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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.
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...
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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. |
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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. |
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Boots of choice for every hunter in my eyes. Movement speed, power, and penetration. |
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Power and Speed. Shred's armor with a stacking Penetration debuff. Best when facing a "tanky" team. |
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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. |
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Power and Crit. Stacking Crit chance buff if your in hand attack doesnt crit. CORE |
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Power and Crit. 50% increased Critical damage. This is where your numbers become real. CORE |
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Power and Pen. Grab this if you picked up Qin's early and they enemy team stacked defense late. *My Preference |
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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. |
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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 |
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. |
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.
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. |
..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. |
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!
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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.
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
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.
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.
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.
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