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Ra - Ow, My Eyes!

37 4 172,174
by Greenevers updated November 15, 2014

Smite God: Ra

Build Guide Discussion 29 More Guides
Tap Mouse over an item or ability icon for detailed info

Ra Build

Starting Items

Build Item Vampiric Shroud Vampiric Shroud
Build Item Shoes Shoes
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Main Build

Build Item Shoes of the Magi Shoes of the Magi
Build Item Warlock's Staff Warlock's Staff
Build Item Polynomicon Polynomicon
Build Item Ethereal Staff Ethereal Staff
Build Item Gem of Isolation Gem of Isolation
Build Item Rod of Tahuti Rod of Tahuti

Defense Items

Build Item Breastplate of Valor Breastplate of Valor
Build Item Void Stone Void Stone
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Bulwark of Hope Bulwark of Hope

Situational Items

Build Item Shoes of Focus Shoes of Focus
Build Item Doom Orb Doom Orb
Build Item Chronos' Pendant Chronos' Pendant
Build Item Rod of Asclepius Rod of Asclepius
Build Item Book of Thoth Book of Thoth
Build Item Obsidian Shard Obsidian Shard

Actives

Build Item Greater Purification Greater Purification
Build Item Fist of the Gods Fist of the Gods
Build Item Greater Sprint Greater Sprint
Build Item Shielded Teleport Shielded Teleport
Build Item Heavenly Agility Heavenly Agility

Ra's Skill Order

Celestial Beam

1 X Y
Celestial Beam
2 3 6 7 10

Divine Light

2 A B
Divine Light
4 15 16 18 19

Solar Blessing

3 B A
Solar Blessing
1 8 11 12 14

Searing Pain

4 Y X
Searing Pain
5 9 13 17 20
Celestial Beam
2 3 6 7 10

Celestial Beam

1 X
Ra summons a moving beam of intense light from the sky, doing damage to anyone caught under the beam.

Ability Type: Line, Damage
Damage: 95 / 155 / 215 / 275 / 335 (+100% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 10s
Divine Light
4 15 16 18 19

Divine Light

2 A
Light starts to emanate from Ra, stacking a Slow every .5s on enemies near him, and twice as fast on enemies facing him. After 2s, the light detonates, doing damage, applying another Slow stack, and increasing the Slow duration. Any enemies facing Ra at the time of the explosion are also blinded. Additionally, Ra cleanses himself of Slows and becomes immune to Slows for 0.6s when activated.

Ability Type: Circle, Crowd Control, Damage
Damage: 70 / 120 / 170 / 220 / 270 (+60% of your Magical Power)
Slow per Stack: 5%
Detonate Lifetime: 3s
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Solar Blessing
1 8 11 12 14

Solar Blessing

3 B
Ra summons a pillar of blessed light that persists for 6s. Allies inside the blessing have increased Protections and Power and are Healed every second. Enemies are damaged every second.

Ability Type: Circle, Buff, Damage
Damage per Tick: 20 / 32 / 44 / 56 / 68 (+20% of your Magical Power)
Heal per Tick: 12 / 24 / 36 / 48 / 60
Protections: 10 / 15 / 20 / 25 / 30
Physical Power: 10 / 15 / 20 / 25 / 30
Magical Power: 20 / 25 / 30 / 35 / 40
Radius: 20
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 15s
Searing Pain
5 9 13 17 20

Searing Pain

4 Y
Ra calls on the power of the sun to decimate his foes in an extreme blast of heat in front of him, doing damage to all enemies unlucky enough to find themselves in the path. Enemy gods take additional damage based on their maximum Health.

Ability Type: Line, Damage
Damage: 400 / 475 / 550 / 625 / 700 (+110% of your Magical Power)
Additional Damage: 5% of target's maximum Health
Range: 120
Cost: 90
Cooldown: 80 / 75 / 70 / 65 / 60s

Introduction






Hi there! I'm Greenevers, and this is my first guide for the sun god, Ra. Although I haven't had as much gameplay with Ra as other gods, as soon as I understood his kit, I immediately fell in love with how Ra fits into the game. Although he is slightly out of the meta as of now, he has numerous advantages no other god in Smite does. I would love any feedback from you guys, don't be afraid to be harsh! Above all, I hope you enjoy this guide!

