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GRANDMASTER RAMA ADC GUIDE!

19 5 43,685
8.5
by TottiGR updated November 26, 2024

Smite God: Rama

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Rama Build

Starter Build

Notes Gilded Arrow it provides you of a high auto attack damage during early game, extra gold and mana sustains that will help you get earlier into de mid game!

Spiked Gauntlet will evolve into Crimsom Claws.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Notes

Gilded Arrow it provides you of a high auto attack damage during early game, extra gold and mana sustains that will help you get earlier into de mid game!

Spiked Gauntlet will evolve into Crimsom Claws.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Build Item Gilded Arrow Gilded Arrow
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
2
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Ornate Arrow is insane for team fights in late game because it gives you attack speed, power and an additional critical chances that will work really good with a critical damage based build like this one!

Crimson Claws it is the perfect lifesteal choice because it gives you good ammount of power, attack speed and the passive gives you a shield that can save you in 1vs1 or in other circumstances like getting ganked by the enemy jungler or support!

Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.

Rage it is a really good choices for early/mid game because it will provide you with critical chance and power that can be really important for winning trades and do snowball!

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

Devoted Deathbringer is a really good choice as last item. It fits perfectly on the crit build because will increase your crit damage and your critical chances. The glyph will also provide you of much power that will help you with the DPS into objectives or structures.

Temporal Beads provides you with immunity to CC and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3000 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Ornate Arrow is insane for team fights in late game because it gives you attack speed, power and an additional critical chances that will work really good with a critical damage based build like this one!

Crimson Claws it is the perfect lifesteal choice because it gives you good ammount of power, attack speed and the passive gives you a shield that can save you in 1vs1 or in other circumstances like getting ganked by the enemy jungler or support!

Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.

Rage it is a really good choices for early/mid game because it will provide you with critical chance and power that can be really important for winning trades and do snowball!

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

Devoted Deathbringer is a really good choice as last item. It fits perfectly on the crit build because will increase your crit damage and your critical chances. The glyph will also provide you of much power that will help you with the DPS into objectives or structures.

Temporal Beads provides you with immunity to CC and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3000 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Ornate Arrow Ornate Arrow
Build Item Crimson Claws Crimson Claws
Build Item Rage Rage
Build Item Envenomed Executioner Envenomed Executioner
Build Item Dominance Dominance
Build Item Devoted Deathbringer Devoted Deathbringer
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Crit Choices

Notes Bladed Boomerang fits really good in the critical item build, it provides you with good power, attack speed and critical chance. Insane for dueling the other hunter during early game and wining trades. You should always look to buy it instead of

Notes

Bladed Boomerang fits really good in the critical item build, it provides you with good power, attack speed and critical chance. Insane for dueling the other hunter during early game and wining trades. You should always look to buy it instead of

Build Item Bladed Boomerang Bladed Boomerang

Attack Speed Choices

Notes Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed. I would really recommend it to buy it as second item before Executioner ---> instead of Qin's Sais.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Silverbranch Bow it provides you really good stats like attack speed, penetration and physical power. The most important thing about this item is the passive, when you hit 2.5 attack speed, every 0.1 plus over the attack speed cap gives you 3 power. I would really recommend to build this item with hunters that have attack speed booster in their skill set. This item should be bought in late game when you are able to cap the attack speed.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

Hastened Fatalis it is a good item for new ADC players, improves your ability of chasing enemy ADC for solo kills.

Notes

Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed. I would really recommend it to buy it as second item before Executioner ---> instead of Qin's Sais.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Silverbranch Bow it provides you really good stats like attack speed, penetration and physical power. The most important thing about this item is the passive, when you hit 2.5 attack speed, every 0.1 plus over the attack speed cap gives you 3 power. I would really recommend to build this item with hunters that have attack speed booster in their skill set. This item should be bought in late game when you are able to cap the attack speed.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

Hastened Fatalis it is a good item for new ADC players, improves your ability of chasing enemy ADC for solo kills.

Build Item Griffonwing Earrings Griffonwing Earrings
Build Item Odysseus' Bow Odysseus' Bow
Build Item Silverbranch Bow Silverbranch Bow
Build Item Qin's Sais Qin's Sais
Build Item Hastened Fatalis Hastened Fatalis

Actives

Notes Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos). It is also good to counter walls like the Ymir or Cabrakan ones.

