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Rama build in testing- The Ramachine gun

0 0 4,916
by Nab330 updated November 5, 2016

Smite God: Rama

Build Guide Discussion 2 More Guides
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Rama Build

Build Item Heartseeker Heartseeker
Build Item Hydra's Lament Hydra's Lament
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Rage Rage
Build Item Demon Blade Demon Blade
Build Item Deathbringer Deathbringer

Rama's Skill Order

Astral Strike

1 X Y
Astral Strike
1 12 16 18 19

Infinite Arrows

2 A B
Infinite Arrows
2 4 6 8 10

Rolling Assault

3 B A
Rolling Assault
3 7 11 14 15

Astral Barrage

4 Y X
Astral Barrage
5 9 13 17 20
Astral Strike
1 12 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
2 4 6 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
3 7 11 14 15

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

What is the point of this build?

This build is something I've recently started messing with. It started with me wondering about CD reduction on Rama, a solely AA based god. With near max CD reduction, Rama not only can have his Pick Me Up active more often, but he can also use his roll every 5.2 seconds at max rank! With such availability, Rama's roll can be a very versatile initiator or escape ability, it could even be used for both causes in a short enough battle. In addition, this means plenty of roots if enough Astral Arrows are available!

The next aspect of this build is what I like to call the ramp up potential. Combining Heartseeker with Hydra's Lament means that after getting a couple AAs off and using your 2, you will be able to see an increase in not only damage, but attack speed as well. Pair this with sturdy criticals from Deathbringer, Rage, and Wind Demon. What do you have? An attack speed increase from 1.36 to 2.17 when you get full stacks on Heartseeker, use your 2, and crit with Wind Demon. This is where you will begin to shred the health of an unsuspecting foe. Your heartseeker will continue to use its stacks quickly since you can use your 2 every 7 seconds, and the sheer attack speed will cause many criticals, prolonging Wind Demon.

"He was shooting so slow a couple seconds ago, where did all of my health go!?"

Pardon the wall of text format. This is my first guide on this website and I created it entirely from my phone in a couple of minutes. Once again, this build is more of a test than a tried-and-true build. I would love feedback or tips from anybody! Thank you so much for taking the time to read about my Rama build.

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1
masterricu (12) | November 7, 2016 1:45pm
I think you should specify that this is NOT a conquest build.

The problem with not building boots and relying on cooldown for escape means all the enemy has to do is bait your dash, then engage and youre dead.

Not having boots also means it will take you longer to get back to lane, and your clear wont be a good, as you wont have enough gold for heartseaker until level 7 or so.

Overall boots are cheaper, get you to lane faster, and give you better dodging if you choose to box in lane.

The problem with not building lifesteal is you being poked out of lane, and not having any sustain during big teamfights. Sure you will do a lot of damage because of triple crit, but you wont be healing for 100+ per auto without lifesteal, meaning you can get bursted easily.

Also this build lacks pen. Without Titan's Bane or The Executioner, a single defense item makes your damage irrelevant. You will be doing less damage than if you have went all attack speed. Crit works well with at least 1 pen item, and Id suggest using The Executioner instead of jotunns.

Overall, changing your first three items would save you $900 in gold, and give you better movement speed, lifesteal, and better pen.
1
TheMoxiousOne | November 7, 2016 1:02pm
Hello there, Nab330. Rama is my second guy, and I can truthfully say you're onto something here.

The only thing I would recommend is this: Rolling Assault does NOT equal mobility. With a lack of boots of any kind AND a lack of Hastened Fatalis, you're highly susceptible to ganks and getting run down while trying to escape. I would say there could be a happy middle of cutting Wind Demon for boots, and Jotunn's Wrath for Fetalis.

It would pack a sizable punch, and provide you with the team fight mobility to live long enough to finish the build, while still getting snipe kills and minion kills. Just my thoughts on your build, but very solid start!
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League of Legends Build Guide Author Nab330
Rama build in testing- The Ramachine gun
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