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The target allied hero jumps on Aladdin's magic carpet and becomes airborne, gains 50/70/90/110 movement speed, 100% evasion and can't attack or cast spells/items. Interrupt any time to jump off of carpet instantly.
Cooldown 20s (starts when jumping off)
W
Karambit Dash
Aladdin dashes forward a short distance, dealing physical damage on his path.
Passive: Aladdin deals bonus physical damage when attacking units from behind.
Cooldown 5s
Monkey
Passive
Aladdin's monkey follows him around and automatically seeks out nearby enemy heroes, climbing onto them and slowing them by 15%. Monkey isn't targetable.
Ultimate Abilities
R
Magic Lamp
Aladdin rubs the magic lamp, summoning the Genie under his control who grants him 3 wishes (he disappears after casting 3 spells). See Genie's spells below.
Genie lasts for 30 seconds, he can't attack, is immortal and immune to all spells.
Cooldown 200s
Other Abilities
Q
Health
Fully heals the target allied hero.
Cooldown 5s
W
Prosperity
Gives the target allied hero 250/300/350/400 gold.
Cooldown 0s Infinite range
E
Hex Plague
Hexes all enemy heroes in a 100 radius AoE for 1 second.
Cooldown 7s
D
Clone
Summons a clone of Aladdin that lasts 30s and takes 300% damage. The clone has Aladdin's items but not this abilities.
Cooldown 0s
F
Freedom
Unroots all allied units and gives them phased movement for 4 seconds.
Cooldown 5s
R
Become Human
Genie permanently turns into a human, meaning Aladdin permanently loses his ultimate ability and Human Genie is added as a permanent unit under his control. He can be attacked and affected by spells now.
Human Genie is treated like a second hero, he has no abilities, he can carry 3 items, shares gold pool and levels with Aladdin and has a separate respawn cooldown. If Aladdin dies, Human Genie doesn't die.
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