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.
NOTE 1: The fight lasts for 16s, after which everyone is kicked out of the lamp. An escape lamp appears at 8s into a fight.
NOTE 2: 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.
NOTE 3: Entering the lamp or leaving the lamp requires interacting with the lamp. This interaction takes 0.5s and is interrupted by taking damage.
NOTE 4: Non-combatants deal 25% reduced damage to and take 25% increased damage from combatants.
NOTE 5: 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.
NOTE 6: Gods outside the lamp cannot target gods inside the lamp. Gods inside the lamp cannot target gods outside the lamp.
NOTE 7: Being kicked out of the lamp interrupts any currently firing ability.
NOTE 8: Gods will be returned to the original locations and camera rotations when leaving the lamp.
NOTE 9: Recalling and Aladdin’s A04 are blocked from being used while inside the lamp.
Self Heal: Up to
60 /
65 /
70 /
75 /
80% HP
Enemy Heal: Up to
60 /
55 /
50 /
45 /
40% HP
Self CDR:
50 /
55 /
60 /
65 /
70
Enemy CDR:
50 /
45 /
40 /
35 /
30
Protections:
30 /
35 /
40 /
45 /
50
Cooldown:
110 /
105 /
100 /
95 /
90
Cost:
50 /
55 /
60 /
65 /
70