Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Ra guides

Ra solo lane build

14 4 71,930
by Porz21 updated February 10, 2014

Smite God: Ra

Build Guide Discussion 8 More Guides
Tap Mouse over an item or ability icon for detailed info

Ra Build

Build Item Vampiric Shroud Vampiric Shroud
Build Item Shoes of the Magi Shoes of the Magi
Build Item Focused Void Stone Focused Void Stone
Build Item Breastplate of Valor Breastplate of Valor
Build Item Rod of Asclepius Rod of Asclepius
Build Item Gem of Isolation Gem of Isolation
Build Item Rod of Tahuti Rod of Tahuti

Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Shielded Teleport Shielded Teleport

Ra's Skill Order

Celestial Beam

1 X Y
Celestial Beam
2 8 11 12 15

Divine Light

2 A B
Divine Light
4 14 16 18 19

Solar Blessing

3 B A
Solar Blessing
1 3 6 7 10

Searing Pain

4 Y X
Searing Pain
5 9 13 17 20
Celestial Beam
2 8 11 12 15

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 14 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 3 6 7 10

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

This is my first God Guide so it might be a bit unorganized but the build and playstyle I will show you are completely viable and, if well executed work. Also I put a lot of work and time in this guide and I'd appreciate any comments on what to improve, or what I did good.


First of all Ra, in the new Meta is solemly used in the Solo Lane. Although in casual you might also play him in Mid lane or as a Support. Playing him in solo lane means you're farming most of the time, his strongest peak is his healing not his pure damage on enemies but on minions, that's why he's not played in the Mid lane anymore. He's a really fun god to play simply because of his Ultimate and the hype you get by just hitting one of them snipes.

Anyways let's get started before we run out of Vitamin D. Huehuehuehue
"Kakakakaka..." - Ra - VEL

Items

Items

This Starter Item gives you much sustain in sense of HP5 and MP5, that you will need during the laning phase in the solo lane. Later on sell this Item for the Rod of Tahuti, once your build is full.

Starting the Shoes as Tier 1 is okay, because you will also have enough money left to buy HoG as well as two mana pots. Since the latest patch tho the boots aren't as cost-efficient as before on tier 1 so you could also go ahead and buy your second active instead.

Get either Focused Void Stone or Breastplate of Valor second, depending on the type of damage your enemy does. But this Item will give you magical protections and magical damage for yourself.

Getting Breastplate of Valor will give you some physical protection and a nice amount of Cooldown Reduction so you can start spamming your heal on you and your minions.

After finishing the Rod of Asclepius your healing will be much more effective and you also get some more magical damage. Both of these features will keep you viable in teamfights since you have already enough protections for playing as a mage.

The Gem of Iso will enable you to slow your enemies when they get hit by your damaging abilities. Which, combined with your 2, leads to some very easy Snipes with Searing Pain.

If you get to the late game stage of the game you'll now sell the Vampiric Shroud and buy the Rod which will increase your magical damage by 25%!


Actives
Getting HoG as a mage is no necessity but it gives you a nice wave clearing advantage, especially in the early game phase. I would recommend finishing it of as a Fist of the Gods to get a stun for either escaping or doing some Snipes against enemies right next to you.

In my opinion Teleport is a "must have" item for every solo laner. It gives you the opportunity to save your tower when it gets attacked and you get an extremely fast ganking possibility by teleporting to wards your teammates should have placed.

Optional
Sprint If you think for yourself that you don't need/want one of the actives i recommended going with Sprint which is also a very good choice for Ra, especially for escaping.

Abilities

Ability Description



ABILITY
Ability 1: Your first ability with Ra is the Celestial Beam. It is an easy to hit ability which you mostly use to either poke the enemy god or for clearing minion waves. Althought you shouldn't be thinking of this ability as the best lane clearing ability you have.

Ability 2: The Divine Light is used best if you want to get out of a tricky situation or slowing down one or more enemies to either finish them off, or initiate with your team (not alone!).

Ability 3: The Solar Blessing is your best lane clearing material and overall the most important ability of Ra. Use it when the minion waves start fighting each other on your and the enemies melee minions. This will heal your minions and also damage the enemy minions. Later in the game this is the healing ability your team will need when you're in a teamfight.

Ultimate: Searing Pain definetly is one of the most fun ultimates in the game, because right there you can prove your sniping skills. It does huge damage, has a really long range and can be used through walls (like most of the skills mages have).

