From a resourceful street urchin scraping by with his mother, to a Sultan guided by powerful Genies, Aladdin's journey spans poverty, deception, magic, and unexpected fortune. Once an aimless youth known more for his misdeeds than his ambition, Aladdin found himself caught in the web of a cunning sorcerer. Disguised as a caring uncle, this sorcerer promised Aladdin wealth if he would retrieve a mysterious Lamp from a dangerous, trap-filled cave. Expecting the young man to meet his end, the sorcerer underestimated Aladdin's resilience – and the power of a lesser Genie hidden within a simple ring he provided.
Through this Genie's aid, Aladdin not only survived but secured the Lamp and the powerful Genie within it. That moment set him on a path from impoverished mischief-maker to a leader of his people, gaining wealth, influence, and ultimately earning his place as the Sultan.
In Smite 2, Aladdin has reached this pinnacle. Surrounded by loyal followers drawn to his optimism and charisma, he rules with the Lamp's Genie at his side. Yet uncertainty looms. Whether it's the sorcerer's machinations or the watchful eyes of the gods, Aladdin will face these trials head-on. His past has prepared him to make the most of any opportunity, and the Genies ensure he won't face the struggle alone.
Abilities[]
Basic Attack -Aladdin Basic Attack
Deal Magical Damage to an enemy in front of you.
Notes:
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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. Gods Kills and 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 mountain. Wish: Power. Reset ability and item cooldowns. Gain 2 charges of Genie's Strength.
Notes:
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1st Ability -Kufic Invocation
Aladdin fires 5 Kufic symbols that deal 40 [45% Intelligence and 40% Strength] Magical Damage to enemies in a cone. Charge to narrow down the cone. When fully charged the symbols merge dealing 72 [81% Intelligence and 72% Strength] 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 40 [40% Intelligence and 45% Strength] Magical Damage when small or 72 [72% Intelligence and 81% Strength] Magical Damage when large.
Notes: 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.
Sending Values Small Scaling: 45% Intelligence and 40% Strength
Sending Values Large Scaling: 81% Intelligence and 72% Strength
Returning Values Large Scaling: 40% Intelligence and 45% Strength
Returning Values Large Scaling: 72% Intelligence and 81% Strength
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2nd Ability -Sultan's Grace
Aladdin Dashes forward dealing 70 [65% Intelligence and 55% Strength] Magical Damage to enemies you pass through. Deals 1% 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 20 [15% Intelligence and 30% Strength] Magical Damage to enemies in front of Aladdin.
Notes:
Cost: 50/55/60/65/70 mana
Cooldown: 16/15.5/15/14.5/14 seconds
Range: 8.8 meters
Radius: 3.2 meters
Dash Damage: 70/115/160/205/250
Dash Scaling: 65% Intelligence and 55% Strength
Missing HP Bonus Scaling: 0.13% Int
Punch Damage: 20/32/44/56/68
Punch Scaling: 15% Intelligence and 30% Strength
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3rd Ability -Agile Run
Aladdin Dashes forward. Dashing into a wall causes you to run along it before leaping to a location, dealing 60 [55% Intelligence and 40% Strength] 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 20 [15% Intelligence and 30% Strength] Magical Damage and are knocked straight up.
Notes: 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.
Cost: 50/55/60/65/70 mana
Cooldown: 16 seconds
Leap Range: 8.8 meters
Leap Radius: 3.2 meters
Landing Damage: 60/95/130/165/200
Landing Scaling: 55% Intelligence and 40% Strength
Genie Damage: 20/35/50/65/80
Genie Scaling: 15% Intelligence and 30% Strength
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Ultimate -Into The Lamp
Throw the Lamp forward, stopping on the 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.
Notes: The fight lasts for 16s, after which everyone is kicked out of the lamp. An escape lamp appears at 8s 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 0.5s and is interrupted by taking damage. Non-combatants deal 25% reduced damage to and take 112.5% increased damage from combatants. If while a fight is active a different Aladdin brings a target to the lamp, they become the new combatants. The previous combatants are now treated as non-combatants and the arena is 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 Aladdin's A04 are blocked from being used while inside the lamp.