
Ganesha
God of Success

Type | Default |
---|---|
Collection | Default |
Cost | Unknown |
Voice Pack | Click to Listen |
Stat Name | Stat Value |
---|---|
Max Health | 672.3 |
Max Mana | 296 |
Health Per Time | 1.84 |
Mana Per Time | 2.25 |
Physical Protection | 20.52 |
Magical Protection | 29.7 |
Movement Speed | 375 |
Base Attack Speed | 0.97 |
Attack Speed Percent | 1.33 |
Inhand Power | 44.4 |
XP Requirement | 0 |
GANESHA PRO BUILDS
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Ganesha Basic Attack
BASIC
Deal 5 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 1.05, 0.8, 0.8, 1.5, 0.95x damage and swing time.
- Damage Scaling: 105% Strength or Inhand Power and 21% Intelligence
- Range: 1.92m
- Cone Angle: 120 degrees
- Cooldown: 0s
- Cost: 0

Good Fortune
PASSIVE
Any time you deal a killing blow, the nearest allied god receives the credit and you receive the rewards for an assist instead plus a bonus amount of gold. In addition, your assist range and the time before you lose assist credit is increased.
- Bonus Gold: 50 per gifted god kill
- Cooldown: 0s
- Cost: 0

Turn of Fate
ABILITY 1
Send a curse forward dealing 90 [55% Intelligence] Magical Damage to enemies it passes through. For each enemy hit, all nearby allied gods gain Bonus Damage. • Enemy gods are marked for 5s. Any Hard Crowd Control effect consumes the mark to deal bonus Magical Damage.
NOTE 1: Bonus Damage buff stacks up to 5 times. Minions grant 1 stack and Gods grant 2.
- Damage: 90/150/210/270/330
- Damage Scaling: 55% Intelligence
- Bonus Damage: 3% Per Stack
- Buff Duration: 4s
- Bonus Damage: 15
- Damage Scaling: 5 Per Enemy Level
- Range: 8.8m
- Projectile Radius: 1.2m
- Cooldown: 14/13.5/13/12.5/12s
- Cost: 65/70/75/80/85

Ohm
ABILITY 2
Rise into the lotus postion Silencing enemies in front of you and increasing Protections of nearby allied gods. • Ganesha gains an additional 50% of the Protections he provides • You are Displacement Immune while channeling
NOTE 1: You are slowed by 15% while channeling.
NOTE 2: You gain Movement Speed and are Slow Immune while channeling.
- Protections: 20/30/40/50/60
- Cone Angle: 45 degrees
- Radius: 5.6m
- Cooldown: 14/13/12/11/10s
- Cost: 55/60/65/70/75

Remove Obstacles
ABILITY 3
Dash forward dealing 90 [45% Intelligence] Magical Damage to enemy minions you pass through and stopping on enemy gods, holding them in place before Knocking them Up. • While dashing you pass through ultimate player made walls and destroy non-ultimate player made walls.
NOTE 1: Damage dealt to enemy gods is split between 3 hits.
NOTE 2: You pass through but do not destroy ally walls.
NOTE 3: You cannot cancel while Dashing but you can on contact with an enemy god.
- Damage: 90/135/180/225/270
- Damage Scaling: 45% Intelligence
- Range: 7.5m
- Radius: 0.64m
- Cooldown: 14/13.5/13/12.5/12s
- Cost: 70

Dharmic Pillars
ABILITY 4
Summon 4 Great Pillars to imprison your enemies. Enemies that pass the field between each pillar take an initial hit of 144 [64% Intelligence] Magical Damage, are Slowed, and have their Protections reduced. • Enemies continue to take 90 [40% Intelligence] Magical Damage if they stay in the field. • Minions take 40% reduced damage from this ability
- Initial Damage: 144/208/272/336/400
- Initial Damage Scaling: 64% Intelligence
- Damage Per Tick: 90/130/170/210/250
- Damage Scaling Per Tick: 40% Intelligence
- Slow: 30%
- Protections Reduced: 10/20/30/40/50
- Debuff Duration: 3s
- Range: 8.8m
- Cooldown: 75s
- Cost: 65/70/75/80/85