Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

It's time for the SMITE 2 Season 0 Guide Contest! Create or update guides during the following 4 weeks to compete for the $2,000 prize pool! 🏆

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Ra guides

Lestimics Master Ra Solo

8 1 1,934
8.5
by lestimics updated February 8, 2025

Smite God: Ra

Build Guide Discussion 5 More Guides
Tap Mouse over an item or ability icon for detailed info

Ra Build

Starter build

Notes Bluestone Pendant is the most important item for most sololaners, you get power, mana and hp sustain for the lane.

Health Chalice HP sustain for the lane.

Blink Rune You can teleport a few meters in front of you while you are in combat.

Notes

Bluestone Pendant is the most important item for most sololaners, you get power, mana and hp sustain for the lane.

Health Chalice HP sustain for the lane.

Blink Rune You can teleport a few meters in front of you while you are in combat.

Build Item Bluestone Pendant Bluestone Pendant
Build Item Health Chalice Health Chalice
Build Item Health Potion Health Potion
2
Build Item Blink Rune Blink Rune

Full Build (Activate Aspect)

Notes Bluestone Brooch gives you a lot of power and poke with your skilss.

Shield of the Phoenix gives you health, defense, CD and his passive restores a little of your life when you hit an enemy god with a skill. Switch Shield of the Phoenix and Screeching Gargoyle against magical solo enemy.

Screeching Gargoyle is essential vs magical characters for their defense, CD and their passives is a active that can silence the enemy and reduce their defenses.

Talisman Of Purification is necessary when the enemy team has a lot of CC's skills.

Ruinous Ankh defensive item that provides anti healing to nearby enemies.

Hide of the Nemean Lion right now the carries are very strong and this item gives you a passive that when you activate it you reflect damage, that's why it's very good vs carries.

Notes

Bluestone Brooch gives you a lot of power and poke with your skilss.

Shield of the Phoenix gives you health, defense, CD and his passive restores a little of your life when you hit an enemy god with a skill. Switch Shield of the Phoenix and Screeching Gargoyle against magical solo enemy.

Screeching Gargoyle is essential vs magical characters for their defense, CD and their passives is a active that can silence the enemy and reduce their defenses.

Talisman Of Purification is necessary when the enemy team has a lot of CC's skills.

Ruinous Ankh defensive item that provides anti healing to nearby enemies.

Hide of the Nemean Lion right now the carries are very strong and this item gives you a passive that when you activate it you reflect damage, that's why it's very good vs carries.

Build Item Bluestone Brooch Bluestone Brooch
Build Item Shield of the Phoenix Shield of the Phoenix
Build Item Gladiator's Shield Gladiator's Shield
Build Item Screeching Gargoyle Screeching Gargoyle
Build Item Talisman Of Purification Talisman Of Purification
Build Item Ruinous Ankh Ruinous Ankh
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Blink Rune Blink Rune

Situational Items

Notes Spectral Armor should only be purchased if the enemy carry has critical items. You'll have to switch it for Ruinous Ankh or Talisman Of Purification, depending on whether you need anti-healing.

Notes

Spectral Armor should only be purchased if the enemy carry has critical items. You'll have to switch it for Ruinous Ankh or Talisman Of Purification, depending on whether you need anti-healing.

Build Item Spectral Armor Spectral Armor

Ra's Skill Order

Celestial Beam

1 X Y
Celestial Beam
1 4 6 8 10

Divine Light

2 A B
Divine Light
3 15 16 18 19

Solar Blessing

3 B A
Solar Blessing
2 7 11 12 14

Searing Pain

4 Y X
Searing Pain
5 9 13 17 20
Celestial Beam
1 4 6 8 10

Celestial Beam

1 X
Summon a moving beam of intense light, dealing Magical Damage to enemies.

Damage: 95 / 155 / 215 / 275 / 335
Damage Scaling: 105% Intelligence
Range: 12.8m
Radius: 0.7m
Cooldown: 10s
Cost: 60 / 65 / 70 / 75 / 80
Divine Light
3 15 16 18 19

Divine Light

2 A
Emanate light in the area around you that repeatedly Slows enemies before exploding dealing Magical Damage.
  • For a period after activation, basic attacking fires solar rays, dealing Magical Damage.
  • The solar rays count as abilities, trigger ability effects, and pierce targets.
  • Enemies looking at you gain additional Slow stacks and are Blinded by the explosion.
Damage: 70 / 120 / 150 / 200 / 250
Damage Scaling: 70% Intelligence
Solar Ray Damage: 10 / 20 / 30 / 40 / 50
Solar Ray Damage Scaling: 85% Intelligence
Solar Ray Duration: 2 / 2.5 / 3 / 3.5 / 4
Slow: 5%
Slow Duration: 3s
Radius: 4.8m
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • A Slow stack is applied every 0.5 seconds.
  • The explosion occurs after 2s.
Solar Blessing
2 7 11 12 14

