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Ra is a god well known for his potential in the mid-lane. His high magical power scaling makes him a prime example of a burst power mage. However, he is also very strong on the sustain side of things, having an AoE heal that not only heals all allies (including minions) within the area, but also grants them protections. This last part made me want to try him in Solo, a more sustain based role. As i wanted to not take away of the synergy within the team, I decided to build him similar to guardians in the solo-lane position, very tanky, but also still capable of packing a punch. Important to note is that Ra is very immobile, and will be susceptible to ganks all game long. It is incredibly important to know who's coming your way, which is easiest done by warding.
Ra is a mage, which means he has some advantages over the standard warrior in solo. First of, nearly all mages have a ranged basic attack, allowing for some mana-cost free poke. It aslo means that the enemy solo-laner is forced into building magical defense. While not terrible, it tends to keep them slightly more susceptible to ganks from your (often physical) jungler. There are some disadvantages though. Being a mage, Ra has a lower base protections than most warriors and guardians, as well as less protections per level. This means that in the early game, you are also more susceptible to ganks.
In the early game its important to not fall behind. You don't have to win lane by miles, tying lane is perfectly acceptable. Even losing by a slight margin isn't bad necessarily. During this early stage of the game, all that should be on your mind is farming. Not only your lane; make sure to get some experience and gold from blue buff, speed buff and Fire elementals whenever possible.
If you got through the early game unscathed, you should find yourself tying or winning lane. It is at this point that you will try to gank mid lane every so often, as well as stacking your warlocks sash. During this stage of the game, you might find that you are starting to get outlaned. This can become a problem if you lose farm because of it, so be sure to stay atop your farm, even throughout the mid-game.
You will also start to notice that your damage output is much lower than you're used to. Seeing as the only power item you have, Warlocks sash, is not the strongest in that, you will do less damage than a midlane Ra. You are however, starting to get a lot tankier, with aa a result, your solo-lane opponent not dealing as much damage to you either.
You need to keep your eye out for potential Gold Fury and Portal Demon attempts, both by your team and the opposing. Don't be afraid to use your ultimate to secure or attempt to steal these jungle bosses, as the damage is still fairly high, and the cooldown is fairly low.
In the late game, you will have built your final item. As there are multiple options here, i will go over every one in detail.
Gem Of Isolation gives a lot of utility. with the short cooldowns that you have, thanks to 40% cooldown in your build, you will be able to consistently slow your enemies, and be a general nuisance. A slight con to this is that it only provides a few stats, that, while each relevant, matter very slightly at this stage of the game.
Rod of Asclepius gives a wide array of stats, including movement speed and health, in small quantities. This item will also give you and your team increased sustain. I recommend this item over any other, out of personal preference, unless the enemy team has a strong form of anti-heal, like Chang'e, Serqet, Odin or Bacchus.
Rod of Tahuti gives a lot of power, allowing you to deal more damage, and heal more. A negative is that the psaaive only applies to a small amount of power, and that the item is expensive. It also takes away of your utility as a solo laner.
Obsidian Shard provides some much needed penetration, being better if you want to do consistent damage to all enemies. It does however take away of your utility as a solo laner, simmilarly to Rod of Tahuti.
I am not a professional player, but i do try to have fun in Smite, and play gods in places you wouldn't normally expect them. If you find anything to be inconsistent in this guide, or think anything is plain wrong, please let me know, and I will see what I can do to better my guide.
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