Notes

Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos). It is also good to counter walls like the Ymir or Cabrakan ones.

Build Item Phantom Shell Phantom Shell

Rama's Skill Order

Astral Strike

1 X Y
Astral Strike
1 4 6 7 10

Infinite Arrows

2 A B
Infinite Arrows
3 8 11 12 14

Rolling Assault

3 B A
Rolling Assault
2 15 16 18 19

Astral Barrage

4 Y X
Astral Barrage
5 9 13 17 20
Astral Strike
1 4 6 7 10

Astral Strike

1 X
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 80% 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: 10 / 20 / 30 / 40 / 50
Slow: 10% (Stacks up to 3 times)
Slow Duration: 1.5s
Cost: 15 + 1 arrow per shot
Infinite Arrows
3 8 11 12 14

Infinite Arrows

2 A
Passive: While this buff is active, every 3rd successful hit on an enemy god will immediately generate an Astral Arrow.

Active: Rama gains increased attack speed.

Ability Type: Buff
Attack Speed Increase: 40 / 45 / 50 / 55 / 60%
Attack Speed Increase Duration: 5s
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 15 / 14 / 13 / 12 / 11s
Rolling Assault
2 15 16 18 19

Rolling Assault

3 B
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 (+30% of your Physical Power)
Cripple Duration: 1 / 1.25 / 1.5 / 1.75 / 2s
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 11s
Astral Barrage
5 9 13 17 20

Astral Barrage

4 Y
Rama launches into the air and shoots 3 powerful arrows at the ground, each successive shot increasing in damage: 70%, 85%, 100% and decreasing in AOE size: 30, 20, 15. Every time Rama generates or picks up an Astral Arrow, the cooldown of this ability is reduced by 0.2s (includes passive regen + picked up deployables + generated arrows during stim).

Rama will fall down as soon as the 3 arrows have been used, or after 5s have passed. He is untargetable for the duration.

Ability Type: AoE
Damage: 190 / 280 / 370 / 460 / 550 (+55% of your Physical Power)
Damage (Max): 459 / 688 / 918 / 1147 / 1377 (+135% of your Physical Power)
Radius: 15 / 10 / 7.5
Cost: 80
Cooldown: 90s

Rama Threats

Tap each threat level to view Rama’s threats

Max
4
Major
0
Even
0
Minor
0
Tiny
0

Rama Synergies

Tap each synergy level to view Rama’s synergies

Ideal
3
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year in the Smite Pro League (You can always check the SmiteVod Youtube Channel where there's my proffesional games recorded). I have peaked 3500 MMR GrandMaster/Masters in Ranked Conquest on PC plataform every season since 2017 (SEASON 4). I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge in guiding about the ADC role in SMITEGAME. I hope you find this guide as a useful learning resource for playing Rama as an ADC.


Here are my socials:

Abilities

Rama's Abilities


Passive - Astral Quiver

Rama uses his force to create powerful arrows: The Astral Arrows. It generates an Astral Arrow every 12s.

Also, every successful basic attack will reduce the time by 2s per arrow. These arrows are used with other abilities. You can stack up to 5 arrows. Every time Rama dies he respawns with all the arrows.

In addition, every time he uses these arrows there's a chance of dropping them on the ground and Rama may pick it to immediately gain an arrow.


Ability 1 - Astral Strike

Rama's main clear skill. It changes his normal arrows to powerful ones: The Astral Arrows. After changin it up, Rama basic attacks go through walls, slows enemies, and pass through gods or minions too.


Ability 2 - Infinite Arrows

Rama's attacks speed buff skill, when you want to focus in kill the target you should use this skill to increase his attack speed.

This skill provides a lot of attack speed, so during intense fights, this might be useful for you, especially when doing trades against the other hunter.

At the late game, you always will reach the maximun attack speed, or will over cap it. REMEMBER: Good aim is fundamental!


Ability 3 - Rolling Assault

Rama rolls down in the direction he is currently moving. If there is at least one astral arrow stacked, the next auto attack will gain extra damage and will cripple the enemy hitted, in case you don't have it, you will take a normal shot.

REMEMBER you always will roll to the direction you are moving to, so in case you are using the instant cast you will not be able to aim the roll. This is SO IMPORTANT to take care about because it can troll you in tough situations and cost your death.