Pros / Cons

Pros




+ High Sustain

+ High Mobility

+ Fast Waveclear

+ Best Heal


Ra has the best heal in the game (total heal) which gives him high sustain during laning phases and team fight involvement. Ra's passive, Speed of Light, makes him fast while also productive. Both Celestial Beam and Solar Blessing give Ra an amazing and fast wave clear to push lanes.

Cons




- Hard Aiming

- Very Squishy

- Ability Reliant

- No Escape


Ra's Celestial Beam and Searing Pain are both hard to hit. It requires practice and effort to get used to the timings/delays. Like most mages, Ra is squishy with little defenses. Ra is ability reliant to deal damage, although Polynomicon helps basic attacks. Lastly, the god of sun has no escape from an ability (jump,dash, etc) other than his passive.

Skills

Speed of Light













This passive has great utility, especially since Ra doesn't have an ability to help him escape or chase. So if you're ever too slow for anything, use one of your 4 abilities (Try not to use your ultimate) to solve that problem! A neat trick in using this is to use your abilities while leaving your fountain so you can get the maximum of 3 stacks of 5% without wasting any mana.












Celestial Beam












This ability scales pretty nicely. Unfortunately, it goes rather slow and people say it can be easy to dodge. Many players underestimate this ability, but don't worry, with skill combo's mentioned below and practice, nothing is impossible! Celestial Beam is certainly one of the reasons why Ra is a great pusher. Seems a bit boring but this packs a punch. This is very easy to land when an enemy is close by, unlike your other "line" ability ( Searing Pain).











Celestial Beam



Divine Light













Divine Light happens to be Ra's only crowd control. It not only does damage, but puts a slow and blind on the enemy! Unfortunately, the length of the slow and blind is the same as it scales. And the damage is the least out of all of Ra's abilities. This is a great ability to help out a teammate in trouble, to save yourself, and to initiate.












Divine Light



Solar Blessing













This ability is technically the best heal in the game, as long as you stand in it for the 6 second lifetime. Solar Blessing is Ra's most important ability utility wise. You can "tank" objectives (towers, phoenixes, gold fury, etc.) with this if you stand in the heal while receiving the damage from the entity. The uses for this ability in team fights is incredulous. Not only that, Solar Blessing may be used for pushing and stacks for your passive. This is an alternative to your Celestial Beam for a wave clear. Remember, this ability does more damage than it heals.












Solar Blessing



Searing Pain













The sniping ultimate! A very nice thing about this is that while the damage scales, the cooldown also reduces as it is ranked up! Use this as a finisher or in team fights when many enemies are lined up. Something to keep in mind while using this is you have to predict a little in the future because Ra requires a small "charge-up" before he uses the ability. This ability is quite difficult to land while the enemy is close to you. Keep in mind it can go through walls.












Searing Pain

Skill Order and Combo

Skill Order Solo/Mid



1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20


Divine Light may be your only crowd control but it does the least amount of damage. The length of the time of the blind never changes, so why prioritize this? KEEP IN MIND to put a point into Solar Blessing before starting with Celestial Beam.

Celestial Beam is up next since this ability seems made to clear a minion wave and will clear them all as you rank your ability up. Solar Blessing has great utility and value for heals and such, but since you're going as mid or solo and you're determined to win over the lane, you should probably get more of a damage output than sustain. Don't get me wrong, I love sustain, but it depends on the player. The reason in this one to prioritize Celestial Beam over Solar Blessing is if you want to have a faster clear time, rather than more sustain in lane. If you don't do that, you have to wait until level 4 to get the benefits of the heal/damage.

You would almost always want to prioritize a god's ultimate first. There are few cases like Chronos where some people do not since the only benefit of maximizing it is a shorter cooldown. However this is not the case with Ra. You get a huge damage output from this ultimate as you rank it up.



Skill Combo





Initiate with Divine Light because it's Ra's only CC. Once the enemy is slowed and blinded, you can place Solar Blessing on yourself and the enemy and hit him with Celestial Beam. That really should do a whole chunk on the enemy's health and a couple of basic attacks could finish them off. If they are too fast/tanky and try to get away, no problem. Finish them off with your Searing Pain. Alternatively, you can use Divine Light and just ult from there. Personally I don't like that option since you don't get as much damage output from this combo and I find Searing Pain a lot harder to aim when an enemy is close to you.

Items


Mid/Solo Items




Starting Items



An item primarily for early game sustain. It will have a great effect since Ra can clear minion wave's so easily.

This is another great early game choice, but for different reasons. This item is needed for speed that usually any god would need to chase and escape.

