Titanic Hydra is a Legendary Fighter/Tank item costing 3300 gold providing +40 Attack Damage and +600 Health — among the highest HP values on any Legendary. Its active TITANIC CRESCENT empowers the next basic attack within 10 seconds to deal 4% maximum health as bonus physical damage to the primary target and 9% maximum health physical damage to secondary targets in a cone, resetting the attack timer (10-second cooldown starting after the empowered attack fires). Its passive CLEAVE makes every basic attack on-hit deal 1% maximum health bonus physical damage to the primary target and 3% maximum health physical damage to other enemies in a cone behind the target. CLEAVE deals area-of-effect proc damage — it hits all cone targets simultaneously, is not a projectile, benefits from life steal on the on-hit portion (but not the AoE cone), and triggers even when the primary target is invulnerable. Limited to 1 HYDRA item per player. Titanic Hydra is the HP-scaling AoE fighter item — converting large health pools directly into auto-attack damage and cone splash, making it the natural first item on HP-stacking bruisers and tanks who split-push and fight inside dense minion waves.
Titanic Hydra is a Legendary-tier item available on Summoner’s Rift (5v5), ARAM, Nexus Blitz, and Arena. Categorized under Fighter, Tank, Attack Damage, and On-Hit Effects menus. ID 3748. Limited to 1 HYDRA item per player (shared with Ravenous Hydra and Profane Hydra). Arena stats: +40 AD, +400 HP (SR: +40 AD, +600 HP). Sell value: 2310 gold.
📊 Stats at a Glance
| Stat | Value | Context |
| Attack Damage | +40 AD | Moderate AD — Titanic Hydra’s damage comes from CLEAVE’s % max HP, not raw AD |
| Health | +600 HP | Among the highest HP on any Legendary — second only to Warmog’s (+1000 HP) |
| TITANIC CRESCENT Damage (Primary) | 4% maximum HP bonus physical damage | Scales with the carrier’s max HP — 4000 HP = 160 bonus damage on the primary target |
| TITANIC CRESCENT Damage (Secondary) | 9% maximum HP physical damage in cone | Higher secondary cone damage than primary — punishes enemy clusters |
| TITANIC CRESCENT Attack Timer | Resets the basic attack timer on activation | Removes the delay before the empowered auto fires — instant cancellation of wind-up |
| TITANIC CRESCENT Cooldown | 10 seconds (starts after empowered attack fires) | Same cooldown pattern as SPELLBLADE — starts on the attack, not on activation |
| TITANIC CRESCENT Window | 10 seconds to use after activation | Must fire within 10 seconds of using the active |
| CLEAVE On-Hit (Primary Target) | 1% maximum HP bonus physical damage per basic attack | Every auto deals 1% max HP additional on-hit to the primary target |
| CLEAVE Cone Damage (Secondary Targets) | 3% maximum HP physical damage to cone enemies | 3x the primary damage — cone splash to every enemy behind primary |
| CLEAVE Damage Type | Proc damage — does NOT trigger spell effects | No Liandry’s, Luden’s chain from CLEAVE |
| CLEAVE AoE Classification | Area of effect — hits all cone targets simultaneously | Not a projectile — cannot be blocked by Wind Wall or similar |
| CLEAVE Life Steal Interaction | On-hit portion benefits from life steal; AoE cone does NOT | Only the primary target on-hit heals through life steal |
| CLEAVE vs Invulnerable Targets | Triggers even if primary target is invulnerable | CLEAVE fires the cone regardless of primary target state |
