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Deity Aladdin Jungle

Jungler Conquest
6 0 1,052
8.6
by lestimics updated October 7, 2026

Smite God: Aladdin

Build Guide Discussion 0 More Guides
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Aladdin Build

Started build

Notes Conduit Gem Essential starter to push minions and jungle better and do more damage.

Health Potion HP sustain for the jungle and enemy poke.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds.

Notes

Conduit Gem Essential starter to push minions and jungle better and do more damage.

Health Potion HP sustain for the jungle and enemy poke.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds.

Build Item Conduit Gem Conduit Gem
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Bifrost Shard Bifrost Shard
Build Item Purification Beads Purification Beads

Full Build (strength)

Notes Archmage's Gem Starter that gives you a lot of damage, in addition to its passive it gives you extra damage depending on your intelligence and strength.

Jotunn's Revenge is very important thanks to the strength and cooldown reduction it offers, allowing you to use your abilities more often.

Hydra's Lament gives you a lot of strength, but most importantly, the passive ability makes your basic attacks do more damage after you use your abilities,perfect for combos between abilities and basic attacks.

Transcendence you have to damage enemies to stack this item and thus obtain more mana, the more mana you have, the more strength it provides.

Heartseeker Pure item to do a lot of damage.

Avatar's Parashu gives you a massive amount of strength, and its active ability grants even more strength while making you immune to displacement. You have to activate this item before entering teamfights.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds.

Notes

Archmage's Gem Starter that gives you a lot of damage, in addition to its passive it gives you extra damage depending on your intelligence and strength.

Jotunn's Revenge is very important thanks to the strength and cooldown reduction it offers, allowing you to use your abilities more often.

Hydra's Lament gives you a lot of strength, but most importantly, the passive ability makes your basic attacks do more damage after you use your abilities,perfect for combos between abilities and basic attacks.

Transcendence you have to damage enemies to stack this item and thus obtain more mana, the more mana you have, the more strength it provides.

Heartseeker Pure item to do a lot of damage.

Avatar's Parashu gives you a massive amount of strength, and its active ability grants even more strength while making you immune to displacement. You have to activate this item before entering teamfights.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds.

Build Item Archmage's Gem Archmage's Gem
Build Item Genie's Lamp Genie's Lamp
Build Item Jotunn's Revenge Jotunn's Revenge
Build Item Hydra's Lament Hydra's Lament
Build Item Transcendence Transcendence
Build Item Heartseeker Heartseeker
Build Item Avatar's Parashu Avatar's Parashu
Build Item Bifrost Shard Bifrost Shard
Build Item Purification Beads Purification Beads

Full Build (Intelligence)

Notes Archmage's Gem Starter that gives you a lot of damage, in addition to its passive it gives you extra damage depending on your intelligence and strength.

Jotunn's Revenge is very important thanks to the strength and cooldown reduction it offers, allowing you to use your abilities more often. It will give you a better early game so you can then go full intelligence, if you don't like it, you can change it for Book of Thoth

Spear of Desolation gives you good stats, but the most important thing is its passive, which causes kills or assists to reset your ability cooldowns.

Rod of Tahuti You gain 25% extra intelligence from all your items together.

Obsidian Shard You want this item for penetration, to deal more damage to tankier enemies.

Dreamer's Idol gives you a massive amount of intelligence, and its active ability grants even more intelligence while making you immune to displacement. You have to activate this item before entering teamfights.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds.

Notes

Archmage's Gem Starter that gives you a lot of damage, in addition to its passive it gives you extra damage depending on your intelligence and strength.

Jotunn's Revenge is very important thanks to the strength and cooldown reduction it offers, allowing you to use your abilities more often. It will give you a better early game so you can then go full intelligence, if you don't like it, you can change it for Book of Thoth

Spear of Desolation gives you good stats, but the most important thing is its passive, which causes kills or assists to reset your ability cooldowns.

Rod of Tahuti You gain 25% extra intelligence from all your items together.

Obsidian Shard You want this item for penetration, to deal more damage to tankier enemies.

Dreamer's Idol gives you a massive amount of intelligence, and its active ability grants even more intelligence while making you immune to displacement. You have to activate this item before entering teamfights.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds.

