
Ganesha
God of Success
Primary Stat
INT
STATS
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Ganesha Ability Priorities
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Ganesha Abilities

P
Passive - Good Fortune
Passive - Good Fortune
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 Gold50
Talent Bonus CDR2

Ganesha Basic Attack
Ganesha Basic Attack
Deal Magical Damage to an enemy in front of you.
Physical Power
105
Magical Power
21
Range Cheat
1.92u
Damage
5
Cone Angle120

1
Ability 1 - Turn of Fate
Ability 1 - Turn of Fate
Send a curse forward dealing 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.
RankLevel 1
Cooldown
14s
Cost
65
Damage
90
Range
8.8u
Radius
1.2u
Bonus Damage Per Stack
3
Bonus Damage
15
Bonus Damage Per Level
5
Buff Duration
4s

2
Ability 2 - Ohm
Ability 2 - Ohm
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
RankLevel 1
Cooldown
14s
Cost
55
Talent Damage
35
Radius
5.6u
Talent MS Buff25
Prot Buff20
Cone Angle45

3
Ability 3 - Remove Obstacles
Ability 3 - Remove Obstacles
Dash forward dealing 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.
RankLevel 1
Cooldown
14s
Cost
70
Damage
90
Radius
0.64u
Range Cheat
7.5u

4
Ability 4 - Dharmic Pillars
Ability 4 - Dharmic Pillars
Summon 4 Great Pillars to imprison your enemies. Enemies that pass the field between each pillar take an initial hit of Magical Damage, are Slowed, and have their Protections reduced.
- •Enemies continue to take Magical Damage if they stay in the field.
- •Minions take 40% reduced damage from this ability
RankLevel 1
Cooldown
75s
Cost
65
Damage
144
Tick Damage
90
Range
8.8u
Slow Strength
30
Debuff Duration
3s
Prot Debuff10