| CLEAVE Max Splashes | Maximum 10 CLEAVE splashes per attack | Cannot hit more than 10 targets per auto in the cone |
| CLEAVE vs Structures | On-hit applies to structures; cone does not trigger vs structures | Turrets receive the on-hit portion; cone never fires vs turrets |
| HYDRA Item Limit | 1 HYDRA per player — shared with Ravenous Hydra and Profane Hydra | Cannot combine with any other HYDRA item |
| Total Cost | 3300 gold | 50g combine — nearly zero gold waste on combine |
| Sell Value | 2310 gold | 70% sell-back ratio |
| Arena HP | 400 HP (SR: 600) | Reduced HP in Arena — still provides CLEAVE and TITANIC CRESCENT at full values |
💡 Maximum HP Scaling — The Core Math: Both CLEAVE and TITANIC CRESCENT scale with maximum health — every HP item in the build directly increases CLEAVE’s damage output. At 4000 max HP: CLEAVE deals 40 bonus physical damage per auto on-hit (1% × 4000) with 120 physical damage in the cone (3% × 4000). TITANIC CRESCENT active deals 160 bonus physical damage to the primary target (4% × 4000) and 360 physical damage to cone targets (9% × 4000). At 5000 max HP: CLEAVE on-hit = 50 damage, CLEAVE cone = 150 damage, CRESCENT primary = 200 damage, CRESCENT cone = 450 damage. Unlike flat AD scaling, the damage grows with every HP item purchased — Warmog’s 1000 HP adds 10 CLEAVE on-hit damage and 30 cone damage per auto permanently.
⚠️ CLEAVE Cone Does NOT Benefit from Life Steal: This is one of the most critical mechanics to understand about Titanic Hydra. The on-hit portion of CLEAVE (dealt to the primary target) does benefit from life steal — the 1% max HP on-hit heals for the appropriate life steal percentage. However, the cone AoE splash (3% max HP to secondary targets) is proc damage and does not heal through life steal. At 4000 HP with 15% life steal: each CLEAVE on-hit heals approximately 6 HP (1% × 4000 × 15% = 6 HP). The cone that deals 120 damage to 5 enemies simultaneously heals zero despite the total damage being vastly higher. Planning life steal sustain around Titanic Hydra should account for only the on-hit portion, not the cone output.
🔨 Recipe & Build Path
| Component | Cost | Stats Provided |
| Tiamat | 1200 gold (500g combine) | +20 AD — also has its own Crescent active (HYDRA family, not stackable) |
| ↳ Long Sword | 350 gold | +10 AD |
| ↳ Long Sword | 350 gold | +10 AD |
| Tunneler | 1150 gold (400g combine) | +20 AD, +200 HP |
| ↳ Long Sword | 350 gold | +10 AD |
| ↳ Ruby Crystal | 400 gold | +150 HP |
| Giant’s Belt | 900 gold (500g combine) | +350 HP |
| ↳ Ruby Crystal | 400 gold | +150 HP |
| Combine Cost | 50 gold | Nearly zero combine cost — second lowest after Trinity Force (133g) |
| TOTAL | 3300 gold | +40 AD, +600 HP, TITANIC CRESCENT, CLEAVE |
💡 Component Priority by Role: For top lane fighters, Tiamat (1200g) first provides immediate AD and the CLEAVE wave-clear effect during laning, enabling faster minion wave control from the first purchase. For tank-first fighters who need HP immediately (Cho’Gath, Sion, Malphite), Giant’s Belt (900g) or Tunneler (1150g) first establishes HP stacking while building toward Titanic completion. The 50g combine cost means the three component purchases are essentially full gold-efficiency conversions into the final item — no meaningful gold is lost at the combine step regardless of component order.
