Smitefire logo

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

Create an MFN Account






Or

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x

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

Banner for Ra guides

Support Ra: The Gas Giant

6 3 62,873
by MaddJack updated January 9, 2015

Smite God: Ra

Build Guide Discussion 14 More Guides
Tap Mouse over an item or ability icon for detailed info

Ra Build

Basic Items for Sustain (Recommended for Joust 3v3)

Build Item Warlock's Staff Warlock's Staff
Build Item Shoes of Focus Shoes of Focus
Build Item Sovereignty Sovereignty
Build Item Rod of Asclepius Rod of Asclepius
Build Item Void Stone Void Stone
Build Item Ethereal Staff Ethereal Staff

Actives

Build Item Shielded Teleport Shielded Teleport
Build Item Aegis Pendant Aegis Pendant
Build Item Greater Sprint Greater Sprint
Build Item Combat Blink Combat Blink
Build Item Weakening Curse Weakening Curse
Build Item Greater Purification Greater Purification

Starter Items

Build Item Watcher's Gift Watcher's Gift
Build Item Uncommon Staff Uncommon Staff

Substitutions

Build Item Bulwark of Hope Bulwark of Hope
Build Item Magi's Cloak Magi's Cloak
Build Item Shoes of the Magi Shoes of the Magi
Build Item Reinforced Greaves (Deleted) Reinforced Greaves (Deleted)
Build Item Pestilence Pestilence
Build Item Gem of Isolation Gem of Isolation
Build Item Obsidian Shard Obsidian Shard

CORE Items

Build Item Warlock's Staff Warlock's Staff
Build Item Shoes of Focus Shoes of Focus
Build Item Rod of Asclepius Rod of Asclepius

Ra's Skill Order

Celestial Beam

1 X Y
Celestial Beam
2 8 11 12 14

Divine Light

2 A B
Divine Light
3 15 16 18 19

Solar Blessing

3 B A
Solar Blessing
1 4 6 7 10

Searing Pain

4 Y X
Searing Pain
5 9 13 17 20
Celestial Beam
2 8 11 12 14

Celestial Beam

1 X
Ra summons a moving beam of intense light from the sky, doing damage to anyone caught under the beam.

Ability Type: Line, Damage
Damage: 95 / 155 / 215 / 275 / 335 (+100% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 10s
Divine Light
3 15 16 18 19

Divine Light

2 A
Light starts to emanate from Ra, stacking a Slow every .5s on enemies near him, and twice as fast on enemies facing him. After 2s, the light detonates, doing damage, applying another Slow stack, and increasing the Slow duration. Any enemies facing Ra at the time of the explosion are also blinded. Additionally, Ra cleanses himself of Slows and becomes immune to Slows for 0.6s when activated.

Ability Type: Circle, Crowd Control, Damage
Damage: 70 / 120 / 170 / 220 / 270 (+70% of your Magical Power)
Slow per Stack: 5%
Detonate Lifetime: 3s
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Solar Blessing
1 4 6 7 10

Solar Blessing

3 B
Ra summons a pillar of blessed light that persists for 6s. Allies inside the blessing have increased Protections and Power and are Healed every second. Enemies are damaged every second.

Ability Type: Circle, Buff, Damage
Damage per Tick: 20 / 32 / 44 / 56 / 68 (+25% of your Magical Power)
Heal per Tick: 12 / 24 / 36 / 48 / 60
Protections: 10 / 15 / 20 / 25 / 30
Physical Power: 10 / 15 / 20 / 25 / 30
Magical Power: 20 / 25 / 30 / 35 / 40
Radius: 20
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Searing Pain
5 9 13 17 20

Searing Pain

4 Y
Ra calls on the power of the sun to decimate his foes in an extreme blast of heat in front of him, doing damage to all enemies unlucky enough to find themselves in the path. Enemy gods take additional damage based on their maximum Health.

Ability Type: Line, Damage
Damage: 400 / 475 / 550 / 625 / 700 (+110% of your Magical Power)
Additional Damage: 5% of target's maximum Health
Range: 120
Cost: 90
Cooldown: 80 / 75 / 70 / 65 / 60s

Introduction

Hello, Smitefire, the name's MaddJack and I'll pass on the drawn-out introductions and skip to what this guide is really about:
NOT HAVING TO PLAY A TANK FOR EVERY SUPPORT GAME.

