Tales Of Arabia Tales Of Arabia

Aladdin

The Sultan

Level
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 jungle fisico

Open Beta 5

Final Build

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Skill PWR

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Final Build

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JUNGLE DMG+

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ALADDIN PRO BUILDS

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Solo
VICTORY | 31m 56s |
11 / 1 / 3
Middle
VICTORY | 19m 30s |
19 / 4 / 16

Unranked

Middle
VICTORY | 21m 8s |
5 / 0 / 8
Jungle
VICTORY | 45m 7s |
18 / 10 / 15

Unranked

ALADDIN COMMON ELITE BUILDS

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There is not enough data at this time to show builds from this God.

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

Level

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

Level

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

Level

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

Level

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
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