Aladdin
The Sultan
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God Details
Achillies Basic Attack
Deal 42 [42 + 0 (100% STR + 30% INT + 100% ATTK)] Physical Damage to the closest enemy in front of you.
Passive Three Wishes
Wealth:
- Gain 250 Gold.
- Kills and Assists provide 133 more gold for 3 minutes.
- Gain 7.5% Bonus Gold from other sources for 3 minutes.
Immortality:
- While dead, wish to instantly revived.
- Gain 75% Movement Speed for 10 seconds when leaving the fountain.
Power:
- Reset Ability and Item Cooldowns.
- Gain 2 charges of Genie's Strength
Ability 1 Kufic Invocation
Aladdin fires 5 Kufic symbols that deal Magical Damage to enemies in a cone. Charge to narrow down the cone. When fully charged the symbols merge dealing 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 Magical Damage
- Must have a charge of Genie's Strength when cast to be able to refire. You have 5 seconds to refire.
- Subsequent hits deal 20% of the initial damage
- When sent back, the Kufic symbol(s) will fly to where Aladdin was when he refired
Ability 2 Sultan's Grace
Dash forward dealing Magical Damage to enemies you pass through.
- Deals 0.5% increased Magical Damage to enemies for each % Health below 50%.
- Use a charge of Genie's Strength to summon the Genie to unlease a flurry of 5 punches that deal Magical Damage to enemies in front of Aladdin.
- Must have a charge of Genie's Strength when cast to be able to refire. You have 5 seconds to refire.
Ability 4 Agile Run
Dash forward. Dashing into a wall causes you to run along it before Leaping to a location, dealing 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 Magical Damage and are Knocked Up.
- The Angle Aladdin runs along the wall is determined by the angle Aladdin approaches the wall.
- Aladdin can toggle using a charge of Genie's Strength until a landing location is selected.
- Aladdin runs for 8.8 meters or until he reaches 5 meters in height. The wall run will always take 1.25 seconds.
- Aladdin can wall run along all walls, structures, and player made deployables that he would normally collide with.
Ultimate Into The Lamp
Throw the Lamp forward, dealing 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.
- Aladdin and the target 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.
- Damage dealt by the initial hit cannot bring enemies lower than the health they would be restored to and cannot trigger item effects.
- The fight lasts for 16 seconds, after which everyone is kicked out of the lamp. An escape lamp appears at 8 seconds 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 0.5 seconds and is interrupted by taking damage.
- Non-combatants deal 33% reduced damage to and take 33% reduced damage from combatants
- 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.
- Gods outside the lamp cannot target gods inside the lamp. Gods inside the lamp cannot target gods outside the lamp.
- 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 Into the Lamp are blocked from being used while inside the lamp
- This ability passes through non-God enemies, but stops on walls and enemy Gods.