Each time Ra uses an ability, his groundspeed is increased by 10%. Stacks 3 times.
Ra Summons a moving beam of intense light from the sky, doing 70/110/150/190/230 (+70% of your magical power) magical damage to anyone caught under the beam. Cost -70/80/90/100/110. Cooldown - 10s.
Light starts to emanate from Ra, stacking slow on enemies near him the longer they stay. After 3s, the light detonates, doing 60/100/140/180/220 (+40% of your magical power) magical damage and increasing the slow by an additional 3s. Any enemies facing Ra at the time of the explosion are also blinded. Cost - 60/70/80/90/100 Cooldown - 12s.
Ra summons a pillar of blessed light that lasts for 6s. Allies inside the blessing are healed for 10/20/30/40/50 (+10% of your magical power) per second and gain a 10/15/20/25/30 magical and physical power bonus. Enemies are damaged for 20/35/50/65/80 (+20% of your magical power) magical damage and incur a 10/15/20/25/30 magical and physical power debuff. Cost - 65/75/85/95/105 mana. Cooldown - 18s.
Ra calls on the power of the sun to decimate his foes in an extreme blast of heat in front of him, doing 400/475/550/652/700 (+100% of your magical power) magical damage to all enemies unlucky enough to find themselves in the path. Cost - 90 mana. Cooldown - 70/65/60/55/50s.
The sun is shining on Ra lately! A few buffs across the season have finally resulted in him being one of the top gods in the competitive conquest meta. Ra’s healing deployable now provides a lot of additional stats to his teammates, and these numbers are clearly too high. As Ra has just recently entered the competitive scene, we are being careful to not send him back to where he was before. With these changes he should still be a clear contender, but also clearly weaker than he is right now.
Decreased Physical Power from 10/15/20/25/30 to 8/11/14/17/20
Decreased Magical Power from 20/25/30/35/40 to 14/18/22/26/30
Decreased Protections from 10/15/20/25/30 to 8/11/14/17/20
The original god of the Sun struggles to shine at the top end of play. Ra requires strong setup and skill to connect his shots and lacks tools to help him get that done. Celestial Beam is being buffed to be more rewarding when it lands while Divine Light will now cleanse slows when used. Ra will have better success joining and surviving a hectic fight.
Increased Magical Power Scaling from 90% to 100%
Additionally, Ra now cleanses himself of slows and becomes immune to Slows for 0.6s when activated
The Egyptian Sun God hasn’t seen the light of buffs in quite a while! This god still hold a special place in many player’s hearts, but he has struggled in the metrics lately. We are bringing back an element of Ra that his kit actually had in closed beta SMITE, where his Solar Blessing will give his allies a Power buff while they are inside it. This encourages Ra to use this ability in combat, and gives him some interesting strategies around structures or jungle bosses
This ability now provides 10/15/20/25/30 physical power and 20/25/30/35/40 Magical Power to allied gods who while standing in the area
Ra excels at knowing when to poke from range and when to move forward, disrupting fights with his Divine Light and Solar Blessing. We want to reward Ra more when he puts himself at risk, especially against Warriors and Assassins, and especially in the late game. We have increased his Base Physical Protection per level, giving him a boost to his survivability.
Increased Physical Protection per level from 2.5 to 3.
Ra is at the highest point he has ever been. His popularity and performance have both skyrocketed recently in Normal games as well as SPL. The healer meta and his strong objective secure have made him a high priority god. Specifically in the SPL we saw that his Ultimate, which has the shortest cooldown in the game, was allowing him to pressure teams to an unhealthy level. No objective could be taken, no team fight could be started, without first checking the enemy Ra. We are taking Searing Pain and increasing the cooldown slightly to allow more counterplay to Ra's strengths.
Increased cooldown from 70/65/60/55/50s to 80/75/70/65/60s.
Season 5 brought many item and balance adjustments that have impacted many balanced” gods. Some go up, and some go down. Ra has gone down. We are increasing his Movement Speed to better match most mages and giving Celestial Beam more scaling, rewarding him for landing this ability. These changes should help him bounce back in the new Season.
Ra is a perfect example of how we want to shift healers in Season 4. Out of combat healing was a large source of frustration, so Ra’s Base Healing has been reduced. To compensate, he now provides increased Armor in Solar Blessing, encouraging this Ability to be used strategically to mitigate Damage during combat instead of behind a wall away from the fight.
Decreased Base Healing from 20/30/40/50/60 -> 10/20/30/40/50 per tick.
Decreased Magical Power scaling on healing from 15% -> 10% per tick.
Now Provides 10/15/20/25/30 Magical and Physical Protections to allies inside the Ability.
Time to up your dosage of Vitamin D! Celestial Beam can now be used more effectively and more often with it's mana reduction and scaling increase. Divine Light will also now be more rewarding to use for damage, allowing Ra to combo more effectively off this ability. RAKAKAKAKAKAKA.
Reduced Mana Cost from 70/80/90/100/110 to 60/65/70/75/80.