TalesOfArabia TalesOfArabia

Aladdin

The Sultan

Level
Stat Name Stat Value
Max Health 591.38
Max Mana 296
Health Per Time 1.7
Mana Per Time 2.25
Physical Protection 18.05
Magical Protection 26.12
Movement Speed 365
Base Attack Speed 0.97
Attack Speed Percent 1.46
Inhand Power 44.4
XP Requirement 0

ALADDIN COMMUNITY GUIDES

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Full Int Aladdin

Open Beta 1

Final Build

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ALADDIN PRO BUILDS

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Solo

DEFEAT | nika

Jungle

VICTORY | Sheento

Unranked

Jungle

VICTORY | Sheento

Unranked

Solo

VICTORY | haddix

ALADDIN COMMON ELITE BUILDS

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MOST COMMON | CONQUEST

Open Build

Aladdin Basic Attack

BASIC

Deal 0 Magical Damage to an enemy in front of you.

  • Cooldown: 0s
  • Cost: 0

Three Wishes

PASSIVE

Make 3 wishes at any time in the match. Gain up to 2 charges of Genie's Strength every 15s. • Wish: Wealth. Gain 250 gold. God Kills & Assists provide 100 more gold for 3 minutes • Wish Immortality. While dead, wish to be instantly revived. Gain 75% Movement Speed for 10s when leaving the fountain • Wish Power. Reset ability and item cooldowns. Gain 2 charges of Genie's Strength

Kufic Invocation

ABILITY 1

Level

Fire 5 Kufic symbols that deal 40 [45% Intelligence and 40% Strength] Magical Damage to enemies in a cone. Charge to narrow the cone. When fully charged the symbols merge dealing 72 [81% Intelligence and 72% 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 40 [40% Intelligence and 45% Strength] Magical Damage when small or 72 [72% Intelligence and 81% 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 25% 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: 40/60/80/100/120
  • Small Scaling: 45% Intelligence and 40% Strength
  • Large Damage: 72/108/144/180/216
  • Large Scaling: 81% Intelligence and 72% Strength
  • Returning Values
  • Small Damage: 40/60/80/100/120
  • Small Scaling: 40% Intelligence and 45% Strength
  • Large Damage: 72/108/144/180/216
  • Large Scaling: 72% Intelligence and 81% Strength
  • Range: 8.8/11.2m
  • Radius: 0.8/1.6m
  • Max Starting Angle: 90
  • Cooldown: 11s
  • Cost: 65/70/75/80/85

Sultan's Grace

ABILITY 2

Level

Dash forward dealing 70 [75% Intelligence and 65% Strength] Magical Damage to enemies you pass through. • Deals 1% 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 30 [25% Intelligence and 45% Strength] Magical Damage to enemies in front of Aladdin

  • Dash Values
  • Dash Damage: 70/115/160/205/250
  • Dash Scaling: 75% Intelligence and 65% Strength
  • Missing HP Bonus Scaling: 0.16% Int
  • Punch Values
  • Punch Damage: 30/45/60/75/90
  • Punch Scaling: 25% Intelligence and 45% Strength
  • Cooldown: 16/15/14/13/12s
  • Cost: 50/55/60/65/70

Agile Run

ABILITY 3

Level

Dash forward. Dashing into a wall causes you to run along it before leaping to a location, dealing 60 [60% Intelligence and 45% 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 30 [30% Intelligence and 60% 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: 60/100/140/180/220
  • Landing Damage: 60% Intelligence and 45% Strength
  • Genie Damage: 30/50/70/90/110
  • Genie Scaling: 30% Intelligence and 60% Strength
  • Cooldown: 16s
  • Cost: 50/55/60/65/70

Into The Lamp

ABILITY 4

Level

Throw the Lamp forward, stopping on first enemy god hit. If successful, Aladdin and the enemy god are pulled into the lamp to challenge each other. • They have their health restored to a minimum amount. 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: The fight lasts for 16s, after which everyone is kicked out of the lamp. An escape lamp appears at 8s into a fight.

NOTE 2: The escape can open early when either the main Aladdin and fight target (hereby referred to as combatants) die, or if only 1 team remains in the lamp.

NOTE 3: Entering the lamp or leaving the lamp requires interacting with the lamp. This interaction takes 0.5s and is interrupted by taking damage.

NOTE 4: Non-combatants deal 25% reduced damage to and take 25% increased damage from combatants.

NOTE 5: If while a fight is active a different Aladdin brings a target into the lamp, they become the new combatants. The previous combatants are now treated as non-combatants and the arena resets its fight timer and closes the escape if it was active.

NOTE 6: Gods outside the lamp cannot target gods inside the lamp. Gods inside the lamp cannot target gods outside the lamp.

NOTE 7: Being kicked out of the lamp interrupts any currently firing ability.

NOTE 8: Gods will be returned to the original locations and camera rotations when leaving the lamp.

NOTE 9: Recalling and Aladdin’s A04 are blocked from being used while inside the lamp.

  • Self Heal: Up to 60/65/70/75/80% HP
  • Enemy Heal: Up to 60/55/50/45/40% HP
  • Self CDR: 50/55/60/65/70
  • Enemy CDR: 50/45/40/35/30
  • Protections: 30/35/40/45/50
  • Cooldown: 110/105/100/95/90s
  • Cost: 50/55/60/65/70