Rama AD Carry Guide (Zapman Build)

ramaRama, a top-pick hunter in competitive Smite.

Rama is the epitome of the hunter class with his two steroid abilities, a potent escape, and a sky Ultimate which can kill-confirm from a great distance away. Strong in all phases of the game, Rama works well with any support and possesses superb clear, push, and chase potential. Mastering Rama in the duo lane involves learning to hit one’s auto-attacks (as with any hunter) and to twitch-shoot Rama’s skill shots Rolling Assault (3) and Astral Barrage (4).

The god build discussed here is that by Zapman. The article closely follows his way of building, leveling, and playing the character. For more on Zapman, see his Twitch Twitch channel.

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Build

Items

Starter 1st 2nd 3rd 4th 5th
Death's Toll
Death’s Toll
Devourer's Gauntlet
Devourer’s Gauntlet
Warrior Tabi
Warrior Tabi
The Executioner
The Executioner
Rage
Rage
Deathbringer
Deathbringer

Rama starts out with Death’s Toll, Spiked Gauntlet, and a health pot. He then finishes rushing Devourer’s Gauntlet and continues developing the core of the build: Warrior Tabi, The Executioner, Rage, and Deathbringer. In the late game Zapman sells Death’s Toll for Titan’s Bane for the necessary penetration (structures, tanky characters).

Tip This build has become the gold standard of the current meta for the hunter class because of its brutal efficiency. It sports sustain (Devourer’s Gauntlet), penetration (Warrior Tabi, The Executioner, Titan’s Bane), and the necessary amount of crit (Rage, Deathbringer) at just the right time in a match.

Actives

1st 2nd
Greater Sprint
Greater Sprint
Greater Purification
Greater Purification
Greater Aegis
Greater Aegis

In the vast majority of matches Rama is going to build Greater Sprint plus either Greater Purification or Greater Aegis — not necessarily in this order. Only in rare instances is it required to build both Beads and Aegis without Sprint, when, for example, there are enough crowd controls and nukes on the enemy team to justify doing so.

Which situational active to buy all depends on whether the enemy team is heavy on high-damaging nukes (e.g., Release The Kraken!Death Gaze, I’m a Monster). The rule of thumb is as follows:

  • Whenever there are less than two nukes, build Greater Purification.
  • Whenever there are two nukes or more, build Greater Aegis.
Tip It is Zapman’s personal preference to get as far down the build as he can before investing into any actives. In his own words, “Getting actives too early is a huge money sink and delays your power spike which you want to achieve as early as possible.” Finishing Warrior Tabi gives Rama his first power spike, so investing into actives from that point on is definitely a possibility if the match calls for it.

First 5 Levels

Level 1 Level 2 Level 3 Level 4 Level 5
Astral Strike
1
Rolling Assault
3
Pick Me Up
2
Pick Me Up
2
Astral Barrage
4

In the early game Rama needs to unlock his full kit first in order to be viable on the battlefield. The leveling priority lies on his attack speed steroid (2) for the ability to kill the opposing AD Carry in exchanges which are sure to come up in the duo lane. Alternately, if mobility is more of a factor in the early laning phase, his dash ability (3) may receive priority instead.

Ability Leveling Order

Pick Me Up
2
greater than Astral Barrage
4
greater than Rolling Assault
3
greater than Astral Strike
1

Zapman favors leveling Rama’s attack-speed steroid (2) over everything else. Oftentimes Rama’s Ultimate only gets leveling priority until rank 2 or if its use is imminent. Rama’s Astral Strike (1) is leveled last because of its already great clear at rank one.

Tip Besides giving the ability to kill-confirm from afar and while staying in lane, Rama’s Ultimate also can be used to various ends: to gain crowd-control immunity, to get out of combat to avoid any incoming nukes, or simply to escape when being ganked until Rama’s escape (3) is off cooldown.

Playstyle

On the left side Rama can either start directly at the mana buff or at back harpies into mana buff for the extra experience; on the right side he is limited to mid harpies into mana buff.

Conquest 101 For a comprehensive guide on the different starting positions and openings in Conquest (including map illustrations), see the article Conquest 101 — Starting Positions for Every Role.

Early Game

The early game is essentialy all about outpushing the opponent. After Rama has established push, he can look to poke — and maybe get a kill. Lane clear, poke, and confirming kills are all things Rama excels at with his well-developed kit. Early in the game if the support is underleveled compared to the AD Carry, it is often advisable to target the support instead when trying to go for the kill.

Pushing the first minion wave super fast with Rama’s Astral Strike (1) is a neat trick to get the lane advantage early and before the enemy can — especially so when starting on the left.

Merely the enemy jungler is a real threat to the duo lane in the early game. The jungler shows up in the duo lane around the 2:10–3:00 minute mark. At that point the jungler will be heading over to the duo-lane side of the map to do his red or speed buff (depending on which side of the map he started on) before going to either gank Rama in the duo lane or go straight to mid harpies and gank him later.

Mid Game

Mid game is determined by items and rotations. Any hunter using this build is in mid-game form once The Executioner is finished. Rama should look to farm as much as possible until he reaches mid-game form, and he should also look for opportunities to rotate more so than he would do in the early game. The main focus during this phase of the game should lie on trying to take down Gold Furies and towers off the backfoot of said rotation opportunities.

Late Game

Late game is reached once Rage is finished and work on Deathbringer has begun. Once Rama is in late-game form, he should be a beast in team fights. This is the point in the game where hunters do a lot of damage with this build, and the enemy team is likely to gun for Rama. Being conscious of one’s positioning is especially crucial in this phase of the game, and Rama’s dash (3) helps out a lot here for repositioning Rama in fights and chasing down targets.

Team Fights

In full-blown team fights, Rama has little choice but to hit whoever is in front of him. Oftentimes tanks will protect the backlines but using this penetration build Rama will be doing a lot of damage nonetheless. While barraging the tankier gods, Rama should always look for opportunities to take down the squishies that are out of position without putting himself out of position. Given the amount lifesteal, Rama should be able to scoff at every tank staying on him, that is, if he is hitting his auto-attacks.

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