These potions are also usually bought at the start for sustain in lane.




Core Items




An extension of Shoes, gives speed that is needed and your only penetration item if you do not get Spear of the Magus or Obsidian Shard.

warlock's sash

This item gives great MP, health, and mana. Definitely a great item for extra sustain in lane (more mana/health). This item works well on Ra in general and great with Ethereal Staff's passive.

A great item for mages. The passive is the most important on this item. Ra's auto attacks are so very weak without this item. It also gives you a nice bonus of magical power, lifesteal, and mana.

If you're feeling your health is depleting too fast, but your defenses are fine, this is what you need. If you get this, I highly recommend getting Rod of Asclepius too.

Another item I usually get. Since Ra's only form of CC is Divine Light, wouldn't it be fun to slow someone down with Solar Blessing for more damage and easier autoattacking and placing skill shots?

A must have for any powerful magical dealers. This item will give you the most MP from any item, on top of that, your magical power is increased by 25%. This will make you take chunks of health from enemies like assassins do so quickly.




Core Build Alternatives



This is a variant of Shoes of the Magi. I sometimes would get this if I'm getting another penetration item later game. If you want more movement speed and CDR instead of penetration, go for it.

This item will give you a mind=blowing of 150 MP at max stacks. The downside is that if you die, you lose half your stacks on death. I only suggest this item if you're fed; this will make you become even more of a monster.

I almost always get this item, if not Breastplate of Valor. The reason is because the amount of magical power was increased in a patch a while ago. The benefits are insane with 25% CD reduction, great power and MP5.

A must have on such a great healer like Ra. It increases healing for your allies while giving you 75 MP (As much Chronos' Pendant), 10% movement speed, and 200 health.

Another stacking item I'm not too fond of, but if you're feeling mana hungry, definitely get this item since Ra has such a nice waveclear, you will get those 75 stacks in no time.

Enemies building a whole lot of magical defense because you're fed? No problem, you can still hit like a truck if you get this insane amount of penetration.




Defense Situationals




I almost always get this item with Ra if I don't grab Chronos' Pendant. Especially if you're in the solo lane against some physical bruiser or assassin. This is the perfect item for you.

Ever since Smite removed Focused Void Stone, this is the other similar one. It isn't bad at all, I take this when I'm in lane against a mage, since it gives me magical defense while lowering the enemy's.

Are 4 or more enemy gods physical? Some of them are fed? This will reflect a whole chunk of their damage on you while giving you 80 physical protections.

When you need to build a bit tanky and 3 or more enemy gods are magical or an enemy magical god is fed, this is great! It also fits nicely with Ethereal Staff's passive.




Actives




Always viable on any god really, if the enemy team has many ultimate combinations or a lot of hard CC.

Taken up if you're going to the solo lane, starting at tier 1, but ranking it up to FoG instead of HoG. It's mainly because you can take out minions easily but have only 1 ability with any CC.

A nice active that synchronized with Speed of Light. Not only that, it is nifty since Ra has no real escape, while on very low CD.

Very quick teleports to team fights, defending a tower, escaping.

Simply an amazing alternative to sprint. It helps you and your team while fitting nicely with your immense amount of healing.

Team Work

Positioning



Where you are in a fight matters a lot. Whether it be in the middle, in the back, or on the other side of the map. Obviously if you're on the other side of the map, you are useless in the fight xD.

Your specific build, what role you played through most of the game, and your skill level with Ra are the variables that should be thought of for your positioning in a team fight.

So where should you be? In most cases, you will be a squishy damage-dealer and healer. Based on that, you should definitely not be in the middle, and stay a bit far while being useful to your team. Don't ignore other gods that are a bit far from the team fights too. Mainly assassins and other mages will be either dealing damage from afar or trying to pick on individual gods to apply their burst.

If you build tanky, as a support, you can be a bit closer but there's really no reason for you to be absorbing all the damage. Your role is more defined by helping your teammates. You definitely can go charge in, rub some CC on the enemies with Divine Light and place Solar Blessing on yourself to soak up any damage. But that's not being too helpful to your teammates (the ones who are dealing more damage, in this case) other than applying your CC. In some cases, that is the way to go, but mostly, stay back.




Strategy



Make sure to keep in mind; who's on each team that's in this fight, who is missing, roles of each god, and who will be focused or not.

