Hindu Hindu

Ganesha

God of Success

Level
Stat Name Stat Value
Max Health 672.3
Max Mana 296
Health Per Time 1.84
Mana Per Time 2.25
Physical Protection 20.52
Magical Protection 29.7
Movement Speed 375
Base Attack Speed 0.97
Attack Speed Percent 1.33
Inhand Power 44.4
XP Requirement 0

GANESHA COMMUNITY GUIDES

View all

No guides available yet.

GANESHA PRO BUILDS

View all
Jungle
DEFEAT | 24m 29s |
0 / 5 / 17

Unranked

Support
DEFEAT | 38m 35s |
2 / 7 / 19
Jungle
DEFEAT | 24m 23s |
0 / 3 / 2

Unranked

Solo
DEFEAT | 50m 9s |
2 / 8 / 13

Unranked

GANESHA COMMON ELITE BUILDS

View all

There is not enough data at this time to show builds from this God.

Ganesha Basic Attack

BASIC

Deal 5 Magical Damage to an enemy in front of you.

NOTE 1: If multiple enemies are in the area, the enemy closest to the center of the area will be hit.

NOTE 2: Has a 5 hit chain. Attacks in order of 1.05, 0.8, 0.8, 1.5, 0.95x damage and swing time.

  • Damage Scaling: 105% Strength or Inhand Power and 21% Intelligence
  • Range: 1.92m
  • Cone Angle: 120 degrees
  • Cooldown: 0s
  • Cost: 0

Good Fortune

PASSIVE

Aspect of the Triumphant

Ohm no longer silences but deals damage to enemies in front of you and provides yourself and allies Movement Speed. Turn of Fate’s mark now only procs the next time you hit the marked enemy with an ability. Additionally you no longer bestow kills to allies but each god kill provides permanent Cooldown Rate.

Any time you deal a killing blow, the nearest allied god receives the credit and you receive the rewards for an assist instead plus a bonus amount of gold. In addition, your assist range and the time before you lose assist credit is increased.

  • Bonus Gold: 50 per gifted god kill
  • Cooldown: 0s
  • Cost: 0

Turn of Fate

ABILITY 1

Aspect of the Triumphant

Ohm no longer silences but deals damage to enemies in front of you and provides yourself and allies Movement Speed. Turn of Fate’s mark now only procs the next time you hit the marked enemy with an ability. Additionally you no longer bestow kills to allies but each god kill provides permanent Cooldown Rate.

Level

Send a curse forward dealing 90 [55% Intelligence] Magical Damage to enemies it passes through. For each enemy hit, all nearby allied gods gain Bonus Damage. • Enemy gods are marked for 5s. Any Hard Crowd Control effect consumes the mark to deal bonus Magical Damage.

NOTE 1: Bonus Damage buff stacks up to 5 times. Minions grant 1 stack and Gods grant 2.

  • Damage: 90/150/210/270/330
  • Damage Scaling: 55% Intelligence
  • Bonus Damage: 3% Per Stack
  • Buff Duration: 4s
  • Bonus Damage: 15
  • Damage Scaling: 5 Per Enemy Level
  • Range: 8.8m
  • Projectile Radius: 1.2m
  • Cooldown: 14/13.5/13/12.5/12s
  • Cost: 65/70/75/80/85

Ohm

ABILITY 2

Aspect of the Triumphant

Ohm no longer silences but deals damage to enemies in front of you and provides yourself and allies Movement Speed. Turn of Fate’s mark now only procs the next time you hit the marked enemy with an ability. Additionally you no longer bestow kills to allies but each god kill provides permanent Cooldown Rate.

Level

Rise into the lotus postion Silencing enemies in front of you and increasing Protections of nearby allied gods. • Ganesha gains an additional 50% of the Protections he provides • You are Displacement Immune while channeling

NOTE 1: You are slowed by 15% while channeling.

NOTE 2: You gain Movement Speed and are Slow Immune while channeling.

  • Protections: 20/30/40/50/60
  • Cone Angle: 45 degrees
  • Radius: 5.6m
  • Cooldown: 14/13/12/11/10s
  • Cost: 55/60/65/70/75

Remove Obstacles

ABILITY 3

Level

Dash forward dealing 90 [45% Intelligence] Magical Damage to enemy minions you pass through and stopping on enemy gods, holding them in place before Knocking them Up. • While dashing you pass through ultimate player made walls and destroy non-ultimate player made walls.

NOTE 1: Damage dealt to enemy gods is split between 3 hits.

NOTE 2: You pass through but do not destroy ally walls.

NOTE 3: You cannot cancel while Dashing but you can on contact with an enemy god.

  • Damage: 90/135/180/225/270
  • Damage Scaling: 45% Intelligence
  • Range: 7.5m
  • Radius: 0.64m
  • Cooldown: 14/13.5/13/12.5/12s
  • Cost: 70

Dharmic Pillars

ABILITY 4

Level

Summon 4 Great Pillars to imprison your enemies. Enemies that pass the field between each pillar take an initial hit of 144 [64% Intelligence] Magical Damage, are Slowed, and have their Protections reduced. • Enemies continue to take 90 [40% Intelligence] Magical Damage if they stay in the field. • Minions take 40% reduced damage from this ability

  • Initial Damage: 144/208/272/336/400
  • Initial Damage Scaling: 64% Intelligence
  • Damage Per Tick: 90/130/170/210/250
  • Damage Scaling Per Tick: 40% Intelligence
  • Slow: 30%
  • Protections Reduced: 10/20/30/40/50
  • Debuff Duration: 3s
  • Range: 8.8m
  • Cooldown: 75s
  • Cost: 65/70/75/80/85
2284
Steam Online
2241
S2L Users
1006
Guides Created
528680
Matches Analyzed