Ra, The Sun God
Ra is a burst mage with high healing and good sustain, in season 3 his biggest enemy are
burst assassins like Daji, Merc and Serqet.
Ra has seen a lot of love over the last two seasons and has a lot of burst potential so you will out clear and you can secure mid camps (or damage) when the jungler is busy ganking other lanes. Midcamps are very nice for Ra as he can heal and use divine light to bring them low and secure with the beam (careful of mana consumption)
Dont hold your ult, it has low cooldown, if you miss you miss but if you proc a soulreaver you are going to be chunking.
Also remember the heal may not help in team fights, never place it when a team engages you. The automatic response is that your team gather around the heal, this us prone to any aoe that stuns of slows, a Ymir can blink in and ultimate, a Poseidon can release the kraken, or even a kukulkan storm, will make your team lose the edge in a team fight. Your heal is often a lure so guide your team in the right place.
Firstly get this clear, I have played it in ranked and I have mastery 10 Ra. I don't mind suggestions, but these work.
It's too time consuming to code the new item so it looks flashy.
Mages Blessing is staple for mp5 and damage.
Warlocks, the health and mana are welcome and no damage is lot. Mages have very defensive starts now and the aim is mid-late game. Junglers do a LOT of burst now so mages keep quiet and farm. So stacks are easy to come by.
Boots (Magi), you need speed and flat pen delays the need for obsidian.
(in update 5.9 focus is a little more viable)
Soul reaver, combined with any ability you will have a huge power spike and you will be ready to destroy the 'starting to rotate solo' which often builds physical protection.
Chronos Pendant, getting cooldown, BREASTPLATE is also viable, this slot can be switched with obsidian if you need extra pen (if you build focus)
Obsidian! Strong pen, with 5.9 it might be switched but on Ra I don't know what as Magus is hard to stack on Ra.
Last item (sell mages) is up to you to whatever you need, yes really! The don't have much anti heal maybe Bancrofts, you have self healers on your team too? Rod of Ascelpius, Divine Ruin for anti heal, Winged blade for slows and survivability, Maybe a spear of desolation if you are in hectic teamfights.
These extras are outdated but could be useful
Ward the mid sides, It helps.
When leaving base spam your 3 abilities to activate passive. with divine light being last as the charge up makes your passive stay on a little longer.
Don't bother with Divine light as a clear, it is obvious but unless you have some low back archers don't waste your "escape"-ish move. The damage inst great and the slow and the blinding (if you can pull it off) is the most important part of Divine Light. Great combos for me is to jump in with divine light plant a 3, receive some damage, gain some from heal, if they attack to punish, there in your heal if you dodge their ability and you hit a beam they may be running, so hit them with a searing pain. Searing pain is a battle of wits, if your opponent is weak or seems weak hit them straight on, give them some breathing distance so you can calculate. If not aim for a side, especially your right, they have a slight more chance of going that way but its what you feel like they are going to do.
Extra- If in doubt and you have flaming minions at your titan or your losing mid lane, hit searing pain, a great wave clear, the cooldown isn't too bad.
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