Who's on your team? Don't make the stupid mistake of setting up the perfect scenario for Odin to use Ring of Spears while he is already dead. Who's on the enemy team? Always think ahead of what's going to happen. Will most of the damage be physical or magical? What's their weakness that can be exploited? Every scenario has a different answer.

Know who is doing what on your team. Predict/guess who is going to do what on the enemy team. Communication is key.

Who will be focused/not focused? Keeping goals and track of priorities in fights give you the best advantage you can hope for.

Usually, the god that should be focused is a fed/squishy god. If there is no fed enemy, it's usually the squishy god that is doing the best/deals the most damage to your team during fights. You want to get him/her out of the way so you can wreak havoc on the enemy team quickly. If, however there is some god that is providing insane benefits to the enemy team like Ra could, he may as well be focused too if you realize it.

The god that shouldn't be focused is usually the tank, who doesn't have that much of a damage output but will initiate, be in the middle of fights, and putting down hard crowd control. They may be but a minor nuisance but these guys are the ones who let their damage dealers get out in the open and kill.

A tank cannot kill most of your team without someone else doing most of the damage while a really good player with a high damage output can take out some of your team without the tank. It isn't probable, but it is more possible than the vice versa.




Healing



This subsection is all about using Solar Blessing defensively. As having the best heal in the game (assuming you stand for all ticks), Solar Blessing is probably the reason why Ra is most useful in team fights. Although it is a great heal, there is a downside to it which makes it all the more confusing in gameplay and team fights. It isn't instantaneous. It is a ticking ability similar to tornadoes or Grasping Hands. Unlike all these abilities, Solar Blessing is the only ticking heal in the game (for self and teammates).

Who should you heal? You're thinking the person with the lowest health, but that's usually a no. It depends on much more than that. Think about your cooldown for Solar Blessing and how much mana you have first. If you are low on mana and have a long cool down, don't waste it on a Hades that has 75% of their health. Make it so your team's damage dealers can get the most benefit out of Solar Blessing so they can do their job. They may have to move around while fighting so predicting where they will mostly be in the team fight is valuable knowledge.

Look around. Analyze the situation. If the enemy team uses a Girdle of Support or there is a sign that tells you they are going to take the offense, you want to center the placement of Solar Blessing where your teammates are going to taken the most damage and give the most damage. So more or less, your heal will alleviate the damage from the enemy team while also rejuvenating them for a retaliation.

If you have nothing to lose, you have low CD and high mana, go ahead and heal your ally with the lowest health. Make sure it's appropriate and it is worth it.

Make sure if you, yourself is ever in trouble, don't be afraid to use that heal on yourself. Keep in mind if a melee enemy god is attacking you, Divine Light and Solar Blessing, bam!




Damage



Your damaging abilities aren't usually a cakewalk to land, but in team fights, it sure as hell is easier. More gods are there and less enemies will be able to see any of your abilities until it damages them. The enemy team will be focusing on other gods. It's more likely a squishy assassin or huge damage dealer mage like He Bo or Scylla will be focused. Take advantage of this.

Keep in mind, all your abilities do damage. Even Solar Blessing. Yes, it can be used for damage. Whaa? As I previously mentioned in this guide, Solar Blessing does in fact more damage than it would heal. However, it is nearly impossible to keep an enemy in the circle for the full duration. It lasts too long and gods have escapes. So, it is a good idea to have CC help increase the duration of the enemy being in Celestial Beam. So Gem of Isolation or any "circle" ally ultimates would do the trick.

For your "line" abilities ( Celestial Beam and Searing Pain, you can either try to hit as many enemies by throwing it out in the open or focus on one target along with your team. Any stuns from allies onto enemies really help on targeting Celestial Beam, Solar Blessing, and Searing Pain. That's like 85% of your damage right there. Frost Breath -> Boom, vaporized.

Divine Light is a tricky ability in situations like these. It does deal some damage, not too much, but the main thing here is the blind+slow. It will help you and others land skill shots and basic attacks. More damage from you and teammates = higher chance of winning the overall fight.

God Matchups

Mages







DIFFICULTY
EASY

Contrary to belief, Anubis is quite easy to counter. His main damaging abilities including Plague of Locusts and Death Gaze make him stationary. This is great for you since it allows you to land Searing Pain and Celestial Beam quite easily. Even place your heal on top of Anubis! A quick Greater Purification or Greater Aegis completely nullifies his combo.

