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Rama: Let There Be Kills! (ADC Guide/ Build)

2 0 14,903
by Dantebeetus updated December 9, 2015

Smite God: Rama

Build Guide Discussion 3 More Guides
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Rama Build

Starter

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

Build Spiked Gauntlet Into

Build Item Soul Eater Soul Eater

2 and 3

Build Item Transcendence Transcendence
Build Item Hastened Fatalis Hastened Fatalis

4 and 5

Build Item Asi Asi
Build Item The Executioner The Executioner

6 (Sell Death's Toll)

Build Item Rage Rage

Actives

Build Item Greater Purification Greater Purification
Build Item Combat Blink Combat Blink
Build Item Greater Meditation Greater Meditation
Build Item Greater Sprint Greater Sprint

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

Introduction

'Tis I, Master Dantebeetus!


Hello! I am Dantebeetus. You may remember I made a Mercury build a while back when I played him religiously. Since I have expanded my playing field by trying out a lot of the Gods, I have found a select few that I am going to invest my time into. Rama happens to be one of the lucky Gods that I am doing this to. I will be going over different tactics, the build, and how to work Rama around in a match.

Items

Now this build as stated is mainly attack speed. Believe it or not, you can do a fair amount of damage early game, allowing you to get an edge against other opponents. This also goes for any hunter. Just pray to the Gods that you aren't playing against a schmuck who starts with a Critical Chance item! (Kidding!)

Spiked Gauntlet: Spiked Gauntlet tends to be an item you'll see most Hunters start with. This is because it allows and early game Lifesteal, which is especially good for some early game sustain on lane. The item offers +7% Lifesteal

Death's Toll: Death's Toll is a starter item that works as a Lifesteal item, giving you Physical Power and a small amount of Health. Each time you hit an enemy with a basic attack, you gain 6 Health and 1 Mana. You also gain +15 Physical Power and +90 Health.

Soul Eater: This item would be built from the second tier item, Bound Gauntlet. When finishing this item, you gain more Lifesteal to let you sustain more in lane. You also gain Attack Speed and a significant amount of Health. You gain +20% Physical Lifesteal, +15% Attack Speed, and +300 Health. This item's passive is an aura, which gives units within a 70 unit radius +15% Physical Power and +10 Physical Protection.

Transcendence: Transcendence is a VERY good item early game, solely for the amount of Mana you gain from it. When getting this item, you gain +35 Physical Power, +300 Mana, and +6 MP5. The passive of this item is what makes this item really good. This item can stack up to 50 times, each stack giving you +15 Mana. You gain 1 stack from a minion kill, and 5 stacks from a God kill. 3% of your Mana is converted into Physical Power.

Hastened Fatalis: Hastened Fatalis offers quite a bit to work with, considering you'll probably grabbing this item a little bit before mid game. You gain +30% Attack Speed and +10% Movement Speed. It may seem strange to grab this item rather than Ninja Tabi, but the passive of this item will allow a lot of mobility when using your basic attacks. The passive of this item removes the attack speed debuff that you would normally get when initiating a basic attack, but only if you hit an enemy. The debuff only last for 1 second per connected basic attack.

Asi: When you get Asi, you will be getting more Lifesteal and Attack Speed. Different from the other items, you will also be getting Physical Penetration. You gain +30% Attack Speed, +15% Physical Lifesteal, and +15 Physical Penetration. The passive of this item is actually very useful, allowing you to gain an additional +25% Physical Lifesteal for 5 seconds when you drop below 35% Health. This can only occur every 15 seconds.

The Executioner: Remember when I said this build was going to have A LOT of Attack Speed? Welp, here's the final item that you will get that increases your Attack Speed. When getting this item, you get +30 Physical Power and +20% Attack Speed. The passive of this item will allow you to decrease an enemy's physical protection by 8% when hit with a basic attack. An additional 6 points will be decreased from a basic attack, allowing you to stack the passive three times for three seconds.

Rage: By the time you get this item, you should have sold Death's Toll. This is your only Critical Chance item, allowing you to finally start dishing out more heavy amounts of damage. This item will increase your Physical Power by 30 and your Critical Strike Chance by 30%. The passive to this item will increase your Critical Strike Chance significantly. If you do not hit a Critical Strike against an enemy with a basic attack, your Critical Strike Chance will increase by 10%. This can stack up to 5 times, allowing you to add 50% to your maximum Critical Chance. When you hit a successful Critical Strike, the stacks will reset.

Abilities

Rama has a somewhat of a different set of abilities, allowing him to be very mobile and able to keep his opponents on their toes.
Astral Strike: 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 75% 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.
Pick Me Up: Passive: Any time an enemy is hit by an Astral Arrow there is a % chance that an Astral Arrow pickup will appear on the ground (Only procs on the first enemy hit by Astral Strike). The pickup adds one Arrow to Rama's Astral Arrow count.

Active: Rama gains increased attack speed.
Rolling Assault: 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.
Astral Barrage: Rama launches into the air and shoots 3 powerful arrows at the ground, each successive shot increasing in damage: 50%, 75%, 100% and decreasing in AOE size: 30, 20, 15.
Astral Quiver: Rama’s Astral Quiver generates an Astral Arrow every 15s. Also, every basic attack that Rama lands will reduce the amount of time to generate an arrow by 2s. Astral Arrows are used with Rama’s other abilities.

Pros / Cons

Pros



- Can do a large amount of damage in a short amount of time

- Very mobile

- Has somewhat of a good sustain in lane


Cons



- Can be killed easily if facing more than 2 Gods

- Is only good early game when he has Soul Eater

- Late game can be a hit or miss depending on level

Summary

So in summary, Rama is a pretty darn good hunter. I know you noticed that I didn't do any sort of tutorial for the combos and what not. Rama is pretty straight-forward. His abilities are more or less just used separately when attacking enemy Gods. I hope you get a good idea as to what to build and do with Rama, and you rack in those kills like the animal you are!

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1
npdabest09 | March 14, 2016 9:07pm
I've been trying to test out different builds for season 3 with Rama. Personally, I haven't liked any transcendence-based builds on him so far. I find the original two critical build to work even better.

Soul Eater isn't a good replacement for boots. If you die, you have to rebuild 20 stacks which is inefficient end-game. 35% life steal is nice but you may want to look into other options. I still find Devourer's Gauntlet to be a great life steal item in Season 3.

This build causes the attack speed to hit over 2.5 when you activate Rama's steroid. I built Titan's Bane instead of Executioner because of this.

It was a good build though. The lack of constant movement speed really hurt me though because my chase potential depended on how many stacks I had.
1
Dantebeetus | December 23, 2015 11:12pm
krymzin wrote:

Not a bad build. But drop asi or souleater for boots. You don't need all that extra lifesteal and if you think you do, just get devourer's guantlets. You NEED boots, it isn't even a question. I personally like getting warrior's tabi with asi and fatalis, which gives you more than enough attack speed and lifesteal if you can hit your basics.

Yeah, I've been still trying several different variations of builds with Rama, and I think I just use this build during casuals now. I've been using Asi over Soul Eater more than anything.
1
krymzin | December 14, 2015 10:50am
Not a bad build. But drop asi or souleater for boots. You don't need all that extra lifesteal and if you think you do, just get devourer's guantlets. You NEED boots, it isn't even a question. I personally like getting warrior's tabi with asi and fatalis, which gives you more than enough attack speed and lifesteal if you can hit your basics.
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League of Legends Build Guide Author Dantebeetus
Rama: Let There Be Kills! (ADC Guide/ Build)
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