⚡ Active Effect — UNIQUE: TITANIC CRESCENT
| Parameter | Value |
| Activation | Active use — player-triggered |
| Effect | Next basic attack within 10 seconds deals empowered damage |
| Primary Target Bonus Damage | 4% maximum HP as bonus physical damage |
| Secondary Targets Cone Damage | 9% maximum HP physical damage to enemies in cone |
| Attack Timer Reset | Resets the basic attack timer on use — immediate empowered attack available |
| Cooldown | 10 seconds — starts after the empowered attack fires |
| Window | 10 seconds to use empowered attack after activation |
| Secondary Cone vs Primary | Secondary targets take MORE damage (9%) than the primary (4%) — AoE incentive |
| Damage Calculation at 4000 max HP | Primary: 160 bonus physical | Secondary: 360 physical per cone target |
| Damage Calculation at 5000 max HP | Primary: 200 bonus physical | Secondary: 450 physical per cone target |
EFFECT: Activating TITANIC CRESCENT resets the basic attack timer and empowers the next basic attack within 10 seconds to deal 4% maximum health as bonus physical damage to the primary target and 9% maximum health physical damage to all enemies in a cone behind the primary target. The 10-second cooldown starts after the empowered attack fires.
💡 CRESCENT Cone Secondary Damage is Higher Than Primary: An often-overlooked design detail — TITANIC CRESCENT deals 4% max HP to the primary target but 9% max HP to each secondary target in the cone. Enemies behind the primary target take more than double the damage per target compared to the primary. At 4000 HP: 160 damage to the primary, 360 damage to each enemy in the cone behind. Against a cluster of 3 enemies, the total CRESCENT damage is 160 (primary) + 360 × 2 (secondary) = 880 physical damage from one active use. Positioning the primary target to maximize the number of secondary targets in the cone is the highest-value use of TITANIC CRESCENT — treat it as an AoE tool, not a single-target burst.
💡 Attack Timer Reset — Why This Matters: TITANIC CRESCENT resets the basic attack timer on activation — meaning pressing the active immediately cancels any ongoing attack wind-up delay and prepares an instant attack. The practical use: in the middle of an ability rotation where the previous auto just fired (and the next auto is 0.8 seconds away under normal attack speed), activating TITANIC CRESCENT immediately allows the empowered auto to fire right now rather than waiting for the standard attack timer. This makes CRESCENT an attack speed-independent burst option — the empowered attack is instant regardless of the carrier’s base attack speed or any attack speed debuffs.
⚡ Passive Effect — UNIQUE: CLEAVE
| Parameter | Value |
| Trigger | Every basic attack on-hit |
| Primary Target Damage | 1% maximum HP as bonus physical damage on-hit |
| Secondary Target Cone Damage | 3% maximum HP physical damage to enemies in cone |
| Damage Type | Proc damage — does NOT trigger spell effects |
| AoE Classification | Area of effect — hits all cone targets simultaneously; not a projectile |
| Life Steal — On-Hit Portion | Heals through life steal (primary target 1% only) |
| Life Steal — Cone Portion | Does NOT heal through life steal |
| Invulnerable Primary Target | CLEAVE still triggers — cone fires even if primary is invulnerable |
| vs Structures | On-hit applies to structures; cone does NOT trigger vs structures |
| Max Targets per Attack | Maximum 10 CLEAVE splashes per basic attack |
| Cone Direction | In the direction of the primary target — cone extends behind primary |
EFFECT: Every basic attack on-hit deals 1% maximum health bonus physical damage to the primary target and 3% maximum health physical damage to all other enemies in a cone in the direction of the primary target. CLEAVE is area-of-effect proc damage, is not a projectile, benefits from life steal only on the on-hit portion (not the cone), and triggers even when the primary target is invulnerable. Maximum of 10 targets per attack.
💡 CLEAVE vs Dense Minion Waves — The Split-Push Value: CLEAVE’s 3% max HP cone damage hits all nearby targets simultaneously per auto. Against a full minion wave of 6 minions clustered within the cone, each auto deals CLEAVE cone damage to all 6 simultaneously — at 4000 HP that’s 120 damage per minion per auto. A standard melee minion has approximately 600 HP at level 10. Three CLEAVE autos kill a melee minion regardless of the champion’s AD. This makes Titanic Hydra one of the best split-push items in the game — the cone AoE clears wave HP independently of AD scaling, and the wave-clear rate increases as the champion levels and gains more max HP through items.
