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Competitive Rama in a Nutshell (Zapman Build)

2 2 12,491
by LeonardMcCoy updated October 11, 2014

Smite God: Rama

Build Guide Discussion 7 More Guides
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Rama Build

Conquest

Build Item Death's Toll Death's Toll
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Warrior Tabi Warrior Tabi
Build Item The Executioner The Executioner
Build Item Rage Rage
Build Item Deathbringer Deathbringer

6th Item for Death's Toll

Build Item Titan's Bane Titan's Bane

Actives (see section on Actives below)

Build Item Greater Sprint Greater Sprint
Build Item Greater Purification Greater Purification
Build Item Greater Aegis Greater Aegis

Starter Items

Build Item Death's Toll Death's Toll
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Healing Potion Healing Potion

Rama's Skill Order

Astral Strike

1 X Y
Astral Strike
2 15 16 18 19

Infinite Arrows

2 A B
Infinite Arrows
4 6 7 8 10

Rolling Assault

3 B A
Rolling Assault
1 3 11 12 14

Astral Barrage

4 Y X
Astral Barrage
5 9 13 17 20
Astral Strike
2 15 16 18 19

Astral Strike

1 X
Rama switches to a more powerful arrow that pierces and slows enemies. This ability consumes 1 of Rama's Astral Arrows and deals bonus damage with every shot. Damage from this ability is reduced to 80% for each enemy hit after the first. Rama cannot toggle this ability if he has no Astral Arrows. The slow can be stacked up to 3 times.

Ability Type: Buff
Bonus Damage: 10 / 20 / 30 / 40 / 50
Slow: 10% (Stacks up to 3 times)
Slow Duration: 1.5s
Cost: 15 + 1 arrow per shot
Infinite Arrows
4 6 7 8 10

Infinite Arrows

2 A
Passive: While this buff is active, every 3rd successful hit on an enemy god will immediately generate an Astral Arrow.

Active: Rama gains increased attack speed.

Ability Type: Buff
Attack Speed Increase: 40 / 45 / 50 / 55 / 60%
Attack Speed Increase Duration: 5s
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 15 / 14 / 13 / 12 / 11s
Rolling Assault
1 3 11 12 14

Rolling Assault

3 B
Rama performs a roll in the direction he is currently traveling. After performing a dodge roll, for 5s Rama's next basic attack will consume an astral arrow that cripples the target and deals bonus damage. Rama incurs no movement penalty during this shot.

Ability Type: Dash
Bonus Damage: 20 / 40 / 60 / 80 / 100 (+30% of your Physical Power)
Cripple Duration: 1 / 1.25 / 1.5 / 1.75 / 2s
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 11s
Astral Barrage
5 9 13 17 20

Astral Barrage

4 Y
Rama launches into the air and shoots 3 powerful arrows at the ground, each successive shot increasing in damage: 70%, 85%, 100% and decreasing in AOE size: 30, 20, 15. Every time Rama generates or picks up an Astral Arrow, the cooldown of this ability is reduced by 0.2s (includes passive regen + picked up deployables + generated arrows during stim).

Rama will fall down as soon as the 3 arrows have been used, or after 5s have passed. He is untargetable for the duration.

Ability Type: AoE
Damage: 190 / 280 / 370 / 460 / 550 (+55% of your Physical Power)
Damage (Max): 459 / 688 / 918 / 1147 / 1377 (+135% of your Physical Power)
Radius: 15 / 10 / 7.5
Cost: 80
Cooldown: 90s

Introduction

About the God


Rama is a top-pick hunter in competitive Smite. Strong in all phases of the game, he works well with any support, can hold his own in one-versus-one duels and two-on-one situations, and has the capability to kill-confirm with his Ultimate almost globally. In order to truly master Rama you have to hit your auto-attacks (as with any hunter), learn how to twitch-shoot his two skill shots Rolling Assault (III) and Astral Barrage (Ult), and manage his fairly restricted mana pool especially in the early stages of the game.

About the Build


This build is piloted for Rama as introduced here by both Zapman and Barraccudda in Leagues and tournaments.

About the Guide


The focus in this guide lies on the quality of its content rather than a fanciful presentation.

References


This guide is based in portions on Zapman's insightful Ullr guide (concerning sections Actives, Game Progression, Team Fight).

Zapas, Steven (Zapman). Ullr Guide. Accessed at http://team-dignitas.net/ullr.

Skill Leveling

Leveling Priorities


Zapman's leveling priorities lie on Rama's attack-speed steroid, Pick Me Up (II), and the crippling escape, Rolling Assault (III), the latter of which should be used aggressively due to its low cooldown. His AOE-damage steroid Astral Strike (I) is leveled last by Zapman because of its already great clear at rank one. Rama's Utimate is leveled as required after god level 5 (diminishing returns after ability rank 2) and can be used in various ways, such as to kill-confirm even while staying in lane, to get out of combat, or to receive crowd-control immunity, when being ganked until his escape (III) is up again.

