity on any units in it. Heroes will see a shadowy visual effect on their screen.

-Cancellable after 1.5 seconds
-Non-hero units are immune to C'Thun's passive aura, and can only get corrupted through Focusing Iris.
-Generating rate of Focusing Iris is 2x, passive aura rate is 1x. Both can be stacked.
-Enemies don't see themselves as 'revealed' even when they can tell through the visuals.
-The exact boundaries of the ability are still invisible.
-A level 1 talent removes the visual effect.
2
Tendril Torrent
Cooldown: 12 seconds

After 1 second, send out a wave of tentacles that deal 80 damage and stun enemies hit for 2 seconds.

- Is wide enough that it can only be dodged with movement abilities, great anticipation, or Unstoppable. Or you could walk past it.
3
Parasitic Armor
Cooldown: 12 seconds

Channel to gain 80 armor over 4 seconds.

- Cancellable after 1.5 seconds.
- Since it's channelled, you can't use other abilities during it. Same goes for Focusing Iris.

Secondary Abilities

1
Summon Faceless One
Summon a controllable Faceless One at C'Thun's location that has its own set of abilities. If killed, a new one can be summoned after 30 seconds. The Faceless One can expend Whispering Insanity on heroes like C'Thun.

-The faceless one gives no experience when killed.
-Has two abilities: Shadow Word: Pain and Mind Flay, and a slow and weak ranged auto-attack.
-Can capture objectives and collect experience globes.
-Select who to control with 1 or 2.
-Can continue to be controlled if the C'Thun dies.
-Chooses from a list of 20 predetermined NPC names.
2
Shadow Word: Pain
Cooldown: 8 seconds
Range: 3

Deal 20 periodic damage every 1 second for 8 seconds. Landing consecutive casts on the same enemy will grant a 120% increase in damage from the last cast.

-Grace period for consecutive cast is 16 seconds total or 8 seconds after ability refreshes.
3
Mind Flay
Cooldown: 8 seconds
Range: 5

Channel on a target for up to 4 seconds, slowing its movement speed by 40% and increasing all effects of attaining Whispering Insanity on them by 100%.

-Cancellable after 1.5 seconds.
-The trait-boosting effect is multiplicative.

Heroic Abilities

1
Death Gaze
Cooldown: 80 seconds
(available at level 1 on cooldown)

Activate to reset the cooldown of Re-emergence. After a 2 second delay, C'Thun unleashes his eye which can attack nearby enemies and fire an eye beam every 3 seconds. Lasts for 8 seconds.

-Attack damage: 170
-Attack Speed: 0.8.
-Attack Range: 13.
-Eye beam damage: 380.
-Eye beam is an AoE attack in a line with a 1 second delay but no cast time.
2
Personal Space Invasion
Cooldown: 90 seconds
(level 10 talent)

Activate to burrow to a visible location. If an enemy hero is within vision at the destination, gorge the nearest one for 4 seconds, removing them from the field and dealing 390 damage. Cannot be cast for 4 seconds after taking damage.
3
Omen of Daybreak
Cooldown: 130 seconds
(level 10 talent)

Activate to increase the range of C'Thun's aura and Focusing Iris by 100% for 25 seconds, but also reveal the location of C'Thun on the minimap.

Special Mount

1
Re-emergence
Cooldown: 45 seconds

Activate to burrow to a visible location. Cannot be cast for 4 seconds after taking damage. (2 second channel)

C'Thun starts to regenerate health quickly after not taking damage for a while, but gets 25% reduced healing.

-Delay to regeneration is 6 seconds.
-Increased health regeneration is like +800% or something.
-Hearthstone can still be cast.
-The Faceless One can use Healing Fountain which gets replicated on C'Thun.

Lv 1 Talents

-

Horrific Aberration: Enemy heroes near C'Thun have an extra 1x rate of Whispering Insanity generation.


Dark Elder: Focusing Iris no longer gives a visual effect. Quest: Expend Whispering Insanity on enemy heroes
at the Tier 3 level. Reward: Each time will permanently increase all rates of Whispering Insanity generation by
2%, up to a maximum of 30% increase. Stacks with Mind Flay.


Witting Pawn: When summoned, the Faceless One gets 2 charges of Spell Shield which give 35 Spell Armor and
3 charges of Block which give 75 Physical Armor against the next 3 Basic Attacks.


-

Lv 4 Talents

-

A Beastly Defense: Quest: Take hits while using Parasitic Armor. Reward: After taking 100 hits, its armor value
is now 100, it's no longer Channelled, and taking hits during its effect reduces its cooldown by 0.25 seconds.


Shadow Word: Death: Increase the range of Shadow Word: Pain by 40%


Devouring Plague: Shadow Word: Pain is now applied in an area around the target, and it does 150% increased
damage to minions, mercenaries, and monsters.


Kraken: Tendril Torrent now knocks enemies away for 2 seconds and the damage is increased by 410.


-

Lv 7 Talents

-

Shadow Mending: Allied heroes get 300% increased health regeneration while within C'Thun's range.


Curse of Flesh: The cooldown to summon a Faceless One is reduced by 10 seconds. When it dies it explodes in
a large area, dealing 50 damage and generating a large amount of Whispering Insanity to enemies hit.