💡 CLEAVE Fires on Invulnerable Primary Targets: CLEAVE triggers its cone AoE even when the primary target is invulnerable (Zhonya’s Hourglass, Kayle R, Taric R). Pressing auto-attack against a Zhonya’s-active Lux still deals the CLEAVE cone damage to every enemy behind her. This has niche but real application in teamfights where the priority target uses stasis in the middle of an enemy cluster — auto-attacking the stasis target continues to deal CLEAVE cone damage to all surrounding enemies even though the primary target takes zero damage during stasis.
🎯 Who Should Buy This Item
Champion Archetypes
- High-HP Tank Fighters Whose Damage Scales with Max HP: Titanic Hydra explicitly converts HP investment into auto-attack damage through CLEAVE’s % max HP. Champions who stack HP as their primary stat (Cho’Gath, Sion, Malphite, Garen) generate higher CLEAVE damage as the HP pool grows. At 6000 max HP (achievable on HP-stacking tanks at 5–6 items), CLEAVE on-hit deals 60 damage to the primary and 180 to each cone target per auto. The item rewards going deeper on HP rather than diversifying into other stat types.
- Split-Push Fighters Who Need Wave Clear: CLEAVE’s cone AoE simultaneously damages every target behind the primary target per auto-attack — the most efficient wave clear mechanic per auto available on any single item. Jax, Malphite, Nasus, and Illaoi who control side lanes benefit from Titanic Hydra because wave clear speed scales with max HP, which these champions naturally build anyway. As HP grows through items, the same auto-attack clears waves faster and faster without requiring any additional investment in wave-clear-specific stats.
- HP-Stacking Bruisers with Low Inherent Wave Clear: Champions like Nasus who are historically slow to clear waves without Sheen or stacked AD benefit from Titanic Hydra’s HP-scaling wave clear that operates independently of the AD stat. Nasus with 4000 HP hits the entire wave simultaneously for 120 cone damage per auto — combined with Siphoning Strike, wave clear speed becomes competitive with higher-AD wave clearers. The HP investment also amplifies Q stacking pressure by allowing Nasus to stay in the wave longer before needing to recall.
Specific Champion Examples
| Champion | Role | Why Titanic Hydra |
| Cho’Gath | Top/Support Tank | Feast HP stacking + CLEAVE 1% on-hit: at 8000 HP with full Feast stacks, CLEAVE deals 80 on-hit + 240 cone per auto; CRESCENT at 8000 HP = 320 primary + 720 secondary — the highest single CRESCENT hit in the game |
| Sion | Top Tank | Soul Furnace HP scaling grows CLEAVE damage per auto; AoE wave clear enables faster structure destruction in split-push; CRESCENT active syncs with E shield auto-reset for instant empowered attack |
| Garen | Top Fighter | E spin + CLEAVE cone combine for AoE; Perseverance regeneration + Titanic Hydra’s HP sustains through early skirmishes; CRESCENT deals massive damage on J for Justice execute |
| Nasus | Top Fighter | Q stacking + CLEAVE wave clear; HP stacking amplifies CLEAVE output; CRESCENT active resets attack timer — syncs with Siphoning Strike Q for immediate Q follow-up |
| Malphite | Top/Support Tank | High HP investment makes CLEAVE meaningful; CRESCENT fires in the cluster post-R knockup for maximum secondary target cone coverage; MS + armor scale well with Titanic second item |
| Illaoi | Top Fighter | E tentacle slam + CLEAVE cone + Crush hit — Illaoi plants tentacles around the target; CLEAVE clears waves during E windows; CRESCENT during Leap of Faith R for maximum targets |
| Volibear | Top/Jungle Tank | HP investment + CLEAVE on-hit; Thundering Smash + CRESCENT attack timer reset synergy; CLEAVE AoE wave clear in jungle camps hits multiple monsters simultaneously |
⏰ When to Buy
As a First Item
First item Titanic Hydra is correct on top lane fighters who need wave clear from the start and who build into HP-heavy itemization. Cho’Gath, Sion, and Nasus who rush Titanic Hydra establish CLEAVE wave-clear from minute 10–14, enabling faster lane pressure and structure damage before the opponent’s first item completes. The +600 HP is the highest on any non-Warmog’s first item, providing strong early-game tankiness while the 40 AD contributes to the base physical damage of trades.