Build Item Archmage's Gem Archmage's Gem
Build Item Genie's Lamp Genie's Lamp
Build Item Jotunn's Revenge Jotunn's Revenge
Build Item Spear of Desolation Spear of Desolation
Build Item Rod of Tahuti Rod of Tahuti
Build Item Obsidian Shard Obsidian Shard
Build Item Dreamer's Idol Dreamer's Idol
Build Item Bifrost Shard Bifrost Shard
Build Item Purification Beads Purification Beads

Aladdin's Skill Order

Kufic Invocation

1 X Y
Kufic Invocation
2 8 11 12 14

Sultan's Grace

2 A B
Sultan's Grace
1 4 6 7 10

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
2 8 11 12 14

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: 33% Intelligence + 30% Strength
Large Damage: 60 / 115 / 170 / 225 / 280
Large Scaling: 60% Intelligence + 55% Strength

Returning Values
Small Damage: 20 / 40 / 60 / 80 / 100
Small Scaling: 20% Intelligence + 30% Strength
Large Damage: 35 / 70 / 105 / 140 / 175
Large Scaling: 40% Intelligence + 48% 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
1 4 6 7 10

Sultan's Grace

2 A
Dash forward dealing Magical Damage to enemies you pass through.
  • Deals 0.25% 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: 55% Intelligence + 55% Strength
Missing HP Bonus Scaling: 0.13% Intelligence

Punch Values
Punch Damage: 20 / 30 / 40 / 50 / 60
Punch Scaling: 15% Intelligence + 27% 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.
  • Cooldown is reduced if you land on an enemy god.
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: 7.2m
Leap Radius: 3.2m
Cooldown: 18s
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: 55% Strength + 70% Intelligence
Self CDR: 50 / 55 / 60 / 65 / 70
Enemy CDR: 50
Protections: 10 / 15 / 20 / 25 / 30
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.

Aladdin Threats

Tap each threat level to view Aladdin’s threats

Max
0
Major
0
Even
3
Minor
0
Tiny
0

Aladdin Synergies

Tap each synergy level to view Aladdin’s synergies

Ideal
0
Strong
0
OK
2
Low
0
None
0

Introduction

Hi, this guide is brought to you by lestimics. I started playing Smite 1 on PC in 2014. I've been playing competitively since 2020 and have been a professional Smite player from 2021 to 2023. I've played on different teams like JustF6, Gilded Gladiators or Tartarus Titans.

You can check out the SmiteVOD YouTube channel where my recorded professional games are. I've peaked at 3500 MMR GrandMaster/Masters in Ranked Conquest on the PC platform every season since 2018. I've also done Smite Masters (LAN) 4 times in 2022, so I really think I have the knowledge to guide on the Jungle role in SMITE 2.

I hope you find this guide as a useful learning resource for playing Aladdin as Jungle.

Here are my socials:

Abilities

Aladdin's Abilities


Passive - Three Wishes

Aladdin has 3 wishes to use per match. He also has a genie charge which regenerates after a few seconds that grants a +1 bonus to your abilities.

Wish: Wealth. Gain +250 gold. +10% Gold Gains. God Kills / Assists grant +33 Gold for 3m. Use it when you start clearing the jungle at level 1, that way, you get a better early game when you back to the base and buy items.

Wish: Immortality. While dead, instantly revive. +75% Movement Speed for 10s when leaving fountain. This is the best wish, you usually save it for a crucial moment in the match for example, when you die and have a 60 second respawn timer, and the enemy could finish your titan or take the Fire Giant.

Wish: Power. Reset ability and item cooldowns. Gain a charge of Genie's Strength. This wish is also very good, to be able to use all your abilities twice, which is very useful in an important teamfight.


Ability 1 - Kufic Invocation

You have two ways to cast this ability: if you use it quickly, it fire five Kufic symbols that deal magic damage to enemies in a cone, if you charge it up, you fire it forward, dealing more damage over a much greater distance. Use the quick shot for melee situations and the jungle, and the charged shot to poke from a distance.

If you want to use the ability's +1 effect, you have to activate the ability again, consuming the genie charge, this causes the launched ability to return to you, dealing damage along the way. Is really good at poking in the late game.



Ability 2 - Sultan's Grace

Aladdin dash forward dealing magical damage to enemies you pass through.

Use a charge of Genie to summon the Genie to unleash a flurry of 5 punches that deal magical damage to enemies in front of Aladdin.

This skill deals massive damage when you use the Genie, furthermore, you can cancel it, if you are in close melee range of the enemy and want to avoid moving out of range, you can use it and then cancel it to stay in melee and summon the Genie.


Ability 3 - Agile Run

Aladdin dashes forward, but you must aim at a wall to scale it, then you can launch toward a chosen location, dealing magic damage upon landing. If you activate the Genie's charge by pressing the ability again before landing, you will knock up enemies in the impact.

