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Rama - Conquest ADC

28 5 286,345
9.4
by Malnourish updated September 2, 2014

Smite God: Rama

Build Guide Discussion 22 More Guides
Choose a Build: Well Rounded
Well Rounded "Zapman" Build
Tap Mouse over an item or ability icon for detailed info

Rama Build

Start

Build Item Death's Toll Death's Toll
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Healing Potion Healing Potion

Core

Build Item Warrior Tabi Warrior Tabi
Build Item Devourer's Gauntlet Devourer's Gauntlet

3rd item- Situational

Build Item The Executioner The Executioner
Build Item Qin's Sais Qin's Sais

Crit - Get both

Build Item Rage Rage
Build Item Deathbringer Deathbringer

Last items - Situational - Pick 1

Build Item Asi Asi
Build Item Titan's Bane Titan's Bane
Build Item Malice Malice

Rama's Skill Order

Astral Strike

1 X Y
Astral Strike
1 4 6 8 10

Infinite Arrows

2 A B
Infinite Arrows
2 7 11 12 14

Rolling Assault

3 B A
Rolling Assault
3 15 16 18 19

Astral Barrage

4 Y X
Astral Barrage
5 9 13 17 20
Astral Strike
1 4 6 8 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
2 7 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
3 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

Change Log

June 27, 2014: Published the guide.
July 8, 2014: Added Skill Sequence and Explanation.
July 12, 2014: A little bit of cleanup and spelling correction.
August 1, 2014: A proper skill order finally. Also added the "Zapman" build. Oh and a touch of cleanup.

Introduction

Hey everyone! My name's Mal, IGN Malnourish, and welcome to my first guide! I play mostly Conquest and prefer the ADC role. I do play support and jungle often as well. Keep me out of Solo and Mid though.

As I said, this is my first guide and I would greatly appreciate any and all feedback, positive and negative!

Onto the guide...

Items

Your standard starter item. Combo this and Spiked Gauntlet and your health sustain should be enough to sustain you in lane through minions and potential light harassment. These will not save your life in the event of heavy aggression or a mistake on your part.

First Back

Solid power and hefty lifesteal and a staple in all of my ADC builds, buy it early and stack it fast. I always try and stay in lane until I have the gold to finish this and at least Combat Boots.

Sprint

My absolute favorite active on a hunter. Pick up rank 1 early, unless you're fed, then get Greater Sprint.

Boots of choice for every hunter in my eyes. Movement speed, power, and penetration.

Your "Shred" of Choice

Heavy Defense? Go Executioner. High Health? Go Qin's

Power and Speed. Shred's armor with a stacking Penetration debuff. Best when facing a "tanky" team.

OR

Power and Speed. Extra burst against squishy gods and high health gods. Low physical Defense on the enemy team? Go with Qin's. *My preference.

Critical Strike

Power and Crit. Stacking Crit chance buff if your in hand attack doesnt crit. CORE

Power and Crit. 50% increased Critical damage. This is where your numbers become real. CORE

Situationals. When and Why.

Power and Pen. Grab this if you picked up Qin's early and they enemy team stacked defense late. *My Preference

Power and Crit. Passive is decent for pesky gods like Bastet who have great escape, but the real beauty is the power. ONLY if the enemy team has low defense.

Attack speed, Lifesteal, and a little Penetration. Passive gives a massive lifesteal bonus if you drop below 35% health Useful when Ao or Zhong are around and youre getting dotted up

My Typical Late Game Build w/Actives

A Note on Actives

Skills

Not a lot to say about his passive. It scales well as you level with your attack speed get faster along with any attack speed items you build along the way. All of your SUCCESSFUL basic attacks reduce the astral arrow generation time by 2 seconds. Other basic abilities interact with astral arrows.

Makes each of your in hand attacks pierce minions, walls, and gods. Also deals bonus damage, slows for one second, and consumes 1 astral arrow per shot and cannot be activated when you have 0 astral arrows. This is your lane clear and early game harass.

Pick Me Up

Your steroids. Straight attack speed when active, also grants a 10/20/30/40/50% change to drop an astral arrow on the ground when using an ability that consumes one.

Your escape. And so much more. It is a dodge roll that will roll in the direction you are moving! Your next shot within 4 seconds of rolling consumes an astral arrow and will cripple for 1 second. This ability is absolutely fantastic. Use it to get out of a bad situation, juke through a player in a 1v1 situation, or chase down an enemy god and secure a kill.

