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Smite 2: Aladdin God Guide - Open Beta 5

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Aladdin
Aladdin
JunglaJungla

Aladdin

Introduction to my Guide :)

Welcome to my Smite 2 Guide for Aladdin. Below we will cover the Stats, Builds, Playstyles, and Strategies for playing Aladdin. I hope this guide serves you well and feel free to reach out about any questions, comments, or concerns.

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God Introduction

Aladdin is a great damage dealer in Smite 2. As a completely new character to the Smite franchise, Aladdin fills the role of a hybrid Mage-Assassin, showing strongest in the Jungle and Solo role. Aladdin brings Extreme Mobility, High Burst Damage, and peak 1v1 Boxing capability.

Aladdin's primary strengths lie with his ability to Avoid Damage, deal large Burst Damage, and utilizing his passive to Counterplay and Outplay his enemies.

God Aspect: Coming Soon!

Aladdin does not currently have an Aspect.

Aladdin
AladdinEgyptian · Assassin · Mage
Jungla
Objetos Iniciales
Runa de Destello
Daga Dorada de Bumba
Poción de vida
Poción de vida
Build Final
Trascendencia
Libro de Thooth
Garras de Tekko
Necronomicon
Bastón de Tahuti
Buscacorazones
Ideal para historias de Instagram y publicaciones de TikTok.
Aladdin
AladdinEgyptian · Assassin · Mage
Jungla
Objetos Iniciales
Runa de Destello
Daga Dorada de Bumba
Poción de vida
Poción de vida
Build Final
Trascendencia
Libro de Thooth
Garras de Tekko
Necronomicon
Bastón de Tahuti
Buscacorazones
Marca del Creador

Aladdin Jungle Ability Leveling Order

Kufic Invocation
Agile Run
Sultan's Grace
Into the Lamp
Kufic Invocation
Sultan's Grace
Agile Run
Into the Lamp

Passive - Three Wishes

  • Make 3 wishes at any time in the match. Gain up to 2 charges of Genie's Strength every 15s.

  • Wish: Wealth. Gain 250 gold. God Kills & Assists provide 100 more gold for 3 minutes

  • 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 2 charges of Genie's Strength

  • Start the game with The Lamp in your inventory, allowing access to your wishes. The Lamp also provides 2% (+0.75% Per Level) stats from all your items.

Basic Attack - Melee

  • Aladdin deals Magical Damage to an enemy in front of him.

------ Stats ------

  • Damage Scaling: 100% Strength + 20% Intelligence + 100% Basic Attack Power

  • Range: 1.92 meters

  • Cone Angle: 120 degrees

Ability 1 - Kufic Invocation

  • Fire 5 Kufic symbols that deal Magical Damage to enemies in a cone. Charge to narrow 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.

  • Aladdin must have a charge of Genie's Strength when cast to be able to refire. You have 5 seconds to refire this ability.

  • Subsequent hits deal 20% of the initial damage.

  • When sent back, the Kufic symbols will fly to where Aladdin was when he refired.

------ Stats ------

Sending Values:

  • Small Damage per Rank: 40 / 60 / 80 / 100 / 120

  • Small Damage Scaling: 45% Intelligence +40% Strength

  • Large Damage per Rank: 72 / 108 / 144 / 180 / 216

  • Large Damage Scaling: 81% Intelligence + 72% Strength

Returning Values:

  • Small Damage per Rank: 40 / 60 / 80 / 100 / 120

  • Small Damage Scaling: 40% Intelligence +45% Strength

  • Large Damage per Rank: 72 / 108 / 144 / 180 / 216

  • Large Damage Scaling: 72% Intelligence + 81% Strength

All Values:

  • Range: 8.8 / 11.2 meters

  • Radius: 0.8 / 1.6 meters

  • Max Starting Angle: 90 degrees

  • Cooldown per Rank: 11 seconds

  • Cost per Rank: 65 / 70 / 75 / 80 / 85

Ability 2 - Sultan's Grace

  • Dash forward dealing Magical Damage to enemies you pass through.

  • Deals 0.5% increased damage to enemies for each percent Health below 50%

  • Use a charge of Genie's Strength to summon the Genie to unleash a flurry of 5 punches that deal Magical Damage to enemies in front of Aladdin.

------ Stats ------

  • Dash Damage per Rank: 70 / 115 / 160 / 205 / 250

  • Dash Scaling: 65% Intelligence + 55% Strength

  • Missing HP Bonus Scaling: 0.13% Intelligence

  • Punch Damage per Rank: 20 / 32 / 44 / 56 / 68

  • Punch Scaling: 15% Intelligence +30% Strength

  • Cooldown per Rank: 16 / 15.5 / 15 / 14.5 / 14 seconds

  • Cost per Rank: 50 / 55 / 60 / 65 / 70

Ability 3 - Agile Run

  • Dash forward. Dashing into a wall causes you to run along it before leaping to a location, dealing 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 straight 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 from 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.

------ Stats ------

  • Landing Damage per Rank: 60 / 100 / 140 / 180 / 220

  • Landing Scaling: 55% Intelligence + 40% Strength

  • Genie Damage per Rank: 20 / 35 / 50 / 65 / 80

  • Genie Scaling: 15% Intelligence +30% Strength

  • Cooldown: 16 seconds

  • Cost: 50 / 55 / 60 / 65 / 70

Ultimate - Into the Lamp

  • Throw the Lamp forward, stopping on first enemy god hit. If successful, Aladdin and the enemy god are pulled into the lamp to challenge each other.

  • They 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.

  • The flight lasts for 16 seconds, after which everyone is kicked out of the lamp. An escape lamp appears at 8 seconds into the 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 25% reduced damage to and take 12.5% increased damage from combatants.

  • If 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 is blocked from being used while inside the lamp.

------ Stats ------

  • Self Heal per Rank: Up to 60% HP

  • Enemy Heal per Rank: Up to 60 / 55 / 50 / 45 / 40% Hp

  • Self CDR per Rank: 50 / 55 / 60 / 65 / 70

  • Enemy CDR per Rank: 50 / 45 / 40 / 35 / 30

  • Protections per Rank: 30 / 35 / 40 / 45 / 50

  • Cooldown per Rank: 110 / 107.5 / 105 / 102.5 / 100 seconds

  • Cost: 70 / 80 / 90 / 100 / 110

God/Camp/Item Interactions

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Smite 2: Aladdin God Guide - Open Beta 5

Aladdin
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