Aladdin can wall run along all walls, structures, and player made deployables that he would normally collide with. it is excellent for escaping or initiating a engage.


Ultimate - Into The Lamp

You throw a lamp forward, if you hit an enemy god, both you and that god are pulled toward the lamp to challenge each other.

It creates a space that anyone can enter or exit by touching the lamp, lasting for a maximum of 16 seconds.

This ultimate grants CC immunity when you throw it and is excellent for engaging in 1v1s under favorable conditions, but be careful enemy gods can enter the space as well.


Example Combos:

To clear the jungle most efficiently: Your best ability for clear the jungle is Sultan's Grace because you can use the Genie's charge to deal more damage, Kufic Invocation also clears quite well, and Aladdin's basic area attacks are good too and you can use Agile Run to scale the wall, so you don't have to go the long way around and can clear the jungle faster.

In the mid/late game, your Kufic Invocation is excellent for poking from the distanc, try to take this advantage at the start of a teamfight to leave someone low health.

Burst enemy: In the late game, the best combo you can use is Agile Run to scale a wall and drop onto an enemy using the Genie's Charge, this apply a knock up that almost no one expects, then use Sultan's Grace > auto attack > Kufic Invocation (fast charge) > auto attack.
If you want to engage an enemy with your ultimate Into The Lamp try circling around inside the lamp, poke him using Kufic Invocation, dodge an ability with Agile Run, then land on him and use Sultan's Grace with the Genie's charge to deal extra damage. In the early to mid-game, it's usually more worthwhile to use Sultan's Grace with the Genie's charge, because you deal more damage but you also expose yourself more.

To attack or gank an enemy, play to the advantages of your abilities, use your range Kufic Invocation, and take advantage of your excellent skills for chasing and engaging Agile Run. Also, it is important to use this ability Sultan's Grace when you know it cannot be interrupted for example by a silence, stun, knock up.

Remember that you can use Into The Lamp to become immune to CC.

How to play Aladdin

Gameplay Start / Early Game
  • Start at the Fire Giant side in the lane. You have to start on the scorpion leveling up your Sultan's Grace always use the Genius charge with this ability to clear the jungle, you just have to hit basic attacks (In all buffs and camps, it's important to execute skill combos and basic attacks well to gain a time advantage over the enemy jungler) and then go to the red buff in which your mid laner will help you do it so you can get this buff and go to the cyclopede camp next door, then you have to go to the harpy camp next to the speed camp, and then do the speed camp, your mid laner will help you set up the cyclopede camp in front of the speed buff that way you'll both reach level 3, then you'll both go to the middle lane.

  • Now, whoever wins the minion wave pressure decides whether to go to the neutral buff camp or the Gold Fury vision harpies, to gain pressure, you can use your abilities to push faster or attack the enemy mid or jungle, communicate with your midlaner what you want to do, If you want to push quickly, you can use Kufic Invocation, to help your midlane. Aladdin's early game is a bit weak, so try to take one of the two neutral camps with your midlaner and don't force any fights though obviously, if the opposing team plays very poorly, you can always try to get a kill. Now you have several options: you can try to gank the solo lane, but if you really think you'll get the kill, it depends on the enemy god they have and how they're positioned, because if he is under the tower, it's very difficult to get the kill. You can also go back to mid to do another minion wave and keep pressuring mid, then move to the duo lane to look for a gank, or you can farm your harpy Camps. Even after that, you can do a small gank on another lane before backing.

  • After backing, buy what you can from the shop and you'll have two options again. You can look for a duo gank, which should respawn the enemy purple buff so you can invade it with your adc and support. Or you can go solo to kill the stones that respawn in the fire zone and possibly invade the blue buff in the solo lane. Keep in mind that these stones are quite tanky and you'll need help from your solo or mid laner, plus the enemy team won't let you kill them easily, so there will probably be a small teamfight (This option is the most profitable and the best). You can also try to gank the solo before this to leave the opposing solo lane with low health so they can't fight the rocks.

  • After this your entire jungle will spawn, so it's a good time to farm and finish your first item completely and think about what you're going to do next.

  • Remember to buy wards to gather information on the location of the opposing team and the movement of the enemy jungler.

Mid Game:
  • At this point of the game, which is roughly between 7:00 and 18:00 minutes. After you finish farming your jungle, the neutral mid buff and the Gold Fury vision harpies reappear, so try to do them with your midlaner. After this, it's important to look for a gank in one of the lanes because the pressure you apply is very important.