As a Second Item — After HP Foundation
Second item Titanic Hydra is the most versatile timing. After a first item that establishes the HP base (Warmog’s, Heartsteel, or Sunfire Aegis), Titanic Hydra’s CLEAVE begins scaling at a higher HP value — Warmog’s 1000 HP means Titanic purchases at 1600+ bonus HP, making every CLEAVE auto deal substantially more than if bought at 400 HP. Titanic Hydra’s value compounds retroactively with previously purchased HP — the item doesn’t need to be bought first for the CLEAVE to scale off earlier HP purchases.
Situational — vs Grouped Enemies
Titanic Hydra’s CRESCENT and CLEAVE cone specifically reward fighting in dense enemy clusters. In games where teamfights consistently involve 3–5 enemies in melee range, CRESCENT’s secondary 9% cone damage against multiple targets delivers 1000+ total physical damage from a single active use at 4000 HP. In games where fights are spread and 1v1 oriented, the cone rarely hits secondary targets and Titanic’s value reduces significantly to just the on-hit 1% max HP primary damage and the AD stat.
| Scenario | Buy Priority | Reasoning |
| Cho’Gath top with Feast stacks building | Always first or second item | Feast HP compounding with CLEAVE = highest per-auto damage in the game at 8000+ HP; no build path competes |
| Sion top split-push | First item for wave clear speed | Soul Furnace HP + CLEAVE AoE = auto-win wave clear races in side lane |
| Nasus top stacking Q | Second item after Sheen or Phage | HP investment enables CLEAVE scaling; wave clear speed from CLEAVE reduces time between Q stacks |
| Garen top fighter | First item | E spin + CLEAVE simultaneous; CRESCENT into J execute creates the full trade sequence |
| HP-investing tank who fights in 5v5 teamfights (Malphite, Cho’Gath) | Second item | CRESCENT at max-stacks HP delivers hundreds of damage per 10s to multiple targets in teamfight clusters |
| Low-HP champion or assassin (Talon, Zed) | Skip | CLEAVE and CRESCENT scale with max HP; at 2500 HP their damage contribution is marginal vs alternative items |
💡 Synergies
Best Paired Items
- Warmog’s Armor: Warmog’s provides +1000 HP directly — the highest single-item HP contribution in the game — and amplifies every CLEAVE and CRESCENT calculation simultaneously. At 5000 max HP with Warmog’s + Titanic: CLEAVE on-hit = 50 damage, CLEAVE cone = 150 per target, CRESCENT primary = 200, CRESCENT secondary = 450 each. Additionally, Warmog’s HEART between-fight recovery ensures the HP pool that CLEAVE scales from is always at maximum before the next engagement.
- Heartsteel: Heartsteel stacks permanent HP on champion hits — every Heartsteel proc adds to the max HP that CLEAVE scales from permanently. On Cho’Gath who adds Feast stacks on top of Heartsteel stacks, the compound HP scaling from three sources (Feast + Heartsteel + item stats) creates the highest sustainable CLEAVE damage output in the game. Each Heartsteel proc not only adds HP for tankiness but directly increases the CLEAVE damage per auto going forward for the rest of the game.