Skilling Order

> > >

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

Pros / Cons

Pros

+ Strong Healer
+ High Magical Damage
+ High Passive Movement
+ AoE slow
In teamfight scenarios Ra is the character healing the whole team and firing shots from the back without getting face-to-face with the enemy, also his passive allows him to stack up his abilities and quickly run away when in danger, which is simplified by the AoE slow he has on his Divine Light. And finally his ultimate is a very fun snipe to use and at the same time a very strong one too.
Pros

+ No dash/jump
+ High Difficulty for Ultimate
+ Ability Based
+ Squishy
Although his ultimate is really fun to use, for new Players it might be hard to hit which leads to much lost damage. Also he is really Ability based, which means if you misplace your 3 and you're not zoning the enemy out good enough the only damage you will have to throw at him are your auto-attacks which do very little damage and therefore become and easy to kill target. His biggest flaw for him to not have a dash or a jump even increases that factor and leaves him reliant on his teammates to survive.

Strategy Guide

Solo Lane Meta

To start off, the solo laner always goes to the short lane. If the short lane is on the left side you and your jungler start by attacking the speed buff which you should leave to the jungler and then proceed by attacking the blue buff on which you use your HoG on. You then clear your wave and maybe try to invade the enemies' blue buff, if your jungler is with you.
If the short lane is in the right lane you start with the right mid camps then follow your jungler to either attack the red buff with him or meet him at the blue buff which you will HoG and get. After then you walk into your lane and start the laning Phase.

Laning Phase

Now you'll want to clear the enemy wave faster than he clears yours. You do this best by using Solar Blessing, which will (as I already mentioned in the Abilites section) heal your minions and damage the enemies minions. You will have to place your 3 on the point where your and the enemies melee minions clash together and maybe even include the enemy archers too. Depending on how much damage your 3 does already you follow up by either trying to poke the enemy God with your Celestial Beam or by attacking the minion wave with it for faster wave clearance.
You also don't want to push the enemy god too hard into the tower without wards, since you don't have an escaping ability to quickly dash/jump out. Placing a Ward near your blue buff is a good choice in keeping you safe, since you'll see when the enemy jungler is trying to gank you. Overall you shouldn't overstep the middle of your lane, an exepction is when you're looking for a kill/poke on your laning enemy.
When you're getting ganked you'll want to use as many abilites as you can so that you're passive movement speed increase stacks up and you may be able to get out. Try to place your Solar Blessing in the direction you are running so it heals you with 1 or 2 ticks so you don't have to turn around or stand still. Whilst running you can do a 180 degree attack with your Celestial Beam turn back around and basically don't stop running.

Late Game/Teamfights

For the solo laner the laning phase mostly ends as soon as a tower goes down in your lane. From this point on you'll be roaming, looking for gank opportunities and also follow the enemy solo laner if he is leaving the lane. Although you shouldn't lose sight of your own tower. If it gets pushed you should go back to defend your tower then start roaming again.

Now in the teamfights Ra really starts to shine. You want to stay in the back of your team and try to heal them. When they're fighting try to put your Solar Blessing heal down on the Allies taking the most damage so a little bit offensive. When you're waiting for a peel of your tank/support try to heal your team defensively, which basically means to not put the heal between your frontline and the enemies frontline.

As soon as 2 or more enemies get lined up in front of you you should use your ultimate Searing Pain to hit as many enemies as you can, or use your ultimate to kill off any running survivors (If you do so you can celebrate by screaming: RAA!!! to your monitor which is suprisingly satisfying).

Summary

All in all you might have noticed that Ra's biggest perk is his healing ability in teamfights aswell as in the laning phase. You biggest strength is your healing but the plays you do with your 1 and of course with your Ultimate Searing Pain, which are the factors making Ra such a fun god to play.
But always keep in mind not to get caught in between the enemy team, by a Sobek pull for example, since you do not have a dash/jump and end up being a sitting duck.

Thank you for taking the time in reading my Guide for the Sun God Ra!


You may also want to check out the other guides I made:

Solo Lane Tyr
Support Sobek
Jungle Thanatos

Have fun and Smite on, greetings

Porz21

Leave a Comment

You need to log in before commenting.

Collapse All Comments

1
alexonfyre | March 5, 2014 10:16am
    This is a great guide and helped me learn a lot about the god. I do have a couple suggestions now that I've played a bit:
Purification Beads Needs to be added for laning against Anubis or Ares, or dealing with a jungling Arachne. I'm sure it would also be good against Hades, or other gods with hard CC like that, but I don't see them very often in solo land. If those gods are in the game, I like to get another hero to scout my lane for me, or, if not, I'll get Teleport to Towers first and then choose between beads or Hand of the Gods after seeing what the lane looks like for myself.

