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Ra - Tanky but Deadly - Video guide

2 2 9,966
by Xanthious updated November 21, 2012

Smite God: Ra

Build Guide Discussion 3 More Guides
Tap Mouse over an item or ability icon for detailed info

Ra Build

Starting Items

Build Item Reinforced Greaves (Deleted) Reinforced Greaves (Deleted)
2
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
4

First Back

Build Item Void Stone Void Stone
2
Build Item Mana Potion Mana Potion
2

Third Back

Build Item Void Stone Void Stone
Build Item Wall of Absolution Wall of Absolution

4th and so on

Build Item Wall of Absolution Wall of Absolution
2
Build Item Rod of Tahuti Rod of Tahuti
3
Build Item Spear of the Magus Spear of the Magus
3
Build Item Polynomicon Polynomicon
3
Build Item Creeping Curse Creeping Curse
Build Item Heavenly Wings Heavenly Wings

Ra's Skill Order

Celestial Beam

1 X Y
Celestial Beam
2 3 6 8 10

Divine Light

2 A B
Divine Light
4 12 15 18 20

Solar Blessing

3 B A
Solar Blessing
1 7 11 14 17

Searing Pain

4 Y X
Searing Pain
5 9 13 16 19
Celestial Beam
2 3 6 8 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 12 15 18 20

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 7 11 14 17

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 16 19

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

Ra is very versatile and there are many routes you can go in terms of building your Ra. This guide is meant to optimize Ra's effectiveness in the middle lane, and can be used in ranked, public, or even arena play. Ra is possibly the strongest all around god in Smite, however he is more difficult to play than others, so he doesn't get the attention he deserves. Most players prefer selecting He Bo, Hel, or Agni, who's spells cast instantly, cover large rectangles, circles or cones, and move swiftly; and many players prefer a physical god, so they can tape their left mouse button down and walk around racking up kills. Let's face it: Ra's two primary damage dealers, Celestial Beam and Searing Pain take skill and practice to land consistently, Celestial Beams moves in a slow moving, narrow path, and Searing Pain requires him to stand still for two seconds while he charges it up. Where other gods may land 90% of their abilities the best Ra's may land 75%, so he better be tanky enough to take some shots while he's waiting for his abilities to cool down. Ra's ability to hit enemies relies on using his spells in conjunction with each other. He slows, and blinds gods, making them easier targets, and even then he swings and misses at times. I've taken all of this into account when creating this build, and I believe it fits Ra better than any other build would.

Items

Reinforced Boots: Provides decent magic and physical protections, Health regeneration,and most importantly, Speed. Start with level 2 level boots, and you can either leave them at level 2 all game, or if you prefer shell out the 915 gold for the 30% cc reduction that comes with level 3 Reinforced Boots. I don't recommend getting rank 3 Reinforced Boots unless you are facing a strong cc team.


The next two items should be purchased based on who your rival midlaner is. If you are facing a physical damage god, obviously buy the Wall of absolution first. Against a magical damage god, Void Stone it up, Simple right? I thought so.

Void Stone: I try to make sure I have at least 1410 gold so that on my first recall, against a magical damage mid, I can buy level 2 Void Stone. If I get an early kill or I am forced to staying the lane long enough to attain 2280 gold I get Level 3 Void Stone. Quite simply, when dueling against mages, this is the best weapon in your arsenal.

Wall of Absolution: FINALLY!!! An item that provides physical protection that is truly part of a mage build. Before the buff to Wall of Absolution, Breastplate of Valor was the only thing close to an item that protects from physical damage but also provided some offensive properties for a mage (additional mana and 20% Cooldown Reduction). The Wall of Absolution boosts mana regeneration by 15 mana every 5 seconds, 45 magic power, and 10 magic penetration to foes who hit you with basic attacks, up to 3 stacks.


I usually have by the 12 minute mark: Reinforced boots level 2, Void stone level 3, and Wall of Absolution level 3 - that's +75 magical and +75 physical protection, +95 magic power, +15 mp5 and +10 hp5, with the potential to remove 60 magic protection from an enemy god given that they hit you 3 times and are with 30 feet. Not yet midgame and you're already a very tanky, yet powerful Ra with good health and mana regens.

The following two items should be purchased in the order of priority. If your enemy has magic protection (which a smart player would vs Ra) start with the Spear of Magus. If your opponent didn't opt for protection, start on your Rod of Tuhiti.


Rod of Tuhiti: Nothing boosts magic power in Smite like the Rod of Tuhiti. Sure it's expensive but you get what you pay for. You are a great farmer in Ra and you are laning the middle so why not treat yourself to the best magic power boost in the game? You've earned it

Spear of Magus: A great item for Ra, and this build. Your protections are the point where you enemies have dig and claw for each hit point they take from you, so let's add 300 more to your health pool. And more importantly, let's add on 30 penetration for those who were sick of being toasted by the power of the sun, and invested in some magic protection.

