Ganesha
- Hindu
- Magical
- Support
Base stats
Level 1 → 20. Stats that never change are hidden.
Abilities
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: 65
Send a curse forward dealing [55% INT] Magical Damage to enemies it passes through.
Notes:
- 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.
Damage: 90 / 150 / 210 / 270 / 330
Bonus Damage: 3%
Max Bonus Damage Stacks: 5
Bonus Damage Buff Duration: 4
Mark Damage: 25
Mark Damage Per Enemy Level: 5
Cooldown: 14 / 13.5 / 13 / 12.5 / 12
Cost: 65 / 70 / 75 / 80 / 85
Rise into the lotus position Silencing enemies in front of you and increasing Protections of nearby allied gods.
Notes:
- Ganesha gains an additional 50% of the Protections he provides
- You are Displacement Immune while channeling
- You are slowed by 15% while channeling.
Protections: 20 / 30 / 40 / 50 / 60
Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 55 / 60 / 65 / 70 / 75
Radius: 5.6
Dash forward dealing [45% INT] Magical Damage to enemy minions you pass through and stopping on enemy gods, holding them in place before Knocking them Up.
Notes:
- While dashing you pass through ultimate player-made walls and destroy non-ultimate player-made walls.
- Damage dealt to enemy gods is split between 3 hits.
- You pass through but do not destroy ally walls.
- You cannot cancel while Dashing but you can on contact with an enemy god.
Damage: 90 / 135 / 180 / 225 / 270
Tick Count: 3
Cooldown: 13 / 12.5 / 12 / 11.5 / 11
Cost: 70
Range: 7.5
Radius: 0.64
Summon 4 Great Pillars to imprison your enemies. Enemies that pass through the field take [64% INT] Magical Damage, are Slowed, and have their Protections reduced.
Notes:
- Enemies take [40% INT] Magical Damage per tick if they remain in the field.
- Minions take 40% reduced damage from this ability.
Damage: 144 / 208 / 272 / 336 / 400
Tick Damage: 90 / 130 / 170 / 210 / 250
Protections Reduced: 10 / 20 / 30 / 40 / 50
Slow: 30
Duration: 6
Debuff Duration: 3
Tick Count: 12
Cooldown: 75
Cost: 65 / 70 / 75 / 80 / 85
Range: 8.8
Each god kill provides permanent Cooldown Rate.
Cooldown Rate Per Kill: 2
Send a curse forward dealing [55% INT] Magical Damage to enemies it passes through.
Notes:
- For each enemy hit, all nearby allied gods gain Bonus Damage.
- Enemy gods are marked; the mark now only procs the next time you hit the marked enemy with an ability.
Damage: 90 / 150 / 210 / 270 / 330
Bonus Damage: 3%
Max Bonus Damage Stacks: 5
Bonus Damage Buff Duration: 4
Mark Damage: 15
Mark Damage Per Enemy Level: 5
Cooldown: 14 / 13.5 / 13 / 12.5 / 12
Cost: 65 / 70 / 75 / 80 / 85
Deal [30% INT] Magical Damage to enemies in front of you and provide yourself and allies Movement Speed.
Damage: 35 / 45 / 55 / 65 / 75
Base Damage: 35 / 45 / 55 / 65 / 75
Tick Count of Ohm: 6
Protections: 20 / 30 / 40 / 50 / 60
Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 55 / 60 / 65 / 70 / 75
Radius: 5.6
Dash forward dealing [45% INT] Magical Damage to enemy minions you pass through and stopping on enemy gods, holding them in place before Knocking them Up.
Notes:
- While dashing you pass through ultimate player-made walls and destroy non-ultimate player-made walls.
- Damage dealt to enemy gods is split between 3 hits.
- You pass through but do not destroy ally walls.
- You cannot cancel while Dashing but you can on contact with an enemy god.
Damage: 90 / 135 / 180 / 225 / 270
Tick Count: 3
Cooldown: 14 / 13.5 / 13 / 12.5 / 12
Cost: 70
Range: 7.5
Radius: 0.64
Summon 4 Great Pillars to imprison your enemies. Enemies that pass through the field take [64% INT] Magical Damage and have their Protections reduced.
Notes:
- Enemies take [40% INT] Magical Damage per tick if they remain in the field.
- Minions take 40% reduced damage from this ability.
- Cooldown [75s -> 100s]
Damage: 144 / 208 / 272 / 336 / 400
Tick Damage: 90 / 130 / 170 / 210 / 250
Protections Reduced: 10 / 20 / 30 / 40 / 50
Duration: 6
Debuff Duration: 3
CD: 75s -> 100s
Tick Count: 12
Cooldown: 100
Cost: 65 / 70 / 75 / 80 / 85
Range: 8.8
Ohm no longer silences but deals [30% INT] Magical Damage to enemies in front of you and provides yourself and allies Movement Speed. Turn of Fate's mark now only procs the next time you hit the marked enemy with an ability. Additionally you no longer bestow kills to allies but each god kill provides permanent Cooldown Rate. Dharmic Pillars now no longer slows targets hit.
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