Cthulhu/Builds

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Role Summary

Name Best Archetype(s) PVE PVP
PVE PVP Offense Defense
Cthulhu.jpg Cthulhu
Yellow Purple Yellow Purple C C C -
Pros
  • Very flexible, with Call of R'lyeh offering TWO Intimidating Stance turn removals if he goes second, reducing enemy MP if he goes first along with chip damage, gives him Null Mortal, inflicts Gloom on the opponent at the start of their every turn, and offers a 30% damage boost to enemies afflicted by Gloom
  • As if that weren't enough MP drain, Lost Sanity accurately describes the sanity of the devs at this point, being Megidolaon, an improved Mahamarin Karinon and Mahashibabooon, and a 2 MP removal all in one, all while costing 5 MP at max level?
  • In theme with his kit, Suk Flexi offers different effects depending on whether or not he goes first, furthering his role as a midrange monster.
  • Panels increase his tankiness and almighty damage, while also offering additional buff control and Null Bind, so his chain effect to apply Gloom will always activate.
  • Has a great stat spread, with high Magic, Luck, Vitality, and middling Agi, which suits him perfectly as his kit doesn't care if he goes first or second.
  • Has innate Almighty Survivor for additional survivability and damage.
  • To match Nyarlathotep, he has four Drain attributes, giving him incredible anti-pierce capability when paired with Kalki or Demiurge.
Cons
  • If he goes first, he won't have Gloom on the opponents without Nyarlathotep on your first turn, which is worth considering.
  • Suk Flexi is a skill name so terrible it gives Great Idea or the Slowda skills a run for their money.
  • He does suffer slightly from being a bit of an all rounder, in that he's too fast for a dedicated slow team, while not offering enough to run in a dedicated fast team, as even his MP drain in that case probably won't be enough to keep a T1 team alive if they fail to sweep.
  • Demeter or Camael paired with Maria will essentially make any amount of MP drain pointless.
  • Weak to Light unless Teal, a massive problem in a meta with units like Lugh, Camael and The 6th Angel running around.
  • Not particularly special in PvE where enemies have unlimited MP, and Charm and Bind are virtually impossible to land on high level enemies.
Notes -
Synergies -

PvE Builds

PvP Builds

Archetype(s)

  • Yellow: Suk Flexi for EV/AC buff control to go alongside Gloom.
  • Purple: HP modifier + crit resistance modifier to make him tankier.
  • Teal: Null Light to cover his weakness, especially against VishnuA.

Skill Transfers

Damage Boosters to dish out as much damage as possible. Passives since his base kit already offers so much.

Damage Boosters:

  • Almighty Debuff: Almighty damage modifier + ailment infliction moddifier. Perfect for Lost Sanity.
  • Almighty Boost: Almighty damage modifier.
  • Butcher: AOE damage modifier.
  • Serial Killer: Early game/budget option.

Passives:

  • Epitome of Endurance: HP modifier + reduces team speed to trigger Call of R'lyeh's double IS more often.
  • Evade: Highest evasion modifier. Pairs well with Gloom to make him a dodge unit.
  • Epitome of Madness: Evasion modifier + ailment infliction modifier.
  • Life Surge: Highest HP modifier.
  • Wild Instinct: Highest Crit resistance modifier.
  • Auto/Lunar Skills: Provide extra buff control. Lunar skills pair well with Call of R'lyeh. Auto-Sukuka/Sukunda especially, to ensure evasive units have the best chance to dodge attacks.
  • Null ailments: Null Charm to ensure Cthulhu doesn't nuke his own team with Lost Sanity. Null Mute so he can always use Lost Sanity.
  • Infernal Mask: Overall ailment immunity.
  • Life Gain: Early game/budget option.
  • Dodge: Early game/budget option.
  • Hellish Mask: Early game/budget option.

Other/Misc. Skills:

  • Null Light: To cover his weakness if not running Teal.
  • Enduring Soul/+: Added endure if needed.

Brands

  • Stat priorities: Mag ATK%, HP%, Phys EV%.
  • Life: Adds more bulk.
  • Spell: Boosts damage output.
  • Divine: Allows him to spam Lost Sanity.
  • Ward: Protects him from ailments for 3 turns.
  • Dodge: Grants him added evasion, pairs well with Gloom.
  • Guard/Shield: Adds Phys/Mag DEF if needed.

Mitama

  1. MAG (20): To boost damage output.
  2. VIT (20): Adds bulk.
  3. LUK (10): Increases chance to inflict ailments and evasion. Reduces chances of being crit and receiving ailments.

Build(s)

Call of Cthulhu
ArchPurple.png Transferred Skills Notes:

An insanely strong demon. Gloom aids dodge tanks greatly especially when paired with a dodge tank Demiurge, who has Drain Pierce for Cthulhu's 4 elemental drains. This is a generic build to fulfill the role of a damage dealer + double IS + Gloomer. Teal can be ran to not let VishnuA to gain extra turns, if not, run a demon that Drains/Repels Light with Demiurge.

Almighty Debuff Epitome of Endurance
Infused Mitama
Ma 20 Vi 20 Lu 10
Brands
Spell/Divine/Life + Ward with Mag ATK%
Target Stats
-



Cosmic Horror
ArchYellow.png Transferred Skills Notes:

A dodge build variant. Suk Flexi + any Lunar Skill will ensure neutral EV/AC buffs on both sides at minimum. You can run Lunar Downfall or Auto-Sukuka/Sukunda to ensure EV/AC buffs are in your favor. Pair with another dodge build demon to really punish Physical teams. Teal can be ran instead to not get punished by VishnuA, but make sure you have other forms of EV/AC buff control.

Lunar Prosperity Evade
Infused Mitama
Ma 20 Vi 20 Lu 10
Brands
Spell/Divine/Life + Dodge with Mag ATK%
Target Stats
-