For Teamfights,
You are always at the back, if there less than half of your teammates are in front of you (1 out of 2, 2 out of 3 or 4, 3 out of 5) then you need to back up, pronto. Teams don't dive Ra, but they will initiate on you if you are in front. Your role is to cast Solar Blessing as outlined below and to poke with your Celestial Beam and Searing Pain. Divine Light is probably more important to better players, but I just use it for the speed bonus, and to evade initiations. Celestial Beam is easy because it can move the crowd, and do decent damage on a regular basis. Use it to protect gods in danger, to separate their team, or just to do damage to multiple enemies. Searing Pain is more complicated. It is tempting to pop searing at whatever enemy is the weakest, but there are two problems with that. It is more important to land it, so it is generally better to wait for an easy shot like a CC, or a charging enemy. If there are multiple easy shots, take the most vulnerable, keeping in mind the second problem: kill stealing. If it is not an end game battle, it is easy to kill with Searing Pain in a team fight, but don't do it unless:
the enemy is ulting, or otherwise creating an immediate threat that someone needs to handle; and
a carry can't or won't get there first; or there is no carry in the fight.
Ra is ability driven, so you don't need to rack up kills and last hits to be effective like Artemis or Thor.

There is a balance between offensive and defensive Solar Blessing. The effect that the blessing has is to draw your teammates in and push the enemy out. Generally, at the beginning of a teamfight, you have to coordinate with your initiator to place the blessing at the most strategically advantageous location, which is usually the center of mass between the two teams, so that your initiator can retreat to a healing location and the enemies will have to fight around it. Alternatively, in a tower fight, it is good to place the blessing in the middle, inside the tower range, to push enemy gods either out of tower range or out of the fight. Finally, some initiations, such as Hades ult or Odin's spears, give you an obvious area, so just put it there. After your first cast, which should be predetermined based on where you are initiating, it is up to you to make a decision about what your team needs. If you are balanced or winning the fight, then cast the blessing first, as you noted, on heroes with critical health, if none, then behind the enemy to block escape. If you are losing, again, place it on critical heroes, but if none, place the blessing behind the team to pull them away and heal. If you are retreating, place it directly to the right or left of yourself (since you should be at the back), immediately move backwards, throw Celestial Beam as a wall between the enemy and your blessing, and finish by casting Divine Light, turning around and running yourself. The three skills will give you a nice buff to movement, and if used well, should save most of your team if they retreat properly.


That is by no means authoritative, but after many games in all game modes with Ra, those are strategies that generally work out well for me.
1
Porz21 (3) | February 6, 2014 6:04pm
I mean sure every other active is situational then if you're against and Odin for example Blink would be an option but generaly I would suggest Hand of the Gods or Sprint in addition to the must-have Teleport of course.
1
All4Games (54) | February 6, 2014 7:57am
EdisonKhoo wrote:

Well maybe some other situational actives such as Purification Beads? or blink? :3

in solo lane land tp to towers is manditory and hog is picked up by basicly everyone though it is not fully needed with adc's and mage's though they have a bit more difficult time early.
1
EdisonKhoo | February 6, 2014 7:53am
Well maybe some other situational actives such as Purification Beads? or blink? :3
1
Porz21 (3) | February 2, 2014 6:21am
I'm flattered the great Subzero upvoted my guide! :D
1
Subzero008 (112) | February 2, 2014 3:23am

Build


Good and standard for solos.

Item Explanations


All good. You give logical reasons for picking them, and they're short and sweet.

Skill Explanations


Good. But I think you meant to level Celestial Beam at level 14, not 15.

Guiding/Gameplay


Excellent! You give guiding on the laning phase, and your role in teamfights. Very basic but it gets the job done, which is more than I can say for most guides. I'd expand the teamfights section to include what to do with the rest of your skills and when, since you won't be healing 24/7.

Details


BBC coding is very good, formatting is good, all good.

Summary


This is a fantastic example of a short and simple guide done right. The only flaw (note: not room for improvement, but an actual flaw) is you are a bit too vague on teamfights, but other than that, this guide is perfect. I'll upvote.
1
Porz21 (3) | January 22, 2014 9:31am
Thanks :)
1
Amishcrackdealer | January 22, 2014 8:26am
Great build man I will have to try it out :)
Loading Comments...
Load More Comments

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved