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Ra is one of my most solid picks to be used in 3v3 Joust. He is a very versatile mage that deal immense amounts of damage while being able to support his allies. I mainly play Ra as a glass cannon caster relying on my positioning to survive. This guide will go over how to succeed with Ra solely for 3v3 Joust. Future updates to the guide may include other game mode builds.
This little light of mine. I'm gonna let it shine.
Speed of Light
Speed of light is your main source of mobility. Additionally, it is the only escape ability that Ra possesses. The movement speed bonus is highly underestimated and it allows you to either put some distance between you and your pursuer or close the gap for one last hit or spell to finish the job.
Doom orb gives the most magical power in the game at max stacks making it a natural choice for Ra. Celestial Beam allows you to easily farm up stacks even after a death making it a great item for Ra. I rush this item first in order to build up my stacks sooner.
Shoes of Focus
My build focuses more on Ra being a long range poke machine especially with Searing Pain. The increased cooldown reduction will benefit Ra more than the magic penetration.
Rod of Tahuti
I like to get this item after my Doom Orb because the early magic power that you receive with Doom Orb makes the bonus from Rod of Tahuti much more stronger. Additionally, with these two items Ra is able to instantly burst down most mages and carrys with a quick Celestial Beam and Searing Pain combo.
Chronos' pendant gives you that extra cooldown reduction that allows you to further harass the enemy. Not much else to say about this item. More lasers. Pew Pew.
This guide will refer to the match in 3 phases, the early game, mid game, and late game. The description of the phases are based off solely on my own opinion.
Right when the game starts, buy your items and head over to the blue buff. Be wary of any incoming early ganks from the opposing team. Ra is not dependent on blue buff however having it early can be beneficial.
When the first minions engage each other in battle, place your Solar Blessing on the ranged creeps. If you are lucky, sometimes you may be able to hit the other gods. Wait for one of the melee minions to almost die and cast Celestial Beam on all the minions. It should kill all the ranged minions and some of the melee minions if you are lucky.
Most of the early game, you will just be farming the minions with your Celestial Beam and Solar Blessing. If you run out of mana, simply use your meditation. It is actually more beneficial to cast your spells and use meditation to start the cooldown so you can have it ready before the first teamfight. Usually in the early game I only use meditation once as the increased mp5 from doom orb and leveling up is enough to sustain my mana pool.
Do NOT use your Celestial Beam as an attempt to harass the enemy. It can be easily dodged and the damage is not that substantial this early on. Use it to push and farm the minions as you approach the mid game.
When you have around 1300 gold, recall back to base and finish your Doom Orb as well as buying Shoes.
Now that you have gotten your Doom Orb, farm the whole minion wave using your Solar Blessing and Celestial Beam. You should be able to easily dispatch of the whole minion wave and quickly gain stacks. Be wary of the opposing enemies and position yourself out of range of their initiation. You generally want to hover in the back and only move forward to briefly cast your spell and back.
When the first team fight starts, cast your Solar Blessing first on as many of the enemy gods as well as your own teammates as possible. Follow up immediately with your Celestial Beam. At this point, if the fight went in your favor the enemy should be fleeing. Pop Divine Light to increase your movement speed and chase them down. If they are low enough, use Searing Pain to snipe them.
As the mid game progresses, your basic gameplay does not change much. Continue to push/farm the minions with your Celestial Beam saving your Solar Blessing to either heal or harass.
As you approach late game, Ra becomes invaluable as a wave clearer and poker. Your Searing Pain should be near spammable and you should always use it to harass. Try and focus on one target to hit, usually their mage or carry or other squishy. Even landing just one of your ults can usually bring that squishy down to around half health. If they recall, use this opportunity to engage on the enemy forcing a 2v3 situation. If they stay, you can still engage or even wait for another laser which will either kill them or near cripple them forcing them to recall anyways.
Late game Ra is all about wittling down the enemy gods to make the upcoming battle much easier to engage. Many times, the enemy will become impatient and initiate on your team even going so far as to tower dive.
Main points is to remember to keep the spacing between you and the other team to avoid being initiated on and instagibbed.
His ult Pillar of Agony brings the enemy close and compact into one area. Perfect for shredding them with your combo.
Similar to Hades, Ares' No Escape can bring them together in one spot. It is easy to predict when it will drag the enemy gods so I tend to time my ult by casting it before they are pulled so that it hits them all easily. Shackles also greatly reduces their movement speed which allows you to easily land your spells.
This guide is subjective to the opinion of the author. Feel free to leave comments and your own opinions on the guide in the comments below. If you enjoyed this guide, I am also interested in knowing what other guides you would want to see.
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