  • The jungle role is one of the most important because you have the ability to put your team ahead. If you go to any lane, you can not only get some kills but also create pressure, and the relics you force are very important for your teammates.

  • Tips for ganking lanes: For example, if you gank the solo lane, they're usually warriors and guardians who are quite tanky, so I recommend ganking more in the first few minutes of the game because they don't have much defense and you can get the fire stones, which give a lot of experience and permanent strength. If you're going to gank the duo lane, the most important thing is where the enemy adc is positioned, normally, if he is more or less in the middle of the lane, it should be an easy kill, but it's quite common for them to have wards. Teamfights in the mid lane are usually quite dangerous because the support is often there and can easily force you to use Purification Beads or your ultimate. Furthermore, if you manage to get a kill or apply a lot of pressure in the lanes, you can kill the Gold Furys or the Pyromancer, which are very important thanks to the experience and gold they grant.

  • As for the way to use the skills: with Aladdin, You need to play to your advantages: poke from a distance with Kufic Invocation and stay close to walls so you can use Agile Run, if you're going to dive into melee range, save your Genie's Charge to use with Sultan's Grace, and if the enemy doesn't have Purification Beads or you know they're on cooldown he won't be able to escape to your ultimate Into The Lamp.

  • It's also important to constantly farm your jungle, clearing your harpies, and very important to be ready as soon as your speed buffs spawn, the red buff and the scorpion, appear, because they are the ones that give the most experience and the buffs they drop are very important (the scorpion drops a global map ward that reveals all gods for 1 second, very useful if you don't know where they are).

  • It's important to pay attention to the objectives. The beacon that appears in the middle is crucial, group up with your team to secure it, as the nagas that spawn are very useful. For this, try picking someone in the jungle or play with your team. For teamfights, If the enemy is grouped up, it is very difficult to engage, so poke from a distance Kufic Invocation until someone is out of position or your team can hit some CC or an engage then you can apply damage more easily.

Late Game:
  • At this point in the game, which is around minute 18:00-25:00, your job is to try to pick an enemy carry or be prepared to enter teamfights in a way that allows you to do as much damage as possible.

  • To achieve this, you need a large number of wards around the map to know where the enemy team is at all times, in addition to your frontline doing a good job applying crowd control and damage so you can engage them in the best possible way.

  • If your team pulls the Fire Giant, you don't usually need to attack it unless your team doesn't have much dps. The best thing you can do is about look for someone by going to the sides and trying to kill the adc, mage, or jungler, try to gain an advantage by using bushes and maintaining vision of the enemies, and look for the right moment to engage a carry when they are out of position.

  • In games that go very late, Aladdin is one of the best characters, once you have your full build, you can one shot enemies with just two abilities and become incredibly hard to kill thanks to Agile Run. By using Kufic Invocation perfectly, you can deal 800 damage from a distance. If you want to engage an enemy god, use Agile Run to scale a wall and drop onto the enemy with Genie's Charge—applying a knock-up that almost no one expects then follow up with Sultan's Grace and an auto-attack. Your ultimate Into The Lamp is also really good in 1v1s and for splitting up teamfights, although if the enemy uses Purification Beads before you hit him, you are wasting your ultimate.

  • The moment you have the fire giant buff, the sieges on the Phoenix begin. Here you have to play calmly, without doing any crazy engages, trying to pick someone and poking with Kufic Invocation and you team can poke the Phoenix little by little, you can also be in the mid zoning and creating pressure so that they come to defend you, thus giving your team a better opportunity.

  • If the enemy has the fire giant and it is your turn to defend the Phoenix, you have to be in a group with your team and defend under the Phoenix, being careful with the picks.

  • Constantly call for all information, when you engage try to be followed by your team, always be sure of your decision making.

  • Remember to wards all the zone on fire giant and when you are sieging you need wards too.

How to ward as Jungle

White circles: Vision Ward
Green circles: Sentry Ward

Early/Mid Game

Here you can see the best spots to ward as a Jungle.

These wards will help you to know where the enemy jungle and the rest of the team is moving.


High Pressure Game

These wards are when you have a lot of pressure and you want to invade buffs. Remember to call your team that you want to invade so they can help you.


Late Game

These wards are for fire giant teamfights. Remember that you can only have 2 wards active at the same time, so you will need help from your team to ward the entire area from the fire giant.


Siege/Defense Phoenix

These wards are very important when it comes to sieges and defending phoenixes. In this case, the wards are the same whether you defend or attack.
This wards are important because mages often cast abilities through walls, you will be able to react better to their abilities.

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