Solar Blessing

3 B
Summon a pillar of blessed light repeatedly dealing Magical Damage and Healing allies.
  • The light empowers you and allied gods in the area, granting Strength, Intelligence, Physical Protection, and Magical Protection.
Damage Per Tick: 20 / 32 / 44 / 56 / 68
Damage Scaling Per Tick: 30% Intelligence
Heal Per Tick: 12 / 24 / 36 / 48 / 60
Strength: 10 / 15 / 20 / 25 / 30
Intelligence: 20 / 25 / 30 / 35 / 40
Physical Protection: 10 / 15 / 20 / 25 / 30
Magical Protection: 10 / 15 / 20 / 25 / 30
Range: 8.8m
Radius: 3.2m
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Cost: 65 / 75 / 85 / 95 / 105

Additional Notes:
  • The pillar of light ticks 6 times over 6 seconds.
Searing Pain
5 9 13 17 20

Searing Pain

4 Y
Blast enemies in front of you with a wave of extreme heat, dealing Magical Damage.
  • Deals bonus damage to gods based on their maximum Health.
Damage: 375 / 450 / 525 / 600 / 675
Damage Scaling: 125% Intelligence
True Damage: 5% Target's Max HP
Range: 19.2m
Radius: 1.6m
Cooldown: 80 / 75 / 70 / 65 / 60s
Cost: 90

Ra Threats

Tap each threat level to view Ra’s threats

Max
0
Major
0
Even
1
Minor
0
Tiny
2

Ra Synergies

Tap each synergy level to view Ra’s synergies

Ideal
0
Strong
1
OK
1
Low
0
None
0

Introduction

Hi, this guide is brought to you by lestimics. I started playing Smite 1 on PC in 2014. I've been playing competitively since 2020 and have been a professional Smite player from 2021 to 2023. I've played on different teams like JustF6, Gilded Gladiators or Tartarus Titans.

You can check out the SmiteVOD YouTube channel where my recorded professional games are. I've peaked at 3500 MMR GrandMaster/Masters in Ranked Conquest on the PC platform every season since 2018. I've also done Smite Masters (LAN) 4 times in 2022, so I really think I have the knowledge to guide on the Solo role in SMITE 2.

I hope you find this guide as a useful learning resource for playing Ra as Solo.

Here are my socials:

Abilities

Ra's Abilities


Passive - Speed Of Light

Ra's passive is basic but it is very good because it gives you movement speed for each ability you use up to a maximum of 3.

It is important to have this passive active constantly, although be careful not to waste too much mana.

Ra has a very useful aspect that you have to activate whenever you play him in solo. This aspect makes your Solar Blessing and Searing Pain only do base damage without scaling but now your Solar Blessing can be placed on allied gods, attaching to them and your Searing Pain can heal allies.


Ability 1 - Celestial Beam

It's Ra's main ability. It is a straight line beam that you use to push minions and to deal damage to enemies.

It's important to use your Solar Blessing ability before casting Celestial Beam, because you'll do more damage.


Ability 2 - Divine Light

This ability deals area damage around you and applies a slow, and enemies that look at you gain additional slow and are blinded.

While using this ability your basic attacks go through enemies dealing magic damage, this helps you to push minions better.


Ability 3 - Solar Blessing

Solar Blessing summons an area of ​​light that repeatedly deals damage and heals allies.

The light empowers you and allied gods in the area, granting strength, intelligence, physical protection and magical protection.


Ultimate - Searing Pain

A straight line beam with a long range that deals magic damage to enemies.

Also if you have the aspect active as I mentioned before it also heals allies hitting them with the Searing Pain.

This ability is very good for securing or stealing objectives like Fire Giant and Gold Fury.


Example Combos:

Solar Blessing > Divine Light > basic attacks > Celestial Beam.

From afar Divine Light > use Blink Rune to get closer > Celestial Beam > Searing Pain > Solar Blessing.

How to play Ra

Gameplay Start / Early Game
  • Start at the Fire Giant side in the lane. You have to push as fast as possible so try to get as close as possible to the enemy tower to use Celestial Beam and push back, so you can use Celestial Beam 2 times faster.

  • You have to be careful because the first levels of Ra are difficult, he doesn't have very good 1vs1 at the beginning.

  • If you have managed to push very quickly you can go to the blue buff, but if you have not managed to push quickly, stay one more wave to be able to level up to get Solar Blessing and do the blue buff later more easy.

  • The following moves are push the lane and try to win the Totem (Totem gives gold for all the team and mana regeneration). From this point on you will have to play calmly trying to get the Totem (Totem gives gold for the entire team and mana regeneration) and farm the harpies on the sides, be careful because you are very exposed to a gank from the jungler in the first levels.

  • On the side camps you can kill the gold camp which doesn't give you experience but a lot of gold, and the two harpy camps give gold and experience. Also if you have pressure online you can invade their harpies too.

  • Remember to buy wards to avoid the ganks and try to comunicate to the jungle to invade blue buffs or try to kill the solo laner.

