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Aladdin Casual Build

Jungler Conquest
0 0 289
by Casual Don updated March 31, 2025

Smite God: Aladdin

Build Guide Discussion 0 More Guides
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Aladdin Build

Full Build

Build Item Bumba's Hammer Bumba's Hammer
Build Item Arondight Arondight
Build Item Hydra's Lament Hydra's Lament
Build Item The Crusher The Crusher
Build Item Titan's Bane Titan's Bane
Build Item Heartseeker Heartseeker
Build Item Avatar's Parashu Avatar's Parashu

Aladdin's Skill Order

Kufic Invocation

1 X Y
Kufic Invocation
1 4 6 7 10

Sultan's Grace

2 A B
Sultan's Grace
2 8 11 12 14

Agile Run

3 B A
Agile Run
3 15 16 18 19

Into The Lamp

4 Y X
Into The Lamp
5 9 13 17 20
Kufic Invocation
1 4 6 7 10

Kufic Invocation

1 X
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, dealing Magical Damage when small or large.
Sending Values
Small Damage: 40 / 60 / 80 / 100 / 120
Small Scaling: 45% Intelligence + 40% Strength
Large Damage: 72 / 108 / 144 / 180 / 216
Large Scaling: 81% Intelligence + 72% Strength

Returning Values
Small Damage: 40 / 60 / 80 / 100 / 120
Small Scaling: 40% Intelligence + 45% Strength
Large Damage: 72 / 108 / 144 / 180 / 216
Large Scaling: 72% Intelligence + 81% Strength
Range: 8.8 / 11.2m
Radius: 0.8 / 1.6m
Max Starting Angle: 90
Cooldown: 11
Cost: 65 / 70 / 75 / 80 / 85

Additional Notes:
  • Must have a charge of Genie’s Strength when cast to be able to refire. You have 5s to refire.
  • Subsequent hits deal 25% of the initial damage.
  • When sent back, the Kufic symbol(s) will fly to where Aladdin was when he refired.
Sultan's Grace
2 8 11 12 14

Sultan's Grace

2 A
Dash forward dealing Magical Damage to enemies you pass through.
  • Deals 0.5% 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 deal Magical Damage to enemies in front of Aladdin.
Dash Values
Dash Damage: 70 / 115 / 160 / 205 / 250
Dash Scaling: 65% Intelligence + 55% Strength
Missing HP Bonus Scaling: 0.13% Intelligence

Punch Values
Punch Damage: 20 / 32 / 44 / 56 / 68
Punch Scaling: 15% Intelligence + 30% Strength
Cooldown: 16 / 15.5 / 15 / 14.5 / 14
Cost: 50 / 55 / 60 / 65 / 70
Agile Run
3 15 16 18 19

Agile Run

3 B
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 straight up.
Landing Damage: 60 / 95 / 130 / 165 / 200
Landing Damage: 55% Intelligence + 44% Strength
Genie Damage: 20 / 35 / 50 / 65 / 80
Genie Scaling: 15% Intelligence + 30% Strength
Leap Range: 8.8m
Leap Radius: 3.2m
Cooldown: 16
Cost: 50 / 55 / 60 / 65 / 70

Additional 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 8.8m or until he reaches 5m in height. The wall run will always take 1.25s.
  • Aladdin can wall run along all walls, structures, and player made deployables that he would normally collide with.
Into The Lamp
5 9 13 17 20

Into The Lamp

4 Y
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.
Self Heal: Up to 60% 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 / 107.5 / 105 / 102.5 / 100
Cost: 50 / 55 / 60 / 65 / 70

Additional Notes:
  • 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 and Aladdin’s A04 are blocked from being used while inside the lamp.

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League of Legends Build Guide Author Casual Don
Aladdin Casual Build
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