Aladdin
The Sultan
| Type | Default |
|---|---|
| Collection | Default |
| Cost | Unknown |
| Voice Pack | Click to Listen |
| Stat Name | Stat Value |
|---|---|
| Max Health | 622.5 |
| Max Mana | 296 |
| Health Per Time | 1.7 |
| Mana Per Time | 2.25 |
| Physical Protection | 18.1 |
| Magical Protection | 26.1 |
| Movement Speed | 365 |
| Base Attack Speed | 0.97 |
| Attack Speed Percent | 1.46 |
| Inhand Power | 44 |
| XP Requirement | 0 |
ALADDIN COMMUNITY GUIDES
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Aladdin Basic Attack
BASIC
Deal 0 Magical Damage to an enemy in front of you.
NOTE 1: If multiple enemies are in the area, the enemy closest to the center of the area will be hit.
NOTE 2: Has a 5 hit chain. Attacks in order of 1, 1, 0.33, 0.33, 0.5x damage and swing time. Final 3 Hits Cleave.
- Damage Scaling: 100% Strength or Inhand Power and 30% Intelligence
- Range: 1.92m
- Cone Angle: 120 degrees
- Cooldown: 0s
- Cost: 0
Three Wishes
PASSIVE
Make 3 wishes at any time. Gain a charge of Genie’s Strength every 10s (-1s per enemy slain, -5s for gods). • Wish: Wealth. +250 Gold. +10% Gold Gains. God Kills/Assists grant +33 Gold for 3m. • Wish Immortality. While dead, instantly revive. Gain 75% Movement Speed for 10s when leaving fountain. • Wish Power. Reset ability and item cooldowns. Gain a charge of Genie’s Strength.
Kufic Invocation
ABILITY 1
Fire 5 Kufic symbols dealing 35 [40% Intelligence and 35% Strength] Magical Damage in a cone. Charge to narrow the cone. Fully charged symbols merge, dealing 60 [72% Intelligence and 63% Strength] Magical Damage. • When fully charged the symbol travels further and hits a larger area • Use a charge of Genie's Strength to send symbols back to Aladdin, dealing 20 [25% Intelligence and 35% Strength] Magical Damage when small or 35 [50% Intelligence and 55% Strength] Magical Damage when large
NOTE 1: Must have a charge of Genie’s Strength when cast to be able to refire. You have 5s to refire.
NOTE 2: Subsequent hits deal 20% of the initial damage.
NOTE 3: When sent back, the Kufic symbol(s) will fly to where Aladdin was when he refired.
- Sending Values
- Small Damage: 35/65/95/125/155
- Small Scaling: 40% Intelligence and 35% Strength
- Large Damage: 60/115/170/225/280
- Large Scaling: 72% Intelligence and 63% Strength
- Returning Values
- Small Damage: 20/40/60/80/100
- Small Scaling: 25% Intelligence and 35% Strength
- Large Damage: 35/70/105/140/175
- Large Scaling: 50% Intelligence and 55% Strength
- Range: 8.8/11.2m
- Radius: 0.8/1.6m
- Max Starting Angle: 90
- Cooldown: 13s
- Cost: 85
Sultan's Grace
ABILITY 2
Dash forward dealing 90 [65% Intelligence and 65% Strength] Magical Damage to enemies you pass through. • Deals 0.5% increased damage to enemies for each % Health below 50% • Use a charge of Genie's Strength to summon the Genie to unleash a flurry of 5 punches that deal 20 [20% Intelligence and 35% Strength] Magical Damage to enemies in front of Aladdin
- Dash Values
- Dash Damage: 90/135/180/225/270
- Dash Scaling: 65% Intelligence or Strength
- Missing HP Bonus Scaling: 0.13% Int
- Punch Values
- Punch Damage: 20/30/40/50/60
- Punch Scaling: 20% Intelligence and 35% Strength
- Cooldown: 16/15.5/15/14.5/14s
- Cost: 50/55/60/65/70
Agile Run
ABILITY 3
Dash forward. Dashing into a wall causes you to run along it before leaping to a location, dealing 60 [70% Intelligence and 50% Strength] Magical Damage to enemies in the landing area. • Use a charge of Genie's Strength to call the Genie to slam down at the landing location. Enemies take 35 [20% Intelligence and 40% Strength] Magical Damage and are knocked straight up
NOTE 1: The angle Aladdin runs along the wall is determined by the angle Aladdin approaches the wall.
NOTE 2: Aladdin can toggle using a charge of Genie’s Strength until a landing location is selected.
NOTE 3: Aladdin runs for 8.8m or until he reaches 5m in height. The wall run will always take 1.25s.
NOTE 4: Aladdin can wall run along all walls, structures, and player made deployables that he would normally collide with.
- Landing Damage: 60/115/170/225/280
- Landing Damage: 70% Intelligence and 50% Strength
- Genie Damage: 35/50/65/80/95
- Genie Scaling: 20% Intelligence and 40% Strength
- Leap Range: 8.8m
- Leap Radius: 3.2m
- Cooldown: 16s
- Cost: 50/55/60/65/70
Into The Lamp
ABILITY 4
Throw the Lamp forward, dealing 150 [65% Strength and 90% Intelligence] Magical Damage and stopping on first enemy god hit. If successful, Aladdin and the enemy god are pulled into the lamp to challenge each other. • They gain a 10% MaxHealth Shield + 10% Current Health. Aladdin's non-ultimate cooldowns are reset. The target's non-ultimate cooldowns are halved • The Lamp is left behind, allowing any god to enter the lamp and join the ongoing challenge.
NOTE 1: Fight lasts 16s; an escape appears at 8s. Everyone is expelled when the timer ends. The fight also ends early if a combatant dies (Aladdin or Target), or if only one team remains.
NOTE 2: Entering or leaving requires a 0.5s lamp interaction, interrupted by damage.
NOTE 3: Non-combatants deal and take 33% reduced damage.
NOTE 4: If another Aladdin brings in a new target, they become the combatants; prior combatants become non‑combatants. The arena resets the timer and closes any active escape.
NOTE 5: Gods Inside cannot target gods outside, and gods outside cannot target gods inside.
NOTE 6: Ejection interrupts any current cast, then returns gods to their original locations and camera angles.
NOTE 7: Recall and Aladdin’s Ultimate can’t be used inside the lamp.
- Damage: 150/250/350/450/550
- Damage Scaling: 65% Strength and 90% Intelligence
- Self CDR: 50/55/60/65/70
- Enemy CDR: 50
- Protections: 30/35/40/45/50
- Cooldown: 90s
- Cost: 70/80/90/100/110