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Sun Bird all alone, A Guide to Ra Solo

1 0 28,813
by Delta71 updated June 7, 2017

Smite God: Ra

Build Guide Discussion 0 More Guides
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Ra Build

Out of base

Build Item Sands of Time Sands of Time
Build Item Magic Shoes Magic Shoes
Build Item Multi Potion Multi Potion
4
Build Item Healing Potion Healing Potion
4

early items (must build)

Build Item Shoes of Focus Shoes of Focus
Build Item Warlock's Staff Warlock's Staff

defense (choose one magical)

Build Item Breastplate of Valor Breastplate of Valor
Build Item Bulwark of Hope Bulwark of Hope
Build Item Pestilence Pestilence
Build Item Mantle of Discord Mantle of Discord

utility/power (last item, take one)

Build Item Gem of Isolation Gem of Isolation
Build Item Rod of Asclepius Rod of Asclepius
Build Item Rod of Tahuti Rod of Tahuti
Build Item Obsidian Shard Obsidian Shard
Build Item Spear of Desolation Spear of Desolation

relics

Build Item Teleport Fragment Teleport Fragment
Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Cloak of Meditation Cloak of Meditation
Build Item Shield of Thorns Shield of Thorns

endgame potions

Build Item Potion of Magical Might Potion of Magical Might
Build Item Elixir of Power Elixir of Power
Build Item Elixir of Defense Elixir of Defense

wards

Build Item Ward Ward
2
Build Item Sentry Ward Sentry Ward

Ra's Skill Order

Celestial Beam

1 X Y
Celestial Beam
1 3 6 7 10

Divine Light

2 A B
Divine Light
4 14 16 18 19

Solar Blessing

3 B A
Solar Blessing
2 8 11 12 15

Searing Pain

4 Y X
Searing Pain
5 9 13 17 20
Celestial Beam
1 3 6 7 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 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
2 8 11 12 15

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

Ra as a Solo Laner

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.

The Early Game

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.

The Mid-Game

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.

The Late Game

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.

A small note:

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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League of Legends Build Guide Author Delta71
Sun Bird all alone, A Guide to Ra Solo
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