Rule of Thumb


Pick Me Up (II) > Rolling Assault (III) > Astral Barrage (Ult) > Astral Strike (I)

Note: Skills should not be leveled prematurely but upon impending use. Deviate from the set leveling path outlined above whenever a situation calls for it. For example, if you just gained a level and you know you are about to use your Ult, put a rank into the Ult then for the additional damage.

The First Five


How to rank up the abilities for the first levels depends mostly on which side of the map you start on. The alternate leveling order given in parenthesis outlines the skill order when starting on the right, at mid harpies so to speak.
  1. I (III)
  2. III (I)
  3. II (III)
  4. II
  5. IV

Actives

Which Actives to Get


Ninety percent of the time in a match you are going to build Greater Sprint plus either Greater Purification or Greater Aegis. Only in very rare instances is it required to build both Beads and Aegis without Sprint.

Rule of Thumb for Situational Actives


Which situational active to buy all really depends on whether or not the enemy team is heavy on high-damaging nukes ( Release The Kraken!, Death Gaze, I'm a Monster, etc).

Whenever there are two nukes or more, build Greater Aegis. Whenever there are less than two nukes, build Purification Beads.

When to Buy Actives


In competitive Smite it is best to hold off on building actives for as long as possible, because buying actives is costly, and it delays the build and thereby also a hunter's next power spike. For example, in this build finishing Warrior Tabi introduces a first power spike, and it is here with each new power spike item, that you should consider investing into an active if one is indeed needed.

Game Progression

Starting Positions


The duo lane switches sides depending on which team you are on. Remember that the duo lane is always the side lane where the tier two towers are farther apart. For that reason the duo lane is also often called the long lane.

Starting on the right side will have you do right mid harpies first, then blue buff, which automatically gives your character level 2. In this case start with Rama's III to get to blue and into lane quicker, then level his I for the clear. If you start on the left side, you will normally only be doing blue buff, which is why you will still be level 1 when you arrive in lane, therefore start with your I.

Early Game


The early game is essentialy all about outpushing the opponent. After you establish push, you can look to poke -- and maybe get a kill. Lane clear, poke, and confirming the kill are things Rama excels at with his kit. Target the enemy support early rather than the ADC if the support is underleveled.

There is a little trick to get the advantage early in lane, and possibly get first blood: push the (first) creep wave super fast, with your Astral Strike (I), before the enemy can. This way you get to level 2 if you start on the left side, while their support is still level 1, and you can then look to engage hard on the level 1 enemy, and usually get a kill. When starting on the left, the support can sometimes get away with HOGing the minion wave for a quick level 2 which allows for pushing the advantage.

Enemy Jungler


Knowing where the jungler is in the early game will save your life many times. Usually junglers start on the solo-lane side, and farm the solo lane for a bit. The average time you should keep in your head is around the 2:10-3:00 min mark, at which point the jungler will be heading over to your side to do his red or speed buff (depending on the side), before going to either gank you or going to mid harpies.

Mid Game


Mid game is determined by items and rotations. Any hunter using this build is in mid-game form once The Executioner is finished. You should be farming as much as possible until you reach mid-game form. While in mid game you should look for opportunities to rotate more so than you would do in the early game. Your main focus during this phase of the game should lie on trying to take down Gold Furies and towers off the backfoot of said rotation opportunities.

Late Game


Late game is reached once Rage is finished, and work on Deathbringer has begun. Once you are in late-game form, you should be a beast in team fights. This is the point in the game where you do a lot of damage, and the enemy team is probably gunning for you. Being conscious of your positioning is especially crucial in this phase of the game, and Rama's III, Rolling Assault, helps out a lot here for repositioning yourself in fights, and chasing down targets.

Team Fights

Potential


With his great damage output, great mobility, and great reach, Rama can be played aggressively in the early game, looking for kills off mid-harpy rotations or enemy hunters staying for that one more wave.

Target Priority and Positioning


In full-blown team fights, you should look to hit whoever is in front of you. Most of the time it will be tanks, but you will be doing a lot of damage nonetheless with this penetration build. While barraging the tankier gods, look for opportunities to take down the squishies that are out of position, without putting yourself out of position. Even if the tank stays on you, with your life steal, and if you are hitting your auto-attacks, they shouldn't be able to bring you down.

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1
davidodocola (3) | October 25, 2014 6:27am
LeonardMcCoy wrote:


The ADC gets blue buff first (there is your MP5), so for him to be able to actually stay longer in lane, and have the sustain necessary for the duo lane in the first few minutes of the match and in order to "walk out" damage, an ADC needs to buy a health pot first as a starter item -- this is actually not personal preference. For your first basing, when you get Gloves 3, then you may buy mana potions and wards if necessary.

Your assumption that "fast arrows never beat powerful arrows" is quite wrong in regards to not only Rama, but every hunter in Smite: items proc on hit, and you want them to proc as many times and as fast as possible. This is the whole reason why Rama's attack speed steroid, as you mentioned yourself, is the best in the game! Therefore you want to prioritize leveling Rama's attack speed steroid for procing your items (life steal and crits later) as often as possible, and for dueling opposing hunters. His AOE arrows are great, but they are great already at rank 1 for the lane clear and push.