Your ultimate. And probably my favorite of the Hunter ults. You jump into the air, similar to Freya's ult, and fire 3 shots at 50/75/100% aoe damage, each shot decreasing in size. At the time of writing this, you have a massive range while in the air. From your t1 tower you can easily hit players in the middle of the lane, by red/yellow buff, and just short of mid harpies.

Skills Progression

My reasoning behind leveling Astral Strike first and often is for lane clear mostly. The faster your clear your lane, the more farm youll get and the safer your poke/harass will be. Fighting with your minions and forcing the enemy ADC to hide under his tower keeps you save and costs the enemy gold.A single point put into Rolling Assault is all you need early. Its a movement ability at its core. Be very cautious using this offensively as you can very easily get stuck in a poor position with no way out.
I avoid points in the ultimate, Astral Barrage, with the exception of levels 5 and 9, until later. It has decent damage even at low levels and will mostly be used to pickup a low health runner.
Some players prefer to put points into Pick Me Up early to speed up clear, but I prefer the mana efficient Astral Strike over this route. Both are acceptable and will work just fine. The upside to the Pick Me Up leveling route is early kill potential is increased.

Phases and Team Play

Lane

During the early game your job is very simple. 1.Farm, 2.Push creeps, 3.Harass. Depending on your skill level, how well you're farm is going, and how aggressive the enemy team is being you may or may not be able to score an early kill. Ward up when you can, but that is mostly your support's job (in my opinion) early on. Farm until you can get your Devo Gloves and Boots 1.

Mid.

Two words... Team Fights! Stick in the back using your Astral Strike to hit multiple gods if possible while slowing them. Keep Keep Pick Me Up active to keep the damage up! Use your ult, Astral Barrage to pick off runners and possibly pull you out of a stick situation temporarily. Keep in mind you drop back down in the same spot you went up at! A last note. If you still need to push down towers, Rama is solid at split pushing. Up there with any other top tier hunters.

Late

Full Build. Buying mostly consumables at this point. Look for the high damage targets first. Mages/Hunters/Assassins. These are your priorities! Got a diecide? Or 5v3 with their tank down? Go for fire giant if your team's HoG3 is available. Got the FG? Push any remaining towers and phoenixes. Play smart and pick your fights and its a win!
General Team Fight Tips

Pros / Cons


Solid Wave Clear
Able to poke through Minions/Walls
Insanely Satisfying Ultimate
Explanation

Very Little Escape
Squishy
Very Susceptible to CC
Explanation

***The "Zapman" Build

..Preface...

This is a pretty straight forward double stack "high risk - high reward" build. I would ONLY do this on SAFE hunters like Rama, Ullr, Artemis, and Anhur. Those with easy escape or CC Immunity mechanics. Neith could also be argued to be viable with this build but Id stick to the safer build with her.

....Why.....

The idea behind this is simple. It allows for a more aggressive start thanks to the power from Death's Toll and morning star. Doing so youll have faster clear than you would with the Death's Toll and Spiked Gauntlet start but a bit less sustain. Do this only if you feel confident you wont be harrassed out of lane. Youll want to back as soon as you have the gold to finish Heartseeker to get them stacking and gain the movement speed as well to help offset the late pickup of your boots.

Zapulating

Once both Heartseeker and devouer's gauntlets are fully stacked your lane clear and push will be so efficient that you can often forgo to blue buff, which you can do on Rama anyway, giving it to your Support if you so please. Your harrass and boxing will usually outmatch anyone not using this build as long as you can land your autos. You'll be moving ever so slightly faster as well so in a chase scenario you'll have a decent advantage both pursuing and being pursued.

Important Notes

While I am not a "pro" Smite player, I do feel that I play solidly and that I have a good grasp on how to build/counter build my characters. Nothing in this guide is cold hard fact and is based on my findings and opinions, along with what has been working for me. If you find this build fails you, let me know! Feel free to PM me in game or comment below.

One thing to keep in mind is to always counter build. Whenever you back, or die, take a quick look at the enemy teams' builds and adjust accordingly. Good luck and have fun!

