
Aladdin
The Sultan

Type | Default |
---|---|
Collection | Default |
Cost | Unknown |
Voice Pack | Click to Listen |

Type |
![]() |
---|---|
Collection | Special |
Cost | Unknown |
Voice Pack | No Voicepack |

Type |
![]() |
---|---|
Collection | Mastery Reward |
Cost | Reward |
Voice Pack | No Voicepack |

Type |
![]() |
---|---|
Collection | Ascension Reward |
Cost | Reward |
Voice Pack | No Voicepack |

Type |
![]() |
---|---|
Collection | Ascension Reward |
Cost | Reward |
Voice Pack | No Voicepack |

Type |
![]() |
---|---|
Collection | Ascension Reward |
Cost | Reward |
Voice Pack | No Voicepack |
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
View all
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 20% Intelligence
- Range: 1.92m
- Cone Angle: 120 degrees
- 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
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 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: 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
Dash forward dealing 70 [65% Intelligence and 55% 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 [15% Intelligence and 30% Strength] Magical Damage to enemies in front of Aladdin
- Dash Values
- Dash Damage: 70/115/160/205/250
- Dash Scaling: 65% Intelligence and 55% Strength
- Missing HP Bonus Scaling: 0.13% Int
- Punch Values
- Punch Damage: 20/32/44/56/68
- Punch Scaling: 15% Intelligence and 30% 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 [55% Intelligence and 40% 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 20 [15% Intelligence and 30% 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: 60/95/130/165/200
- Landing Damage: 55% Intelligence and 40% Strength
- Genie Damage: 20/35/50/65/80
- Genie Scaling: 15% Intelligence and 30% 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, 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 12.5% 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% 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: 110/107.5/105/102.5/100s
- Cost: 70/80/90/100/110