We've all had this happen, we're dying to play our burstiest mage and destroy the enemy He Bo in glorious carnage, but somebody called our lane first. They say, "Sorry, brah" and you're stuck with support. BUT! Support doesn't have to be all bad! With this build, I'll show you how Ra can be made into a ranged Hades-style magical bruiser, whose only fear is a lot of penetration and a less-than-brilliant carry (although you can't be picky. You are support Ra, after all).

This guide focuses on the high-health-with-some-defense-and-some-damage-style warrior build, but I've found that it works wonders for our Egyptian bird brain here.
I'll be talking about his items, his skills, and a summary of his play-style.

(Also, this is my first guide, so criticisms are welcome and expected. I would love references, suggestions, advice, anything to make it better.)

Pros/Cons

Pros

    High sustain
    Decent clear and laning phase
    High health and decent defense

Cons
    Less than ideal damage when built tanky
    Fails in crazy teamfights, becomes more of a beefier mage late game
    Can only really mitigate some damage, not a true tank/warrior

Items

This build focuses on high health with some defense, mixed with insane sustain and decent damage. Ra's heal and passive help make him good for sustaining and mobility, therefore I included magical boots as opposed to tanky ones to improve his poke and clear in the early laning phase. However, if you MUST have some more defense for whatever reason, go for it.

Watcher's Gift
This item is a must on all supports, because it allows your carry to get ALL of the last hits while farming, while letting you get them as well to finish off your stacks. You don't want to be stealing kills and farm, that's for sure. That's one of the main reasons why your team probably won't be crazy about having a mage support in the first place. This is how you prove them wrong.
Warlock's SashWarlock's Sash CORE:
I like to think that this is the heart of your build. Get the stacks on it early and everything else falls into place fairly nicely. It offers extra heath and magical damage as well as bonus mana for that early game sustain and poke. Great for starting off strong.

Shoes of Focus CORE:
This doesn't look like much of a tank/warrior build to start based on this item, and that's because of the late game mage status which I will explain in the play-style section. This item grants you additional movement speed and cooldown reduction(CDR), which in perspective will go a much longer way for pushing your lane than pen will, since it allows you to spam your abilities a bit more. The extra mana is always nice, too.

Sovereignty
This item is a glorious item for any support that could give your team an edge in the teamfights, not to mention how necessary it is for early game so that your carry can deal with the enemy laners' damage. It also syncs well with your Ethereal Staff due to that extra health benefit.

Rod of Asclepius CORE:
Another tankier item, this provides you with more sustainability with its HP5 and healing buffs, as well as increasing your health and increasing the usefulness of your Ethereal Staff.

Void Stone
Ahhh, the prized possession of any mage hoping to become a successful counter-builder. However, for a mage seeking a support position, it works just as well for gaining magical protection and a decent amount of power, while adding in some penetration for good measure. It really helps your ability to initiate, allowing your carry to seize more opportunities for kills. This is great for early game laning and even some mid to late game tussling when the enemy team (or at least duo lane) is highly magical. Helps even more so if your lane partner is also magical, though I would NOT recommend that lane composition if you can avoid it. Late game, a good choice would be to sell this item for something a bit more potent, such as Obsidian Shard.

Ethereal Staff
The best way to end a warrior-esque build I can think of is with some extra health paired with some extra damage and a way of making your other health-related items even more relevant! The extra health and power will help you support your team with heals and stay on top of the enemy team longer, as well as providing some extra power for your push/heals. However, you can put it off in favor of some other situational items, depending on the need. I personally find that Gem of Isolation is a great substitute for this beauty.

When you need to go for more damage, I recommend replacing the last item with some of the more magical-power-oriented substitutes below.

Substitutions

Bulwark of Hope
Need some extra magical protection? Fear not! Bulwark of Hope is here. In addition to the magical protection and health (which will buff your Ethereal Staff), this item provides a shield when under 25% health that helps you fulfill your tanky little heart's desires.

Shoes of the Magi and Reinforced Greaves both have their own unique traits that make them useful in your build, whether it be extra defense or penetration (pen). Either could be bought as a replacement for your Shoes of Focus. Both of them additionally grant you extra movement speed, which can be very helpful in a tight spot when combined with Ra's passive.

Magi's BlessingMagi's Blessing is basically an item that gives you defense and an extra item slot, filled with purification beads. I find it to be pretty dumb not to buy this item on tanks and warriors, since it works so beautifully against high cc enemies like Ares and Ymir. I would use this instead of Ethereal Staff if you want a tankier build, as it will grant you protections that you would otherwise lack.