Polynomicon: The only stat your lacking at this point, is magical lifesteal, right? Well let's get a Polynomicon to give you some of that (10% Magical lifesteal), plus 300 mana and top it off with 75 magic power for good measure. With this item your build now gives you 406.25 magic power (unnbuffed). The Polynomicon's added feature is going to add 406.25 damage to the first basic attack that you land after using a skill. Combine that with the 60 physical damage Ra does with his basic attack, and we're talking about a strike that hits for almost 500 damage. SWEET! Adding a delay in between spell combos to allow for multiple polyshots is a great way to add 800-1200 damage to your assault, as your polyshots only can proc once every 2 seconds. There are many ways to boost this number much higher as well. Attack buff will boost your Magic power 20%, Fire Giant buff will buff both your physical and magical power (making this polyshot lethal), Standing in the AOE of Ra's Solar Blessing will add 60 damage, if you can spare the gold towards the end I often buy both magical and physical potions, and if your a fan of The Girdle of Might (I'm not on Ra), well that helps too.


You can go many ways with the last item. The Polynomicon happens to be my favorite (by a wide margin) however I've bought other items based on the situation. You shouldbe checking the scoreboard periodically, especially when buying your items to see what your opponents are buying. Matches where an enemy team have especially high penetrations, may warrant buying extra protection. If the enemy team is especially tanky, grab an Obsidian Shard. For the most part the build is extremely versatile in general and anything that isn't covered in the build, can be attained in abilities.

Video guides

Here's some middle gameplay vs He Bo

Continued below

Here's a link to my previous guide before the 11/19/2012 patch below
Ra's follow up to the melting guide - owning the middle

Skills

Speed of Light: Ra's passive - Each time Ra casts a spell his speed is buffed 10% and stacks up to 3 times. Ra has no leaps or dashes, however his passive provides Ra with a great escape tool. While in the heat of battle, when spells are flying, Ra's passive improves his ability to dodge, line up shots, retreat and chase. It will be necessary as Ra to cast a spell, just to take advantage of the speed buff provided by Speed of Light.

Solar Blessing: My favorite of Ra's spells. This skill does EVERYTHING. It creates and area of effect that last 6 seconds. While in the AOE, Solar Blessing:

Buffs you, your allies, and friendly minions magically and physically up to +30.
Heals you, your allies, your minions for up to 50 +10% of your MP (magic power) per second.

Debuffs all enemies/enemy minions magically and physically for up to -30.
Damages enemy gods/minions for up to 80 +20% MP per second.



The most versatile spell in the game. There are many great opportunities to cast solar blessing, including:
Farming
In team fights
Out of combat to heal
When pushing towers
When Kiting
Going toe to toe in basic attack battles, finishing off foes (waiting for cooldowns)
Adding damage to Polyshots
Speed jungling
Helping team take down phoenixes, fire giant, gold fury, and minotaur




Below you can see How I use Solar Blessing to clear a minion wave at level 1
Celestial Beam: Ra's most frequently used spell in matches, it deals up to 295 +70% of Ra's MP. This is Ra's bread and butter damage tool. Possibly the best farming skill in the game, Ra easily hits all 6 creeps in a wave, and by level 3, can destroy roman rangeds in 1 shot. Being able to one shot minions is an often overlooked ability. Being able to one-shot minions ensures Ra gets last hit bonus gold and it's common to see Ra the richest god in most matches. and who doesn't like being fed? Well Ra can do it without even killing enemy gods. Celestial Beam has great range however it's a slow moving beam so to hit enemy god's it helps greatly to slow or stun them first. I rarely cast the beam in any fight without slowing my target with creeping curse or Divine Light. Celestial Beam also travels through walls, and bushes, and may be used to catch enemies off-guard. Celestial Beams best used on fleeing gods, as they may get caught in it's path and hit 2 or even 3 times. Casting Divine Light to slow your target, then putting a Solar Blessing AOE on them to get them running out of it (and away from you) is the best way to set up a Celestial Beam that does double or even triple damage.


On the next image you can see Ra standing in his Solar Blessing AOE to buff himself while casting celestial beam to burn down some minions
Divine Light: An often underestimated skill that slows your target for up to 6 seconds, deals up to 220 +40% of Ra's MP, and blinds targets caught in it's range that are looking at the Sun God. Divine Light is a great way to initiate a fight and maximize the time enemies are caught in Ra's Solar blessing. It also makes enemy gods easier targets for Ra to pick them off using his slow moving Celestial Beam or Searing Pain. When farming I often save Divine Light for instances where I may need to retreat from attacking gods (or Bastets cats), for it slows Ra's enemies and when it flashes it provides a stack on Ra's speed of light giving him an even bigger advantage in a race towards safety. Ra's Divine Light is primarily used for a slow however don't underestimate it's blinding effect, or it's damage. I often find myself unexpectedly finishing gods off late game when Divine Light pops doing nearly 500 damage (when Ra's fully built).


