Aladdin
- Tales of Arabia
- Magical
- Middle
- Jungle
Base stats
Level 1 → 20. Stats that never change are hidden.
Abilities
Make 3 wishes at any time in the match. Gain up to 1 charge of Genie's Strength, every 10s, -1s CD for each enemy slain, or 5s for gods slain.
Notes:
- Wish: Wealth. God Kills and Assists grant 33 more gold and gain 7.5% Bonus Gold from all sources for 180s.
- 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 1 charge of Genie's Strength.
Fire 5 Kufic symbols that deal [33% INT + 30% STR] Magical Damage to enemies in a cone.
Notes:
- When fully charged the symbols merge dealing [60% INT + 55% STR] Magical Damage. (Calculated here fully charged)
- 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% INT + 30% STR] Magical Damage when small or [40% INT + 48% STR] Magical Damage when large (Calculated here fully charged)
Damage: 50 / 100 / 150 / 200 / 250
Small Damage: 35 / 65 / 95 / 125 / 155
Returning Damage (Large): 60 / 115 / 170 / 225 / 280
Returning Damage (Small): 20 / 40 / 60 / 80 / 100
Cooldown: 13
Cost: 85
Range: 8.8/11.2
Dash forward dealing [55% INT + 55% STR] Magical Damage to enemies you pass through.
Notes:
- Deals [0.5% + [0.13% INT]] 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 [15% INT + 27% STR] Magical Damage to enemies in front of Aladdin
Damage: 90 / 135 / 180 / 225 / 270
Punch Damage: 20 / 30 / 40 / 50 / 60
Tick Count: 1
Cooldown: 16 / 15.5 / 15 / 14.5 / 14
Cost: 60 / 65 / 70 / 75 / 80
Range: 8.8
Dash forward. Dashing into a wall causes you to run along it before leaping to a location, dealing [70% INT + 50% STR] Magical Damage to enemies in the landing area.
Notes:
- Use a charge of Genie's Strength to call the Genie to slam down at the landing location. Enemies take [20% INT + 40% STR] Magical Damage and are knocked straight up
- Genie Knockback knocks enemies away from the landing location.
Cooldown Reduction if you damaged a god: 2 / 2.5 / 3 / 3.5 / 4
Damage: 60 / 115 / 170 / 225 / 280
Genie Damage: 35 / 50 / 65 / 80 / 95
Wall Run Max Distance: 7.2
Wall Run Duration: 1.05
Cooldown: 18
Cost: 40 / 45 / 50 / 55 / 60
Range: 7.2
Throw the Lamp forward, stopping on first enemy god hit and dealing [90% INT + 65% STR] Magical Damage. If successful, Aladdin and the enemy god are pulled into the lamp to challenge each other.
Notes:
- 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.
- The fight lasts for 16s, after which everyone is kicked out of the lamp. An escape lamp appears at 8s into a fight.
- 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.
- Entering the lamp or leaving the lamp requires interacting with the lamp. This interaction takes 0.5s and is interrupted by taking damage.
- Non-combatants are now ephemeral and deal reduced damage but take reduced damage.
- Being kicked out of the lamp interrupts any currently firing ability.
- Gods will be returned to the original locations and camera rotations when leaving the lamp.
- Recalling and Aladdin's A04 are blocked from being used while inside the lamp.
- Gain 35% of Aladdin's Max Health as a shield. Enemies also gain a shield equal to 35% of Aladdin's Max Health.**
- Cooldown is increased by 30s upon a successful transfer to the lamp.
Damage: 150 / 250 / 350 / 450 / 550
Bonus Self CDR: 50 / 55 / 60 / 65 / 70
Bonus Enemy CDR: 50
Bonus Self Protections: 30 / 35 / 40 / 45 / 50
Cooldown: 90
Cost: 60 / 65 / 70 / 75 / 80
Builds mentor builds
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