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Casual Aladdin Build

Jungler Conquest
4 4 16,850
5.9
by Casual Don updated April 9, 2025

Smite God: Aladdin

Build Guide Discussion 0 More Guides
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Aladdin Build

Start

Build Item Bumba's Cudgel Bumba's Cudgel
Build Item Gem Gem
Build Item Health Potion Health Potion
Build Item Sundering Arc Sundering Arc

Full Build

Build Item Bumba's Hammer Bumba's Hammer
Build Item Soul Gem Soul Gem
Build Item Necronomicon Necronomicon
Build Item Chronos' Pendant Chronos' Pendant
Build Item Obsidian Shard Obsidian Shard
Build Item Rod of Tahuti Rod of Tahuti
Build Item Spear of Desolation Spear of Desolation

Situational Items

Build Item Divine Ruin Divine Ruin
Build Item Magi's Cloak Magi's Cloak

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: 35 / 65 / 95 / 125 / 155
Small Scaling: 40% Intelligence + 35% Strength
Large Damage: 60 / 115 / 170 / 225 / 280
Large Scaling: 72% Intelligence + 63% Strength

Returning Values
Small Damage: 20 / 40 / 60 / 80 / 100
Small Scaling: 25% Intelligence + 35% Strength
Large Damage: 35 / 70 / 105 / 140 / 175
Large Scaling: 50% Intelligence + 55% Strength
Range: 8.8 / 11.2m
Radius: 0.8 / 1.6m
Max Starting Angle: 90
Cooldown: 13s
Cost: 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 20% 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: 90 / 135 / 180 / 225 / 270
Dash Scaling: 65% Intelligence + 65% Strength
Missing HP Bonus Scaling: 0.13% Intelligence

Punch Values
Punch Damage: 20 / 30 / 40 / 50 / 60
Punch Scaling: 20% Intelligence + 35% 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 / 115 / 170 / 225 / 280
Landing Damage: 70% Intelligence + 50% Strength
Genie Damage: 35 / 50 / 65 / 80 / 95
Genie Scaling: 20% Intelligence + 40% Strength
Leap Range: 8.8m
Leap Radius: 3.2m
Cooldown: 16s
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 gain a Health Shield. 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: 150 / 250 / 350 / 450 / 550
Damage Scaling: 65% Strength + 90% Intelligence
Self CDR: 50 / 55 / 60 / 65 / 70
Enemy CDR: 50
Protections: 30 / 35 / 40 / 45 / 50
Cooldown: 90s
Cost: 70 / 80 / 90 / 100 / 110

Additional Notes:
  • The fight lasts for 16s; an escape appears at 8s. Everyone is expelled when the timer ends. The fight also ends early if a combatant dies (Aladdin or Target), or if only one team remains.
  • Entering or leaving requires a 0.5s lamp interaction, interrupted by damage.
  • Non-combatants deal and take 33% reduced damage.
  • If another Aladdin brings in a new target, they become the combatants; prior combatants become noncombatants. The arena resets the timer and closes any active escape.
  • Gods Inside cannot target gods outside, and gods outside cannot target gods inside.
  • Ejection interrupts any current cast, then returns gods to their original locations and camera angles.
  • Recall and Aladdin’s Ultimate can't be usedd inside the lamp.

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League of Legends Build Guide Author Casual Don
Casual Aladdin Build
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