Just a simple Divine Light about to slow Anubis and set him up from some pain courtesy of the Sun God
Searing Pain: Ra's ult - A beam with the best range of any spell in the game (other than Thor's Ult) that deals up to 700 +100% of Ra's MP (1.1k with this build in full, unbuffed). Searing Pain requires almost 2 seconds to charge up so you often need to lead your target, and it helps to slow them first. Searing Pain is a great way to pound on stunned enemies. My favorite ways to use Searing Pain are on enemies that are recalling (that either can't see you or underestimate its range) or through walls/jungles. When I have an enemy within 1 searing pain from death, I like to pretend to go into the jungle. When my low-healthed opponent thinks he's safe and can stand still to farm or recall....POW, Laser to the face. Don't hesitate to "waste" Ra's ult on creep waves, as it burns them down in 1 shot (except for immortal minions which it wont 1 shot until around rank 3). Searing Pain gains a whopping 75 damage with every point you put into it and it's cooldown also decreases 10 seconds with every rank. Leveling up Searing Pain takes priority over any of Ra's other spells. Don't be shy with Searing Pain. At level 5 it has a 40 second cooldown, so throw it around, don't be afraid to miss, but look for the most opportune moments to shoot off Ra's laser-like ult.

***When playing against an Ares it is very beneficial to save your Searing Pain to counter Ares No Escape. When he goes to pull you, cast Searing Pain (aimed at an enemy of your choosing usually Ares himself is an easy target - but he is VERY tanky) and not only will you be immune to his pull but you will also shell out some awesome damage of your own. Using Ra's ult this way allows you to save 600 gold and an ability slot that would have gone to Aegis Amulet.


Below you can see the range of Searing Pain as I'm about to fry Agni (I actually miss)

Abilities/Consumables

Creeping Curse: A great ability for any god, especially Ra. Combined with Divine Light, Creeping Curse stops gods dead in their tracks, making them even easier targets. Can also replace Divine Light, should you be out of mana or if it's on cooldown. Since Gem of Isolation has beam nerfed, there are much better items to invest in, and at 600 gold, creeeping curse gives a more desired effect.

Sprint: Stack Sprint on an already speedy Ra, and you have a super speedy Ra. When activated, Sprint< also makes you immune to slows, which helps Ra to escape (which he may need again because no dashes/leaps). Sprint also passively reduces the duration of slows by 30%, which stacks with Reinforced Boots 30% reduction of all crowd control abilities. This is a must vs A fed Loki, as he tends to cut through your protections, slow you and burst you to nothing.

Pots




Throughout any match, you want to constantly be buying pots. Ra has a great heal however, early in the match you should invest in some health pots to keep your health pool full, so you can remain on the offensive. As Ra's Solar Blessing gains ranks you can reduce the number of health pots you have on hand. Even when Solar Blessing is at level 5 I try to keep at least 1 Health pot on me at all times.

Ra uses a fair amount of mana, and to keep him from recalling you want to stock up on mana pots. After you build your Wall of Absolution you can reduce the number you buy per recall to around 3-4 and when Rod of Tuhiti is finished your MP5 should be enough that you only buy 1-2 per recall.

At 50 gold a piece pots are OP and very necessary early game and can help during emergencies in the later stages of a match. Though they are important, they do not take priority over your items. If you have 1410 gold and have just recalled and your Void Stone level 2 is exactly 1410, buy it, and return to your lane pot-less. Do not sacrifice your build to ensure you have pots.

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1
P33M | April 7, 2013 9:43pm
sick build nigga
1
Xanthious (5) | November 20, 2012 5:53pm
I used to think so too. However most times spear of magus actually provides more penetration. Obsidian shard provides 45% penetration meaning it will only give 30+ penetration if your opponent has at least 65 magic protection (.45 * 65 = 29.25). Now if you have a void stone, enemies need to have at least 95 magic protection, in order for the Obsidian Shard give you 30+ penetration since their magic protection will be reduced 30 (95 - 30 = 65 * .45 = 29.25). Since you also have wall of absolution if they hit you 3 times their magic protection will be reduced by another 30 and the amount of penetration that Obsidian Shard does will again be reduced. With this build, or if your playing against non-tanks having the flat 30 pen. is more beneficial than having +45% penetration. Also the 300 additional hit points you get from the Spear of Magus outweighs the extra 50 MP from the Obisidian Shard. Extra hit points gain value when you have great protections. All in all I believe the Spear of Magus is far superior to the Obsidian Shard
1
Alblaka | November 20, 2012 10:59am
I can't see any reason to get Spear of Magus that late. In pretty much any situation you will be better off with Obsidian Shard.
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League of Legends Build Guide Author Xanthious
Ra - Tanky but Deadly - Video guide
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