- Sunfire Aegis: Sunfire’s immolate AoE + CLEAVE’s cone AoE create two independent AoE damage sources that both activate during melee combat simultaneously. Sunfire provides armor to stay alive at melee range; CLEAVE converts the resulting HP from being tanky into wave-clear and fight damage. The combination creates a tank who doesn’t need to deal ability damage to threaten nearby enemies — standing in a minion wave while being attacked deals Sunfire immolate + CLEAVE cone damage to the entire wave continuously.
- Black Cleaver: Black Cleaver reduces armor on physical damage ability hits — CLEAVE’s physical cone damage can apply Black Cleaver’s armor shred to multiple targets simultaneously, provided CLEAVE classifies as ability damage for Black Cleaver stacking purposes. Additionally, Black Cleaver’s HP + AH amplifies the HP pool that CLEAVE scales from (+300 HP adds 3 on-hit and 9 cone per auto) while shortening ability cooldowns to enable more TITANIC CRESCENT uses per fight.
Champion & Ability Synergies
- Cho’Gath Feast HP + CLEAVE maximum scaling: Cho’Gath’s Feast ability permanently increases maximum HP by +80 per stack (up to a large number of stacks across a full game). Each Feast stack adds 0.8 to CLEAVE’s on-hit damage (1% × 80 HP) and 2.4 to the cone damage per auto (3% × 80 HP). At 15 Feast stacks (1200 bonus HP from Feast alone) + full item build at 5000 max HP, CLEAVE deals 50 on-hit and 150 cone per auto before any additional scaling. At 8000 max HP (theoretically possible with deep Feast stacking + Warmog’s + Heartsteel): CLEAVE on-hit = 80 damage, cone = 240 per target per auto — among the highest sustained auto-attack AoE outputs in the entire game.
- Sion Soul Furnace + CRESCENT timing: Sion’s Soul Furnace (W) provides a temporary shield that explodes for AoE magic damage. The W cast and subsequent detonation involve brief moments where Sion stands near multiple enemies — TITANIC CRESCENT activated during W’s brief cast time fires the empowered attack immediately (attack timer reset) on the closest target with the cone hitting any other enemies within range simultaneously. The W shield explosion + CRESCENT secondary cone damage creates a burst sequence where Sion deals AoE magic damage (W explosion) and AoE physical damage (CRESCENT cone) in the same 0.5-second window.
- Nasus Siphoning Strike Q interaction: Nasus’s Q Siphoning Strike has its own damage and resets on kill, but the interaction with TITANIC CRESCENT’s attack timer reset is notable: using CRESCENT active and immediately pressing Q allows the Q to fire with both the CRESCENT empowered auto effects and the Siphoning Strike bonus simultaneously — the empowered Q auto deals CRESCENT 4% max HP + Q stacked bonus damage in one attack. At 4000 HP with 500 Q stacks: CRESCENT adds 160 bonus physical damage on top of the Q’s 500+300 base/stack damage.
- Garen E spin + CLEAVE simultaneous AoE: Garen’s E Judgment spin deals AoE physical damage to all nearby enemies in repeated sword swings. When Garen uses basic attacks between E spins (the E channel allows basic attacks in some implementations), CLEAVE fires on those autos. Even during standard auto attacks, CLEAVE’s cone adds AoE to every Garen auto — combined with E’s intrinsic AoE, Garen deals three simultaneous AoE damage types during his full fight rotation: E spin (magic damage AoE), CLEAVE on-hit (1% max HP per auto primary), and CLEAVE cone (3% max HP cone per auto).
❌ Common Mistakes & How to Avoid Them
- Expecting life steal from the CLEAVE cone: The most common Titanic Hydra misconception is assuming all CLEAVE damage heals through life steal. Only the on-hit portion (1% max HP to the primary target) benefits from life steal. The 3% max HP cone damage to secondary targets is proc damage that does not heal at all through life steal, omnivamp, or any vamp source. Building life steal items alongside Titanic Hydra for the expected AoE healing will find the healing far lower than anticipated — at 15% life steal and 4000 HP, each auto heals 6 HP from CLEAVE’s on-hit, not the 108 HP that would result if the cone also healed (120 damage × 15% × 6 targets in cone).