Mid Game:
  • At this point of the game, which is roughly between 10:00 and 20:00 minutes, you have to push the lanes as quickly as possible and try to rotate because you are very strong, you have a lot of defense, damage, heals with Solar Blessing, and you have to use this advantage, either by using the teleports of the sides of the lane for the duo lane or rotating to the mid lane.

  • If you do rotations in mid lane, Ra has a lot of potential to create pressure because you can heal your allies and do a attrition fight, you can do teamfights playing with heals and pokes to try to win the Gold Fury or Pyromancer.

  • If you use the teleporter from the solo to the duo lane, you have to do the same play but trying to kill the carry or the support and gain the pressure to be able to do the Gold Fury.

Late Game:
  • At this point in the game your job is to be the frontline with the support as teamfights start around the fire giant at around minute 25:00.

  • You have to harass, poke and kill the enemy carry, mid and jungler as they are the most dangerous for your team.

  • To deal with this type of situation you have to take advantage of the Solar Blessing healing your allies, poking with your abilities. Remember that you can use your Searing Pain to heal your allies.

  • The moment you have the fire giant buff, the sieges on the Phoenix begin. Here you have to continue taking advantage of your potential to heals your allies and destroy the Phoenix with the help of your carry and mid slowly. You can also go with your jungle to another Phoenix to create pressure since you have a lot of defense to tank and your jungle can do good damage to the Phoenix easily, adding to the fact that you have a very good fight.

  • If the enemy has the fire giant and it is your turn to defend the Phoenix, you have to be in a group with your team and defend under the Phoenix, being careful with the picks.

  • Constantly call for all information, when you engage try to be followed by your team, always be sure of your decision making.

  • Remember to wards all the zone on fire giant and when you are sieging you need wards too.

How to ward as Solo

White circles: Vision Ward
Green circles: Sentry Ward

Early/Mid Game

Here you can see the best spots to ward as a Sololaner.

These wards will help you to know where the enemy sololaner is moving, as well as if the jungler is trying to gank you.


High Pressure Game

These wards are when you have a lot of pressure in lane and you want to invade blue buffs and red buffs. Remember to call your team that you want to invade so they can help you.


Late Game

These wards are for fire giant teamfights. Remember that you can only have 2 wards active at the same time, so you will need help from your team to ward the entire area from the fire giant.


Siege/Defense Phoenix

These wards are very important when it comes to sieges and defending phoenixes. In this case, the wards are the same whether you defend or attack.
This wards are important because mages often cast abilities through walls, you will be able to react better to their abilities.

Leave a Comment

You need to log in before commenting.

Collapse All Comments

1
ProestUnicorn | February 7, 2025 1:33am
You may want to consider leveling Divine Light > Solar blessing > Celestial beam With ULTI at priority.

At max level it lasts 2>4 seconds and lowers the cooldown by 2 seconds which makes more damage early(and later) than Celestial Beam whether on a int or defensive build.
Celestial Beam also only gets damage.
In the scenario of 0 int like here(minus the solar blessing) - Divine Light will deal 325 damage compared to 250 + 50 per ray, so 450 damage at 1.0 attackspeed(You will have more, so it is closer to 500) plus auto attack damage on each targer on top of that, which outdamages by a lot.
Rays will also proc the bluestone and glad shield as if it is a separate ability.

For that reason a berserker shield is a choice that will give You more defense and damage on lower HP, while not being too different damage wise on full HP from glad shield vs attackspeed and higher phys+magical def.
You would lose on cooldown and some HP, though, so no idea which will actualy be better.
I'd call it a matter of preference.


Divine light has much higher boxing and clearing potential than his Celestial beam because of that, which is a great help early game and helps win the pressure.
1
lestimics | February 7, 2025 5:55am
Hi ProestUnicorn.

When Ra was put into solo mode it was true that the best ability was Divine Light, but in the patch notes 2 weeks ago they nerfed the damage of the 2nd one a lot. Now you have to level up Celestial Beam because of that.

You can play it as you mentioned with the Berserker shield, but in my opinion it's worse.

https://www.smite2.com/news/open-beta-2-update-notes/

Thanks for your comment
1
Branmuffin17 (401) | February 7, 2025 11:19am
Another thing to consider I think, would be that no matter what else, Celestial Beam is by far the safest wave clear ability. In the case you end up being outmatched due to matchup or they're just better skill, or the jungler's trying to gank regularly and your jungler is nowhere to be seen, Beam is just the easiest bet to stay safe.
1
Branmuffin17 (401) | January 31, 2025 2:21pm
Hey Lestimics,

Really quick notification, it looks like the video for Divine Light is showing Solar Blessing being cast on enemies, can you fix that?

Also, something to consider (your choice), but indicating in the title that this is a build specifically for Solo could be easier and quicker for readers to reference, rather than going down into the body of the guide to confirm.
1
lestimics | February 1, 2025 2:45am
Hi Branmuffin17

Thanks for reporting the error and the feedback, it's now fixed.

I hope the guide was helpful to you.
Loading Comments...
Load More Comments

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved