|Hey everyone, welcome to the SMITEFire Community guide to Ra. In this guide, we'll be going over all the essential info you'll need to get started with Ra.|
|Passive - Speed of Light|
|Ability 1 - Celestial Beam|
|Ability 2 - Divine Light|
|Ability 3 - Solar Blessing|
|Ultimate - Searing Pain|
|Purchase mid-game for the flat pen and increased damage that all teammates can deal to the affected enemy.|
|This is a solid mid-game item for added CDR if you don't rush Chronos' Pendant.|
|Helpful against tanky enemies and for burst damage potential.|
|Purchase as a main % penetration item. Stacks provide some HP5 and MS. When fully stacked, situationally provides additional MS or a health shield. Consider as an alternative to Obsidian Shard for better survivability.|
|Purchase as a main % penetration item. Consider as an alternative to Charon's Coin if you want higher penetration potential.|
|The passive’s power boost works for both damaging enemies below 50% health, and increased healing for teammates below that threshold. Purchase late.|
|This item can be built at any point of a build for high CDR. Extremely useful for spamming your ult.|
|A strong start and a decent replacement consideration for Book of Thoth, or as a late-game power and mobility boost.|
|Consider late game for extra survivability. Only consider when you purchased Book of Thoth earlier.|
|Bonus healing is helpful, but equally helpful is the added movement speed, especially for a god that doesn’t have any true mobility.|
|Consider picking this up mid-game to counter physical threats. The passive’s protections can be very helpful when you start teaming up with others.|
|Specifically considered to counter heavy CC.|
|Helpful for dual protections, providing better survivability. Also provides CDR, so be careful not to overcap.|
|Steals health and mana from enemies and provides to you for added survivability. Also provides base health and CC reduction.|
|Teamfight item that provides a lifesteal and power aura to nearby teammates. The added health and CDR are appreciated.|
Early lane dominance: Although Celestial Beam is your standard wave-clear ability, you can also use Solar Blessing to help push the minion wave. Once you’ve got enough mana and mana sustain to use multiple abilities without concern, drop the Blessing on both the front minions to damage the enemy’s and keep your front minions healthy.
Further on Blessing’s use, if you’re dominating your lane and pushing the enemy tower early, drop the Blessing on your minions as they attack the tower, to give yourself a few extra seconds of attack.
Celestial Beam and Solar Blessing both go through/over walls. If you want to help the jungler with a nearby mid-harpy camp, or contest a camp being cleared by an enemy, you can use these without actually going to those camps.
You’ll want to start grouping up with teammates in the mid-game. Don’t forget to use your Solar Blessing anytime teammates are in one place for any length of time, to keep their health up.
The activation of Searing Pain is pretty quick, and has great distance...and it also goes through walls. Using wards in strategic places can secure you some surprise kills if you can properly anticipate the enemy’s movements, and they won’t be expecting it if they don’t see you.
Ra provides a lot of teamfight power with good use of his Solar Blessing and the sustain it provides. While useful it can also be a drawback if the enemy has dangerous AoE abilities. So be careful with using the ability to heal up as it can bait your team in an enemy wombo combo.
This may be obvious at this point, but drop your Solar Blessing when looking to secure any objectives, to keep your teammates healed up. Also, don’t be afraid to use your ult to secure the objectives, since the CD is low.
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