I meant if you want to stay long enough so when you back, you have enough gold for full dev gloves and tier 1 warrior tabi, you'd get mana potion. And I got why you say his 2 is better leveling first. I actually took a look at the scaling, now I level 2,3,1,ult for him :D
1
LeonardMcCoy | October 9, 2014 3:24pm

Yes Same with what they said up there, the leveling makes no sense, for Rama rely's on basic attacks why would you start of with Rolling Assault when he can easily get his lane Clear from his one?
Second I would like to see a bit more BBCoding, Its a no vote for me sorry, I see weak points.

The Skill Leveling section lays out why Zapman levels Rama that way. You must realize that starting on the right, at mid-harpies, automatically gives you level 2 when going into lane. The skill order overview at the beginning of the guide can only cover one starting position; the article section on leveling, if you will read the text, covers the other as well, and explains them both sufficiently.

In regards to the article style, I have laid out the guideline for that in the Introduction, that the quality of this guide's content, and its conciseness, shall stand over a fanciful representation, childish as is, and interfering with the content, with lots of colors and big image, that has become common practice here on Smitefire.
1
wetcoolguy101 (12) | October 9, 2014 1:43pm
Yes Same with what they said up there, the leveling makes no sense, for Rama rely's on basic attacks why would you start of with Rolling Assault when he can easily get his lane Clear from his one?
Second I would like to see a bit more BBCoding, Its a no vote for me sorry, I see weak points.
1
LeonardMcCoy | September 29, 2014 3:52am
davidodocola wrote:

This skills leveling doesn't make any sense for me. Maybe I'm not a diamond Rama, but I do have 75% W/L ratio and a KDA of 3.52 as him in ranked. Your start is good, but I get mana pot not a healing pot (For the sustain and staying in lane longer). It's a personal pref, so no stress on that. Then for the leveling, Rama's 1 is made for early game. It helps you clear wave with 3 arrows and if you wanna chase, trust me, it will bruise badly. His speed steroid is one of the best in the game tbh. Though, it shouldn't be leveled first since "fast arrows" never beat "powerful arrows" or at least not in this case. It takes about 3 arrows to bring someone to a little under half health. Which means you need 3 arrows and ult for an early kill. If you level your speed steroid first, the arrows won't be as powerful. Like I said, that's how I do him and been successful.

The ADC gets blue buff first (there is your MP5), so for him to be able to actually stay longer in lane, and have the sustain necessary for the duo lane in the first few minutes of the match and in order to "walk out" damage, an ADC needs to buy a health pot first as a starter item -- this is actually not personal preference. For your first basing, when you get Gloves 3, then you may buy mana potions and wards if necessary.

Your assumption that "fast arrows never beat powerful arrows" is quite wrong in regards to not only Rama, but every hunter in Smite: items proc on hit, and you want them to proc as many times and as fast as possible. This is the whole reason why Rama's attack speed steroid, as you mentioned yourself, is the best in the game! Therefore you want to prioritize leveling Rama's attack speed steroid for procing your items (life steal and crits later) as often as possible, and for dueling opposing hunters. His AOE arrows are great, but they are great already at rank 1 for the lane clear and push.
1
LeonardMcCoy | September 27, 2014 5:44pm
SMITEGusher wrote:

It is interesting you say this is a Zapman build yet Zapman maxes Astral Barrage first. This website should be used for theorycrafting not trying to comprehend anothers build and make your own post about it to boost viewers with such a title.

In your remark you're unnecessarily accusatory. A general leveling order as given in the guide cannot possibly cover every instance of a match. You are wrong in your claim that he maxes Rama's Ult first. How Zapman levels Rama's Ult in detail varies depending on the matchup and the situation in the lane. In some matches you will see him prioritize his Ult until rank 2, but then switches back to maxing Rama's II and III respectively; in others Rama's Ult doesn't get as much priority after the initial rank than Rama's II for instance. I have made additional changes to the leveling section to make that point more clear.
1
SMITEGusher (6) | September 27, 2014 3:09pm
It is interesting you say this is a Zapman build yet Zapman maxes Astral Barrage first. This website should be used for theorycrafting not trying to comprehend anothers build and make your own post about it to boost viewers with such a title.
1
davidodocola (3) | September 26, 2014 6:43pm
This skills leveling doesn't make any sense for me. Maybe I'm not a diamond Rama, but I do have 75% W/L ratio and a KDA of 3.52 as him in ranked. Your start is good, but I get mana pot not a healing pot (For the sustain and staying in lane longer). It's a personal pref, so no stress on that. Then for the leveling, Rama's 1 is made for early game. It helps you clear wave with 3 arrows and if you wanna chase, trust me, it will bruise badly. His speed steroid is one of the best in the game tbh. Though, it shouldn't be leveled first since "fast arrows" never beat "powerful arrows" or at least not in this case. It takes about 3 arrows to bring someone to a little under half health. Which means you need 3 arrows and ult for an early kill. If you level your speed steroid first, the arrows won't be as powerful. Like I said, that's how I do him and been successful.
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Competitive Rama in a Nutshell (Zapman Build)
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