Leave a Comment

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Collapse All Comments

1
StaatS 5 | September 13, 2015 12:32am
Not bad man I will give this a try.
1
m12arcos | September 13, 2014 7:21pm
You should remove qins IMO. Price isn't worth it anymore.
1
daan831 | September 3, 2014 2:48am
First of all, nice guide!

A few questions:

1) I don't put any levels in rolling assault until level 4, unless the enemy lane is very aggressive, in which case I put a level in pick me up at level 4. I find this gives me way better waveclear, and saves me 1-2 arrows in the earlygame. What is your opinion on this strategy?

2) I really like to get a bloodforge as my last item, unless I need to split push a lot. Why isn't it on the last item slot?

Thanks in advance for responding

EDIT: just found out that no on hit effects apply on astral strike beyond the first hit, so frostbound hammer isn't really worth it.
1
Malnourish (3) | September 2, 2014 9:32pm
CloudBarrow wrote:

Great guide. Only mistake that I noticed is that you wrote that Rolling Assault slows, and it doesn't slow at all. It cripples. Great item build though.


Fixed! thank you <3
1
CloudBarrow | September 2, 2014 3:32pm
Great guide. Only mistake that I noticed is that you wrote that Rolling Assault slows, and it doesn't slow at all. It cripples. Great item build though.
1
Malnourish (3) | August 27, 2014 1:15am

What would you recommend to pick up third instead of Qins now that it's price has gone up by quite a lot? Would execution do the job just a well or a different item?


I would *almost* always go with executioner now with the Qin's price increase.
1
Battle Turtle | August 21, 2014 6:48pm
What would you recommend to pick up third instead of Qins now that it's price has gone up by quite a lot? Would execution do the job just a well or a different item?
1
Malnourish (3) | August 7, 2014 2:28am
As of the New Wa patch, nothing major changed with Rama aside from a minor mana cost to fire his arrows with his 1 active. no need for any real update.
1
Malnourish (3) | August 3, 2014 12:45pm
ShaoTheGreat wrote:

After much Rama experimentation this is pretty much my build too. I rush Dev Gloves first and go for at least 25% CDR with Jotunn's. Rama is the only hunter I like CDR on. With a full 40%, you can activate his steroids with only a 1 second gap (6 second cooldown on an ability that lasts 5 seconds). I also dodge. A lot. Rama is also the only god besides Vamana that I've had luck going bootless on. People think I'm suicidal since he's so squishy, but Hastened Fatalis will make him almost as fast, process his spirit arrows faster, and give you the leading edge when dueling with another hunter in an arrow war - with max CDR you can roll every 3 seconds so as long as you maintain positional awareness, you can stay back and let loose a constant barrage of arrows. I made the first (and wildly unpopular) Rama build on Smitefire that focused on lifesteal, CDR, and attack speed. It worked great in Joust but fell down in Arena and other modes due to lack of real damage so I ended up working in Rage and Deathbringer. Nice guide. Upvote from me.


Thanks for the kind words and the upvotes Shao, I actually had posted a reply on that build. Didnt vote either way because I didnt agree with the build, although I did defend it as it was a logical build for 3v3/1v1 joust.

Andrain wrote:

Is there any real reason that not getting Level 2 glove instead of Death's toll isn't suggested? I find when I'm fighting in mirror matches I get my Devourer's Gauntlet far faster than my mirror that translates to faster stacks which seems to me to quickly eclipse the Death's Toll bonus. Even if I fall behind a kill and they have a bit more gold than me I'm much faster getting to full boots and full stacks with the glove which gives me a higher advantage to propel me ahead.

As Alexi said, its for the sustain and slightly more power. DT gives mana back on hit as well and while as of right now (8/3/17) that is a non-issue for Rama this will change with the patch.


AlexiTheSexy wrote:

Also nice guide, the one minor error that I noticed though was that you levelled the 'pick me up' ability 8 times and the 'rolling assault' ability only twice.

WOOPS! Copy paste error. Fixing now as I am mostly removing that section! Thanks
1
ProcessOwn | July 23, 2014 6:50am
OMFGLove it! and Im going to max out Rama with this build! So how do I copy you and make it sound like my idea? :D jk
1
AlexiTheSexy | July 22, 2014 6:54am
Also nice guide, the one minor error that I noticed though was that you levelled the 'pick me up' ability 8 times and the 'rolling assault' ability only twice.
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