Pestilence has the same basic stats of additional health and magical defense as Bulwark of Hope, but their passives are what should make the decision for you. Pestilence will give you a healing reduction for nearby enemies, allowing you to outplay enemy healers, but Bulwark will grant you additional defense when you get down below 25% health. Use these based on whether or not the enemy team has a bit of a healing problem.

Gem of Isolation is easily one of the best support items for a mage-turned-support. The slows, combined with Ra's passive and 2, are great for initiation, securing kills, and escaping. Great for any build, regardless of role.

Obsidian Shard gives you extra magical power and 33% penetration, so why wouldn't you get it if you know you can afford to do some more damage as opposed to take it all?

Skills

Ra has one of the best support kits in the game, as far as I'm concerned, because where it lacks in hard cc, it makes up for in versatility between offense, defense, and the ability to keep your teammates in fighting shape, providing them with that extra edge to gain the upper hand. Plus, he's a bird man, and what's cooler than that? Nothing. Nothing is cooler than that. RAKAKAKAKAKAKAKAKAKKA~

Speed of Light is Ra's passive, which grants him additional movement speed stacks whenever he uses an ability. This is a great skill for mobility, and when combined with his 2 and Gem of Isolation it is nearly impossible to catch up with him.

Celestial Beam is Ra's main clearing ability. It also serves as his nuke, doing damage in a straight line in front of him to gods, minions, whatever is in his way. This ability should be used for poking as well, especially after enough mana and cdr have been acquired. I max it second, after his 3.

Divine Light blinds all enemies around him after several seconds upon activation, slowing them and doing damage. Although best used for initiating team and duo lane fights, this ability is beautiful when used as an escape, as it employs his passive to also increase his own movement speed. I max this ability last.

Solar Blessing is going to be your bread and butter for this build, as it serves as a damaging ability, your heal, a good poking mechanic, and your team's sustain for teamfights and duo lane fights. It also serves its purpose well when placed in the enemy tower for diving with minimal sacrifice. I max this ability first for the extra damage and sustain.

Searing Pain is one of the most glorious ultimates in the game, dealing an enormous amount of burst damage and simultaneously making you cc immune. This ability is best used as a chasing ability for the more hawk-eyed of us (pun intended), but can also be used as an initiation for teamfights and duo lane scuffles. Put points into it whenever available.

Here's what an ideal jungle gank initiation with Ra would look like:

Drop a Solar Blessing onto your enemy, following up with Divine Light to blind and slow them, while shooting off Celestial Beam to begin weakening them, then helping your carry finish them off by using Searing Pain for a snipe.

--> --> -->

Alternatively, an in-lane gank may look like this:

Initiate with Searing Pain to damage and scare the enemies, chasing them with Divine Light and dropping a Solar Blessing on top of them, further damaging them with Celestial Beam.

--> --> -->

Play-Style

Ra is one of the most versatile gods in Smite, able to play in basically any lane when built right, but what's more important is how he's played throughout the game in order to ultimately define his role completely and without a doubt. Here's where we'll look at the specifics of his gameplay.

Early Game

Although Ra's clearing ability is great, even early, it's important that we understand that the CARRY NEEDS THE FARM MORE. Plus, since we've built Watcher's Gift, we're able to throw out one ability to HELP clear the wave without taking last hits from your friendly neighborhood adc, and while simultaneously receiving the benefit anyway to help stack up your Warlock's Sash (but we'll get to that).

The Golden Sash we've picked up with the Watcher's Gift isn't going to be too significant until we have it fully built, although it will make you ever so slightly beefier, therefore allowing you to take a little bit more damage than Ra would normally be capable of taking. Your first priority early game is to help your adc clear lanes as fast as possible, your second is to poke the enemy laners and initiate to provide opportunities for him to get some early kills. A fed carry is a happy support, and Ra is no exception.

By the time you've finished building your Warlock's Sash and started your Shoes of Focus, you should hopefully have helped your carry secure a few kills, but if not, never fear! There's still plenty of game to go...

Mid Game

Upon completing your shoes you will likely be between the levels of 8 and 10, meaning you've successfully (I hope) entered mid game! Next you should begin building Sovereignty, and while keeping that in mind, it's also about time to start rotating so that your carry can have more uninterrupted farm. However, if your carry is in a position where they can easily be picked off, you may want to stay a bit longer.

Now, as far as rotations go, ideally you'll be visiting mid-lanes as soon as the third wave of mid camps are up. Now, this being not the most perfect of worlds, that may not happen, so it's best for you to just follow and rotate with the enemy support. Don't want them to cause too much mayhem for mid and solo lanes. Remember to make sure you CALL YOUR MIA'S as far as the support goes, because that guy can REALLY mess things up for your team if not accounted for.

