Rama's Astral Quiver generates an Astral Arrow every 12s. Also, every basic attack that Rama lands will reduce the amount of time to generate an arrow by 2s. Astral Arrows are used with Rama's other abilities.
This passive is basically just a little reminder for the main use of the god. You're going to be using his Astral Arrows a lot so make sure you always stock up before going into battle.
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 75% 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: 15 / 25 / 35 / 45 / 55
Slow: 10% (Stacks up to 3 times)
Slow Duration: 2s
Cost: 20 + 1 arrow per shot
This is your main wave clear ability with Rama. By using your Astral Arrows you'll be doing bonus damage on your AA and slowing for up to 30% which is quite a lot if you're a slow support or a mage with no mobility.
Ability 2:Pick Me UpPick Me Up
Passive: Any time an enemy is hit by an Astral Arrow there is a % chance that an Astral Arrow pickup will appear on the ground (Only procs on the first enemy hit by Astral Strike). The pickup adds one Arrow to Rama's Astral Arrow count.
Active: Rama gains increased attack speed.
Ability Type: Buff, Pickup
Drop Chance for Arrow Pickup: 10 / 20 / 30 / 40 / 50%
Attack Speed Increase: 30 / 35 / 40 / 45 / 50%
Attack Speed Increase Duration: 5s
Cost: 80 / 85 / 90 / 95 / 100
Cooldown: 15 / 14 / 13 / 12 / 11s
This really allows you to pump out damage when it comes mid to late game. The simple fact you gain 50% attack speed allows you to hit the 2.5 cap with 2 or 3 attack speed items. Do mind that the arrows dropped from the passive can be seen by enemies as well so they will try to bait you to pick them up before ambushing you.
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
Cripple Duration: 1 / 1.25 / 1.5 / 1.75 / 2s
Cost: 70 / 75 / 80 / 85 / 90
The roll can be considered a very strong escape due to the fact you don't need to face the way you want to roll in order to use it. If you're boxing with your enemy and see their support trying to come over to CC you, you can simply backpedal and roll away to find yourself a safe distance away. The cripple afterwards is also great for rather aggressive plays so this is a very versatile move.
Rama launches into the air and shoots 3 powerful arrows at the ground, each successive shot increasing in damage: 50%, 75%, 100% and decreasing in AOE size: 30, 20, 15.
Ability Type: AOE
Damage: 200 / 300 / 400 / 500 / 600 (+60% of your physical power)
Radius: 30 / 20 / 15
Cost: 100 / 110 / 120 / 130 / 140
This ability is probably the best skill shot in the game to master. You can impress anyone by using this. Enemy running away with a slither of health? Channel your inner Saiyan, scream "UGGHHHAAAAAA!" and start flinging high velocity arrows their way and 10 episodes later you'll win.