- Not activating TITANIC CRESCENT before entering melee range: CRESCENT has a 10-second window to fire after activation and resets the attack timer — it should be activated during the approach to the target, not after the first auto has already fired. Activating CRESCENT while at range and then walking into melee allows the empowered attack to fire instantly upon reaching the target rather than requiring an additional action at melee range. Players who activate CRESCENT after already being in combat lose the attack-timer-reset advantage and may miss the 10-second window if the fight ends before the empowered auto fires.
- Building Titanic Hydra with Ravenous Hydra or Profane Hydra: All three Hydra items — Titanic Hydra, Ravenous Hydra, and Profane Hydra — are HYDRA items limited to 1 per player. They cannot be combined. The HYDRA limitation is frequently overlooked by players who see the similar crescent active on Tiamat (a component) and assume two Hydra items are possible. Choose the correct HYDRA item based on the champion’s needs: Titanic for HP-scaling AoE, Ravenous for omnivamp sustain, Profane for the invisibility-reveal active.
- Using CLEAVE against lone targets without positioning for cones: CLEAVE’s cone damage requires enemies to be behind the primary target relative to the carrier’s position. Auto-attacking a single frontline champion who has no allies behind them deals only the 1% max HP on-hit — the 3% cone has nothing to hit. Against single-target encounters, Titanic Hydra provides only the 1% max HP on-hit damage per auto, which is meaningful but far below the item’s full potential. Position to have the primary target between the carrier and the largest possible group of secondary targets to maximize cone coverage.
- Buying on low-HP champions expecting significant CLEAVE damage: CLEAVE deals 1% and 3% of maximum health — at 2500 max HP (a typical assassin or marksman build), CLEAVE on-hit is 25 damage and cone is 75 per target. These numbers are not negligible but represent far less value per 3300g than on a 5000 HP tank where CLEAVE on-hit is 50 and cone is 150. Titanic Hydra requires HP investment to justify its cost — the item’s efficiency is directly proportional to the champion’s max HP. A 2500 HP champion buying Titanic Hydra is paying for a 25 on-hit and 75 cone; a 5000 HP champion is paying for a 50 on-hit and 150 cone.
⚔️ Counter Items & Playing Against Titanic Hydra
Items That Counter Titanic Hydra
- Armor (Plated Steelcaps, Thornmail, Frozen Heart): CLEAVE and TITANIC CRESCENT both deal physical damage — armor directly reduces all Titanic Hydra’s damage output. Plated Steelcaps‘ 15% basic attack damage reduction applies to CLEAVE’s on-hit portion. Against a Titanic Hydra Cho’Gath with 6000 HP, the 60 on-hit CLEAVE damage is reduced by armor: against 200 armor (40% damage modifier) the effective CLEAVE on-hit is 24 damage. High armor effectively halves or reduces Titanic’s burst advantage even at extreme HP values.
- Preventing HP Stacking (Grievous Wounds on healing, percent-HP damage): Titanic Hydra’s damage scales with max HP — items and abilities that deal percent-health damage (Blade of the Ruined King, Liandry’s Torment) deal higher absolute damage against the large HP pool Titanic Hydra enables. The Titanic carrier who is simultaneously a tank with 5000+ HP becomes increasingly threatened by BORK’s 10% current HP on-hit, which deals 500 HP per hit at max stacks — the same large HP pool that amplifies CLEAVE also amplifies BORK’s damage against the carrier.
Strategic Counterplay
The most accessible counterplay against Titanic Hydra’s CLEAVE cone is spreading out rather than clustering. CLEAVE’s cone requires enemies to be in close proximity behind the primary target — an enemy team that spreads across the fight area rather than grouping limits the number of secondary cone hits per CLEAVE auto to 0–1 rather than 4–5. Against Cho’Gath at 8000 HP with 240 cone damage per auto, a cluster of 4 enemies takes 960 AoE damage per second from sustained CLEAVE — the same 4 enemies at maximum spread take zero cone damage and force Cho’Gath to deal only the 80 on-hit per auto to a single target. Spread positioning specifically counters the exponential value of CLEAVE’s multi-target cone.