DIFFICULTY
EASY







DIFFICULTY
MEDIUM

Agni will be able to run from your Divine Light and Solar Blessing combo, so be wary. If he does harass you with Rain Fire, you are easily able to heal it back up, while pushing your lane. Whenever laying down some burst, make sure Path of Flames is on cooldown. Also watch out for his sustain from Vampiric Shroud and Bancroft's Talon.

DIFFICULTY
MEDIUM







DIFFICULTY
HARD

Kukulkan is one of the best counters to Ra. His Whirlwind will do more damage to your minions than Solar Blessing will heal them, making it a waste of mana. Not only that, Slipstream will make him so slippery from your Divine Light and solar blessing combo. Any time you try to heal in Solar Blessing, he might as well put down Whirlwind exactly on your heal circle. Make sure to watch out for Spirit of the Nine Winds by getting Greater Aegis. Keep in mind he may do the same, since Kukulkan is just as squishy.

DIFFICULTY
HARD




Assassins





DIFFICULTY
EASY

open wound
Bastet will not have a great clear early game, but that is her strongest point in the game. This is to your advantage since you can outpush her easily early game, and she cannot do anything about it. Bastet will fall off, especially if she feeds to you. If Bastet ults, no problem a quick Solar Blessing on yourself while they attack and Celestial Beam will kill the menacing cats. A good idea is to get Hand of the Gods to quickly nullify cat call.

DIFFICULTY
EASY

cat call






DIFFICULTY
MEDIUM

A god you will HAVE TO shut down early. His decoy damage to minion is horrible early game, but he may prioritize it first just to cope with your push. Get in his face early game. Be careful of his long distance Assassinate skill if you're low health. Loki is also a fast god especially if he uses Vanish so be careful in placing all your abilities. A smart active would be Greater Aegis or Greater Purification to nullify his CC/damage from and after Assassinate.

DIFFICULTY
MEDIUM







DIFFICULTY
HARD

Bakasura is the best assassin solo laner. Like any assassin, Bakasura's clear is not that great at the beginning. His jungler will help him until level 3 and once that enemy jungler leaves, it's your go time. Usually, if Bakasura's Regurgitate and Butcher Blades is on cooldown, it's fairly safe to just poke/attack Bakasura. When he comes within melee range to clear your wave of minions, punish him. However a smart Bakasura won't do anything that aggressive until level 5. Once Bakasura has his ult ready, you should start playing a bit more careful. He will rush Hastened Fatalis so also be wary of his movement speed. You can easily outpush him and win your lane but he may kill you first. Focus on your lane, be careful during team fights.

DIFFICULTY
HARD




Warriors





DIFFICULTY
EASY

Sun Wukong isn't too much trouble for the ol' sun god. Wukong has some nice poke, a nice healing ultimate, and a great escape. So... what makes him easy? Basically all the qualities you have except for the same escape. Great heal and poke is just what Ra has! All you need to do is out-sustain him. Which shouldn't be a problem with Solar Blessing.

DIFFICULTY
EASY







DIFFICULTY
MEDIUM

Chaac has the sustain, damage, and crowd control. Overall, how you play against a Chaac matters more than the god in general. Always be careful of Thunder Strike. There's not much else to Chaac other than he has a mana advantage a bit.In my opinion, Chaac is pretty balanced and shouldn't be a big threat if you play right.

DIFFICULTY
MEDIUM







DIFFICULTY
HARD

Hercules is probably the strongest warrior out after the warrior nerf in general. Insane damage and tanky with incredulous sustain and healing. Anything you throw at Hercules can be healed up and you have no way to heal Excavate if it hits you twice with Solar Blessing. There's simply not enough time. This guy can pull you into towers and stun you for 1.5 seconds. Damn. Be careful and target other mages/assassins.

DIFFICULTY
HARD

Credits

A special thanks to:

jhoijhoi
Integration of (rule) and (columns) as a vertical divider

Piederman
Skills

Sanguis
Skill Order Template

Genzoman
Cover art


Gameplay and a new format for items is being added right now!

Check out my Loki guide after this one.

Change Log

Change Log

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Collapse All Comments

1
Greenevers (105) | August 1, 2014 7:18pm
Crownife wrote:

Good stuff, I'm thinking whether or not to use a template similar to yours in my Isis guide. Specifically the dealing with foes section. Just not entirely sure how to fit in the videos.

Epic guide though, pretty much a reference point for anything in the future.