This is also, of course, your time to start ganking mid and solo lanes, depending on where the opportunities/NEED can be found. If you can help your team secure some more kills, awesome! If not, but you can keep them alive, almost as good! Remember to make sure you're checking up on your adc every now and then as well, don't want them to be alone forever. Next, as far as items go, you should be finishing your Sovereignty and moving on to your Rod of Asclepius. You're gonna need it because it's time to enter... *drum roll* the late game!!

Late Game

We've made it! And this is where things get crazy. Hopefully your team will have a warrior such as Chaac or Tyr who can handle most of the team fight initiating, however, being the support, it does fall to you to make most of this **** happen. Your main goal is keeping your teammates alive and providing opportunities for them to get kills. Of course, by this point, they should be pretty fed (in a perfect world) so they should be able to get kills fairly easily.

As you finish constructing your build WHILE KEEPING IN MIND the enemy team comp and trying to counter it best, it should be noted that you need to tank **** so that other gods can get objectives and whatnot. You best be tanking those Towers with your Solar Blessing. With your defense and heals, you should be the one to initiate on group objectives like the Fire Giant and the Gold Fury, as well as simple ones like taking down towers and phoenixes. Before you know it, you'll be ulting the Titan in the face!

Closing

Ra is an amazingly flexible god, allowing for a myriad of play styles. I count him as one of my favorites simply because of the enormous level of variety that his kit has to offer. I like to think of him as the #Chameleon of Smite.

Thanks for reading, let me know if there are any gods that you specifically want to see done in a different way. I specialize in gods going outside of the meta (insert terrified gasps from pros and flamers here) while remaining fun to play. I main Anubis, Ra, and Neith, with several other mages, assassins, and carries being my sub-specialties.

I you liked this guide you can check out some of my others!
Solo Ao Kuang
Janus Guide

I also make videos! Check out my YouTube channel here!

Until next time, demigods!

Leave a Comment

You need to log in before commenting.

Collapse All Comments

1
MaddJack (4) | May 23, 2014 8:26pm
I see your point. But if i may ask, why is stopping halfway and switching bad? Does it contribute to some disadvantage that I'm unaware of?
Greenevers wrote:

Yeah, so don't just stop mid way for Solar Blessing, continue that and prioritize Celestial Beam third whenever you can't rank Searing Pain and Solar Blessing.
1
Greenevers (105) | May 23, 2014 12:17pm
Yeah, so don't just stop mid way for Solar Blessing, continue that and prioritize Celestial Beam third whenever you can't rank Searing Pain and Solar Blessing.
1
MaddJack (4) | May 20, 2014 7:07am
That's exactly what I meant to do, actually. Put three points in Solar Blessing, followed by completely maxing Celestial Beam, so they will both be rank 3 at the same time before the 1 is maxed, THEN I max the heal. That way the 3 gives some decent sustain before you max your clear. As the support, you should be making sure your carry gets the last hits and is always high health, correct? This order ensures that you can heal your carry sufficiently while not doing all of the clearing, therefore allowing your carry to get the most exp and sustain longer. I realize that it isn't the traditional skill order for a god, but I prefer to have some decent leveling in each crucial ability before maxing one. I don't actually want to max the 3 first, I just want it to be a decent heal before you max your actual damage dealer. It gives your damage a bit of a slow start, true, but if you're a mage support then damage isn't necessarily your biggest concern.
1
Greenevers (105) | May 19, 2014 12:01pm
I can see you tried to do that, but you didn't. You're not maxing Solar Blessing, you stop mid way after rank 3 of it and switch to maxing Celestial Beam and once you finish that, you go back to Solar Blessing.

It should be like this if you are going to prioritize Celestial Beam first:

Celestial Beam-2,8,11,12,14
Divine Light-4,15,16,18,19
Solar Blessing- 1,3,6,7,10
Searing Pain=5,9,13,17,20

Or, an alternate could be 1,2,3 switched around, so you can have Divine Light prior level 4.
1
MaddJack (4) | May 19, 2014 8:30am
Thanks, but I don't see a problem with the skill order as is. This build relies on Ra being a support, so he puts 3 points in his heal first for sustain, then maxes the one for damage. It gives his lane a better chance of survival while preventing him from stealing too many last hits from his carry, then he can use it mid to late game to do actual damage. I'm glad you like the changes though, you and Firraria really helped me out!
Greenevers wrote:

