Hindu

Ganesha

God of Success

Primary Stat
INT
STATS

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Ganesha Ability Priorities

Ganesha Ability Priorities coming soon!

Ganesha Abilities

Good Fortune
P

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
Turn of Fate
1

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.
Rank
Level 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
Ohm
2

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
Rank
Level 1
Cooldown
14s
Cost
55
Talent Damage
35
Radius
5.6u
Talent MS Buff25
Prot Buff20
Cone Angle45
Remove Obstacles
3

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.
Rank
Level 1
Cooldown
14s
Cost
70
Damage
90
Radius
0.64u
Range Cheat
7.5u
Dharmic Pillars
4

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
Rank
Level 1
Cooldown
75s
Cost
65
Damage
144
Tick Damage
90
Range
8.8u
Slow Strength
30
Debuff Duration
3s
Prot Debuff10