Thanks, and also for the 30th vote :). Feel free to use the template, or I could just PM you the BB Coding. Just be sure to credit the guide or whatever haha
1
Crownife (1) | August 1, 2014 7:00pm
Good stuff, I'm thinking whether or not to use a template similar to yours in my Isis guide. Specifically the dealing with foes section. Just not entirely sure how to fit in the videos.

Epic guide though, pretty much a reference point for anything in the future.
1
Pentargonite (62) | June 27, 2014 12:19pm
Greenevers wrote:



It's an image. It's a divider that's small, but you have to center it every time. A really clean one that I would prefer is Piederman's on his Ao Kuang guide. That is really clean. I changed em around cause you used em xD and realized it was time to make the whole thing look cleaner.

Dun wanna use piederman's cause I like to be original, but feel free to use em if you want

/right click

Nah I won't use it, I like originality :P
But I got some ideas from this, thanks :D
1
TheOSC | June 26, 2014 11:38pm
I like the guide. Good layout, easy to read and understand, explains the phases pretty well, covers matchups, and explains item logic pretty well also. all in all well put together and very good format.
1
Greenevers (105) | June 26, 2014 6:23pm
Pentargonite wrote:

How do you do the special lines?
Not the
Code:
[rule]
ones but the other smaller ones :P


It's an image. It's a divider that's small, but you have to center it every time. A really clean one that I would prefer is Piederman's on his Ao Kuang guide. That is really clean. I changed em around cause you used em xD and realized it was time to make the whole thing look cleaner.

Dun wanna use piederman's cause I like to be original, but feel free to use em if you want

/right click
1
Pentargonite (62) | June 26, 2014 1:28pm
How do you do the special lines?
Not the
Code:
[rule]
ones but the other smaller ones :P
1
Tayshaun101 | May 22, 2014 7:16pm
Nice Guide I would like to do my guides in your style if thats ok?
1
Greenevers (105) | May 19, 2014 12:06pm
quote



Thanks for the review Sub!

I definitely felt a bit dry while writing the gameplay/teamfights section. I've been adding a bit on the past couple days but your ideas will definitely help me.

And thanks for pointing out the error for Divine Light, fixed, I'll publish the whole thing with the corrections in a bit.

Teamfights/Gameplay will definitely be elaborated on
1
Subzero008 (112) | May 19, 2014 2:51am
Okay, wow, this is a pretty good guide.

The build is good. You explain the items and skills very well, and the section on combos and such greatly help a starting player. If you want to get a good build, this is a fantastic place to start.

Let's see if I could remember how to do this...ah, right, gameplay. Well, aside from the combo, you could try to explain better. You tell us what to do, like "Don't be 100% passive" or "Try to hit as many enemies as possible with Celestial Beam," but there's still a lot of unknowns when you get to the "How?"

For example, the teamfights section. Ra has two roles: Dealing damage, and healing.

Knowing the how and why on healing is intuitive, but the where is not. Should you simply use it on any ally who's injured? Do you center it around the most hurt ally, or in the biggest cluster of teammates? And also, (anti) threat management. If you are stuck between having to heal multiple people, but cannot do all at once, who do you heal? (Yes, unless the target is about to move; like Athena preparing her dash or someone being grabbed by Fenrir. Centered or clustered depends on whose survival is top priority; if you are in a small skirmish of 3v3, you want to center it, on a more massive teamfight, a team-wide heal is usually best, but ultimately, it boils down on anticipating the damage spread of the enemy; you healing yourself means nothing if the enemy is focusing a teammate, and vice-versa. If you are being focused, pop it on yourself. If the enemy is going to use a wide teamfight ability like Whirlpool, try to spread the healing. Ra's heal is gradual, and so relies on predicting the enemy's damage before they fire it.)

And now for damage. How? Do you fire potshots at the enemy whenever? Do you try to use your combo during a teamfight? How do I work with my team? There's a lot of unanswered questions here.

There's a bit of errata: Ra's Divine Light is incorrectly called Hard CC, in the skills section.

BBC coding is incredible. I'm kinda jealous, to be honest.

Overall, this guide is great, but the teamfights section (and the entire gameplay section) feel too incomplete for me for me to give this an upvote just yet. That said, this guide has a lot of potential. If the quality of the gameplay matches the quality of the rest of the guide, I'll be giving this an upvote. (3.5/5, borderline of being upvoted.)
1
poppelduck | May 18, 2014 8:19am
Nice guide man!
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