When you fix the skill ordering, I will upvote. I like the changes man
1
Greenevers (105) | May 18, 2014 3:53pm
When you fix the skill ordering, I will upvote. I like the changes man
1
MaddJack (4) | May 16, 2014 4:53am
Thanks so much! I'm glad it's improved. I'll be sure to develop it even more, thanks for the suggestions. Those guidecrafting links were extremely helpful.
1
Pentargonite (62) | May 15, 2014 11:02pm
Firraria wrote:

I'm going to make a "Complete Beginners Guide to Smitefire" and say that the +Rep button is +Reply. Muahahahaha ;D

Lol I guess I'll have to +reply now
1
Firraria (58) | May 15, 2014 10:03pm
It's definitely a lot better, the item section is spot on, the skill section could use some work (for example, Divine Light is way better for initiation than Solar Blessing). Also, this isn't necessary, but you could pretty the guide up some more by copying templates from the BBCoding guide that I linked, just be sure to give credit to the template owners.

Another thing, it would be good if you told us which items in the main build are core, and thus irreplaceable, and which items or less important, and can be switched out, and put all the less important items in the substitutions item category, it helps out people who want to build more flexibly.

I'd also suggest you put Voidstone in the substitutions area, in case you feel like having more magic defense is necessary.

And finally, there should be some form of healing reduction, like maybe Divine Ruin or Pestilence, or just put Weakening Curse in the actives if you feel like that's all you need for healing reduction. It's very useful when fighting healers.
I'm changing my vote to an upvote, because this is definitely a good guide for support Ra.
1
MaddJack (4) | May 15, 2014 8:39pm
Now that I know what that is, Firraria, I fully support that plan hahaha.
Thanks for the feedback to you and Greenevers, I've adjusted the guide even further and hope it looks better. Always room for improvement, of course, but not bad for a first try, fair?
How's it lookin'?
1
Firraria (58) | May 15, 2014 8:20pm
I'm going to make a "Complete Beginners Guide to Smitefire" and say that the +Rep button is +Reply. Muahahahaha ;D
1
Greenevers (105) | May 15, 2014 8:09pm
Okay so first on your items: Warlock's Sash isn't that bad actually, so good looks. Unfortunately you will be really slow without Boots of the Magi, Shoes of Focus, or Winged Wand. Magi's Blessing is alright.. Usually a situational to get if the enemy team has extreme crowd control or your beads aren't covering all CC up. I wouldn't suggest this as a definite item for Ra since he isn't as squishy as some assassins are, especially while in his heal. Ethereal Staff is alright. Bancroft's Talon is alright. Bulwark of Hope is ehhhh. I'd much rather you put in Breastplate of Valor than that. Usually the enemy jungler will be physical and they might focus you. It also helps with cooldowns. And ending with Spear of the Magus isn't too smart. You probably want something to finish like Obsidian Shard, Rod of Tahuti, or Soul Reaver.

Skill order is alright, but a bit odd. I feel like you want to put a point into Solar Blessing at level 1 and then max Celestial Beam. Instead of ranking up Celestial Beam again at level 3, wait until level 8 so you can focus on Searing Pain and Celestial Beam. Otherwise, your skill priority looks good. Personally, I prefer maxing Solar Blessing first though :P

The items explanation is alright, but you don't go too much with that. There are much better options, but at least you explained why you felt these items were chosen.

As for your skills explanations, you don't explain a lot on each specific skill. You talk a bit about the skill ordering and then some combos. And you are kinda wrong on initiating with Solar Blessing and then Divine Light. Why put down your heal and then slow them to give them less time in your circle of damage and healing? No no, Divine Light will help the enemies stay in Solar Blessing. Be sure to imitate with that first. Celestial Beam doesn't really weaken any god unless you're talking about Spear of the Magus. Which doesn't make sense because once you've hit your enemy with Solar Blessing and Divine Light, you've applied the max stacks for the passive from Spear of the Magus.

You are missing a whole bunch like gameplay, teamwork, pros/cons, and you are quite vague in many explanatiions.

Along with Firraria's links, I could tell you to look at my Ra guide I made a month or two ago. It's definitely not the best, but worth an effort to look at. Be sure to give credit if you base layouts and whatnot, oh and an accidental rep would be appreciated too xD

Will have to downvote

Links: My Ra Guide
Loading Comments...
Load More Comments
League of Legends Build Guide Author MaddJack
Support Ra: The Gas Giant
Table of Contents

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