Ultimate - Astral Barrage

Rama's ultimate skill. He uses all his forces to jump in the air becoming immune to CC or any damage. While in the air you have the chance of shooting three powerful arrows increasing the damage after each shot. Each time he picks up an astral arrow the cooldown of the skill is reduced.

You can always use this ultimate for peeling your self and be immune in the air, this can make a difference between dying or living, you will get much time so your teammates should be able to get in there and try to safe you.

It can also be used for stealing objectives from the distance. I do recommend to use your third hit for trying to steal because it's the one that will deal more damage.

Rama Combos

Fighting Combo:

Astral Strike > Infinite Arrows > Basic Attacks

Chasing Combo:

Astral Strike > Rolling Assault > Infinite Arrows > Basic Attacks

Ultimate Combo:

Astral Strike > Rolling Assault > Infinite Arrows > Basic Attacks > Astral Barrage for securing kills form the distance!

How To Play Rama

Gameplay Start / Early Game:
  • Start at the Gold Fury side Green buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the exp camp, meanwhile the support deals damage to the camp, after doing both things, you two will go to the purple buff, do it and then come to lane to push the minions.

  • After these camps are cleared you will be level 1 so will need to take 1 minion of the first wave to get level 2 and level up your dash Rolling Assault so you will have an skill that can be used for escaping or for starting a duo lane fight by crippling them with your Astral Arrows.

  • After pushing 3 wave, shield buff will spawn so your support and you will go for it depending of the pressure wave; if you have no wave pressure you will need to ask your jungler for coming to fight it or just leave it, but if you have hardly won the push of the wave you should use your attack speed shard to do it as quick as possible. Anyways, I do recommend as a hunter that if someone comes to contest, you should always try to fight them instead of securing the buff because you have a really good god for early fighting.

  • After picking it up make your way back to the centre of the lane. If you think it's going to be hardly difficult to secure the buff, just run back into the lane and pressure the enemies by pushing the wave quickly with your Astral Arrows.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around shield buff and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can pull the Purple buff wherever you want so if you have no pressure / you are low hp ask your support to be in the pit before it spawns and tell him to leash it as far as needed to not get invaded by the other duo lane)

  • This hunter has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). Don't try to risk your life so you can poke the enemy ADC by using your Astral Arrows through the minions into the enemies, the will give you a lot of lane pressure because you will easily push the wave while poking the enemies hunter. In case you poke the enemies so much, use your Rolling Assault into him and then use your ultimate to secure the kill or chase an enemies. I need to clarify that if you don't wave any wards spotted on the map remember you should always take care of it. Just be confident during laning phase, your confidence will play a really good paper on succeeding, so just try it out. If you don't risk you will never achieve :p.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, shield and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other hunter.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or shield buff and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER HUNTER!)

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. You will need to think about who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it and if there is any kill potential around the objective.

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


Late Game:
  • As for late game teamfights, most often you should play safe, you will have to position yourself in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have upgraded Temporal Beads and Aegis of Judgement before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • Remember if someone engages on you, you should instantly use Astral Barrage this will make you win a lot of time for your teammates to peel you or kill the gods that are engaging on you, Astral Barrage will also do a lot of damage to enemies hit. Then after coming down, you will also have your Purification Beads AND Aegis of Judgement so you will be safe enough to do DPS and kill the enemies frontlane. THIS HAS A LOT OF VALUE FOR YOUR TEAM OVER THE LATE GAME TEAMFIGHTS AROUND OBJETIVES OR STRUCTURES!

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How To Ward As ADC

Low Pressure Warding:

Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Wards your purple buff and make sure to call your teammates at least 1 minute before spawning.


In case you have low pressure god but none is invading purple you can also ward like in the photo below. You will always know when someone is coming and you won't have to outposition yourself to ward so you will be safe.


Normal Pressure Warding:

Over here is shown the ideal normal pressure warding spots around duo lane, you should always look to Sentry Wards defensively and use a normal ward on the offensive position. Enemies could Sentry Wards your normal ward so you should call your support for warding there.


High Pressure Warding:

In case you have a high pressure duo set up (hunter with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared for getting ganked over duo] .


Late Game Warding:

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and Mid) form what we call as "backliners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.


  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward. The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

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