Mind Puncture: Mind Flay now applies the slow to all enemies around the target. Increased Whispering Insanity
generation is still only applied to the primary target.


-

Lv 10 Talents

-

Personal Space Invasion: Activate to burrow to a visible location. If an enemy hero is within vision at the
destination, gorge them for 4 seconds, removing them from the field and dealing 390 damage. Cannot be
cast for 4 seconds after taking damage. Cooldown: 90 seconds.


Omen of Daybreak: Activate to increase the range of C'Thun's aura and Focusing Iris by 100% for 25 seconds, but
also reveal the location of C'Thun on the minimap. Cooldown: 130 seconds.


-

Lv 13 Talents

-

Voidwalking: Activate to have the Faceless One place a Void Rift where its standing. It activates after 1
minute, allowing the C'Thun to teleport to it even while being attacked. Only one Void Rift can be active at a time. 120 second
cooldown after use.


Wrath of C'Thun: Permanently sacrifice your Faceless One to gain access to the ability Wrath of C'Thun, which
pulls in nearby enemy heroes while slowing their movement speed up to 80% over 4 seconds. 30 second cooldown.


Mind Blast: Shadow Word: Pain is replaced by Mind Blast, which does full damage instantly. It no longer gets
bonus damage through repeated use, instead getting a stacking 50% increased damage based on the base rate
of Whispering Insanity generation.


-

Lv 16 Talents

-

Thorns Armor: C'Thun gains a Thorns Shield which reflects 30% of damage received back to the attacker,
increased to 80% while Parasitic Armor is active.


Phase Coating: The Faceless One now gets a surrounding psychic barrier which causes the Faceless One to
absorb 70% of damage done to allied heroes in it.


Vengeful Parasite: C'Thun gains 25 Spell Armor, and the cooldown of Parasitic Armor is reduced by 2 seconds.


All-Seeing Eye: Activate to reveal the whole battleground for 2 seconds before quickly diminishing back
to normal. 60 second cooldown.


-

Lv 20 Talents

-

Routine Inspection: Increase the duration of Death Gaze by 75%, and reduce its cooldown by 15 seconds.


Rampaging Wyrm: Reduce the cooldown of Re-emergence by 20 seconds and Personal Space Invasion by 65 seconds.


Doom of Nightfall: C'Thun's aura now has an increased rate of Whispering Insanity generation at 1.5x. In addition,
increase the rate of Whispering Insanity generation the further units are from C'Thun, up to a 50% increase at his
maximum range when using Omen of Daybreak. Stacks with Mind Flay.


Old God's Return: C'Thun's respawn time is reduced by 50%.


-

-

-





Basic Gameplan:


-Place the body near points of interest at a distance.

-Alternatively, position aggressively to get the chance to use your body's abilities.

-Wait to build trait from the backline, or take a risky forward position to get more range.

-Wait until the trait is at a higher tier before using.

-Combine Focusing Iris + Mind Flay.

-Two defensive abilities give armor or stun enemies for 50% of the time, which stalls enemies.

-Get vision of a location to burrow to by using Focusing Iris or moving the minion.

-Weave the minion in and out of the fray while applying Shadow Word: Pain. It can eventually kill someone from full HP.

-Use level 1 ultimate to get into a teamfight immediately.



Other Strategies:


-If someone attacks you, you can build trait quickly on them, and prevent them from being able to do much. Moreso with lv 1 talent.

-Enemy heroes can hear if you're nearby over time, but can't see where your radius is.

-Enemies can walk out of Focusing Iris once they notice it, but you can hide it with a talent.

-Help with a gank by burrowing over and using Tendril Torrent.

-When someone moves out of the radius their meter will diminish, reposition to where they're going to keep it.

-Capture merc camps without the minion by planting yourself on top of it, using Focusing Iris in the same place, then capturing the point with the body.

-Mind control the minions and mercenaries in a big push to turn the tables on it.

-Versatile. Supports the team, but can maybe tank or deal damage. Even has some healing capabilities. Also functions well as a solo laner by harassing effectively.

-Talents grant a lot of extra utility.

-Move your minion far away from the main body to not give away its positioning.

-Use level 1 ultimate + gorge ultimate + void rift talent + 20 talent upgrade to be able to reposition often.

-Sneak and disable structures when no one is noticing.

-Potential to steal merc camps with gorge ultimate.


-When playing against C'Thun, ping its location if found, decide whether to go in or move out of the radius, run away when trait is active, kill the minion, use stuns on the body, move out of Focusing Iris, and if the minion is present the body is likely nearby as well.




Weaknesses:



-Requires great positioning and forethought.

-High skill floor.

-Can get countered.

-Low damage.

-A complete and utter lack of escape.

-Making mistakes is punished hard.

-Vulnerable to interrupts.

-Bad against mobility heroes and roaming teams.

-Enemies can do things out of your range.

-Can't carry, maybe.

-Possibly map dependent.

-Teammates flame you when you don't stand next to them to buff them.




Mechanically simplified version:



-Trait is no longer 3 tiers, only 1.


-No longer uses a special meter, now only 'marks' enemies somehow.


-Special PvE mechanics are removed.


-Trait happens automatically without needing activation.


-Burrowing can only be done in your range but cooldown is slightly reduced.


-Both level 10 ultimates are removed.


-Most talent abilities are removed.

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