FAQ
Q: Does CLEAVE’s cone damage benefit from armor penetration?
A: CLEAVE deals physical damage — both the on-hit portion (1% max HP) and the cone portion (3% max HP) are physical damage. Armor penetration (flat lethality, percent armor pen from items like Lord Dominik’s Regards) reduces the armor of targets, making CLEAVE’s physical cone damage deal more effectively. Against a 200-armor target, 40% armor pen reduces effective armor to 120, increasing the proportion of CLEAVE damage that gets through. Titanic Hydra is typically not built alongside armor pen items (which are assassin/marksman purchases), but in hybrid fighter builds where Serylda’s Grudge or Lord Dominik’s is justified, CLEAVE’s % max HP cone benefits fully from the penetration.
Q: Does TITANIC CRESCENT damage scale with armor penetration?
A: Yes — CRESCENT’s damage is physical damage that is reduced by the target’s armor after any penetration is applied. CRESCENT does not ignore armor — it deals physical damage that goes through the standard armor mitigation formula. The 4% max HP primary and 9% max HP secondary are the pre-mitigation values; actual damage after armor is the stated value x (100 / (100 + effective armor)). Against a 100-armor target (50% damage modifier): 4% x 4000 HP x 0.50 = 80 effective damage to primary instead of 160. High-armor tanks reduce CRESCENT’s actual damage substantially despite Titanic Hydra’s HP scaling.
Q: Can two CLEAVE effects stack if somehow two HYDRA items were equipped?
A: No — HYDRA items are limited to 1 per player, and all three HYDRA items (Titanic Hydra, Ravenous Hydra, Profane Hydra) share this limitation. Two HYDRA items cannot be equipped simultaneously. Tiamat is a HYDRA component but is not a full HYDRA Legendary and does not trigger the limitation on its own — however, completing any HYDRA Legendary prevents purchasing another. If Tiamat is held as an unfinished component, it is technically possible to own Tiamat + one full HYDRA Legendary, but Tiamat cannot be upgraded into Titanic while a full HYDRA Legendary is equipped.
Q: Does CLEAVE trigger against jungle monsters?
A: Yes — CLEAVE fires on all basic attacks, including those against jungle camps. The on-hit deals 1% max HP to the target monster, and the cone deals 3% max HP to other monsters behind the primary target. This makes Titanic Hydra one of the best jungle clear items for HP-stacking junglers (Cho’Gath jungle, Volibear, Warwick) — clearing multi-monster camps at Krugs, Raptors, and Gromp simultaneously damages multiple camp monsters per auto via CLEAVE’s cone. The item accelerates jungle clear speed proportionally to the jungler’s max HP.
Q: What is the maximum possible CLEAVE/CRESCENT damage in a single attack?A: The theoretical maximum is constrained by max HP (capped by items and Feast stacks) and the 10-target cone limit. At approximately 8000 max HP (Cho’Gath late game with Feast, Heartsteel, Warmog’s, Titanic): CLEAVE on-hit = 80 damage, CLEAVE cone = 240 damage per target × maximum 10 targets = 2480 total CLEAVE damage per auto against a perfect 10-target cluster. TITANIC CRESCENT active against 10 targets: 320 (primary) + 720 × 9 (secondary) = 6800 total CRESCENT damage in a single activation — though realistically fitting 10 champions in the cone is impossible (5v5 maximum). The practical ceiling in a 5v5 teamfight is 1 primary + 4 secondary from CRESCENT = 320 + 720 × 4 = 3200 total physical damage from one CRESCENT use at 8000 HP.