Released Jun 24, 2014
  • Passive - 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.
  • Astral Strike

  • Rama switches to a more powerful arrow that pierces and slows enemies by 20/25/30/35/40% for 1s and deals 10/20/30/40/50 bonus damage. This ability consumes 1 of Rama's Astral Arrows with every shot. Rama cannot toggle this ability if he has no Astral Arrows. Cost 1 Astral Arrow.
  • Pick Me Up

  • Passive: Any time an enemy is hit by an Astral Arrow there is a 10/20/30/40/50% 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 30/35/40/45/50% for 5s. Cooldown 15/14/13/12/11s. Cost 80/85/90/95/100.
  • Rolling Assault

  • Rama performs a roll in the direction he is currently traveling. After performing the roll, for 5s Rama's next in-hand attack will consume an astral arrow that cripples the target for 1/1.25/1.5/1.75/2s and deals 20/40/60/80/100 bonus damage. Rama incurs no movement penalty during this shot. Cooldown 12/11/10/9/8s. Cost 70/75/80/85/90.
  • Astral Barrage

  • Rama launches into the air and shoots 3 powerful arrows at the ground, each successive shot increasing in damage: 50%, 75%, 100% of 250/350/450/550/650 +80% of physical power and decreasing in AOE size: 30, 20, 15. Cooldown 90s. Cost 100/110/120/130/140.

General

  • The snipe montages have been flowing freely ever since Rama’s heavy balance adjustments earlier this year. These changes caused Rama to skyrocket in priority to the top of the role. His lane phase and consistent damage output are both strong, but what seems to be making the biggest impact in pro play is team coordination with his ultimate to pick off high profile targets. We are taking this damage down slightly to make these picks a little harder to pull off.

Astral Barrage Astral Barrage

  • Decreased Base Damage from 180/270/360/450/540 to 180/265/350/435/520

General

  • Rama is right up there with Cupid as the new meta standard for ADCs. Since he will also be affected by the item nerfs coming up, he is only seeing a small nerf. Currently his ability to nearly perma-slow enemies is too potent, especially in the early game. We are decreasing this slow duration to make sure the enemy hunter has a chance to fight back against him.

Astral Strike Astral Strike

  • Decreased Slow Duration from 2s to 1.5s

General

  • Rama doesn't have a passive. This is what the SMITE team has been told for years. Instead of reworking his current passive entirely, we looked at Rama's kit as a whole and found a few problems to solve. First we decided to double down on the current passive, and make it more impactful and more closely related to the rest of his kit. This design direction allowed for the most improvements without changing the core flow of his kit. We applied some balance adjustments and quality of life adjustments after that to make Rama really feel smooth. Olympians pathnotes.png

Astral Quiver Astral Quiver

  • This ability now includes.
  • Every Astral Strike Arrow Rama lands has a percent chance that an Astral Arrow pickup will appear on the ground. Drop chance
  • Additionally, picking up an arrow heals 10 mana.

Pick Me Up Pick Me Up

  • Renamed to Infinite Arrows.
  • Removed Drop chance for Arrow Pickup from this ability.
  • Added
  • While this buff is active, every 3rd successful hit on an enemy god will immediately generate an Astral Arrow.

Rolling Assault Rolling Assault

  • You can cancel this ability after rolling.
  • Increased Physical Power Scaling of 25% to the arrow shot bonus damage.

Astral Barrage Astral Barrage

  • 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)

General

  • Fixed an issue where Rama could not dash in other directions when landing from being hit by a King Arthur ultimate

General

  • SMITE's resident sniper has been struggling lately. Rama relies heavily on his basic attacks and difficult skill shots, which can make him more risk than reward to play. In Season 7 he is getting buffed in two different ways to let him better dish out basic attacks. His base movement speed is being increased, which has high potential to boost his boxing ability, and Astral Quiver will now be full on respawn. This allows Rama to jump into fights immediately after respawning and should help his performance in non-Conquest modes. The design team is aware that many players feel that Rama's passive is lackluster and could benefit from a rework. This option is being considered for future updates.
  • Base Movement Speed Increased from 365 to 370.

Astral Quiver Astral Quiver

  • Rama now starts the match and respawns from death with a full quiver of arrows.

Astral Barrage Astral Barrage

  • Decreased Mana Cost from 100/110/120/130/140 mana to 80 at all ranks.

Astral Barrage Astral Barrage

  • Shifted the damage each successive shot does from 50/75/100% to 70/85/100%.
  • Reduced damage from 200/300/400/500/600 (+60% of your physical power) to 180/270/360/450/540 (+55% of your physical power).
  • Note that this keeps the total damage from all 3 shots very close to before and after this change.

General

  • Rama's Pick Me Up was a heavy drain on Mana, restricting his time in lane and how often he can threaten opponents before backing. We are lowering the cost on this ability, allowing him to use it more freely.

Pick Me Up Pick Me Up

  • Decreased Mana Cost from 80/85/90/95/100 to 60/65/70/75/80.

General

  • Rama's Astral Barrage ground target can occasionally get lost in the middle of a fight. We are updating the targeter to be more visible while giving relevant information at the same time.”

Astral barrage Astral barrage

  • Adjusted the FX for this targeter to help it remain visible to the player firing, while also conveying the amount of shots left.

General

  • Fixed an issue where The Marksman would say the wrong VBG” line.

General

  • Rama is the only Hunter we are adjusting this patch directly. His ability to pressure jungle camps, combined with his ability to itemize with Devourer's Gauntlets were something we wanted to preemptively tone down.
  • As with all Hunters, this patch we are going to watch these changes closely and make adjustments to both Hunters and Items, new builds and strategies develop.

Astral Strike Astral Strike

  • Decreased Bonus Damage from 15/25/35/45/55 -> 10/20/30/40/50.

Astral Barrage

  • Updated the description of this Ability with the correct radius.

Rolling Assault Rolling Assault

  • Cooldown increased from 12/11/10/9/8 -> 11s at all ranks.

General

  • Rama is one of the premier basic attack hunters who was affected by the removal of Golden Bow. He is getting an upward adjustment this patch on Astral Strike to maximize his basic attack strength.

Astral Strike Astral Strike

  • Increased bonus damage from 10/20/30/40/50 to 15/25/35/45/55.
  • Increased Slow duration from 1s to 2s.

General

  • More arrows! Rama now regenerates Astral Arrows faster, and also consumes less mana when using Astral Strike.

Astral Quiver Astral Quiver

  • Increased rate of Astral Arrow regeneration from one arrow every 15s -> every 12s.

Astral Strike Astral Strike

  • Reduced mana cost per arrow from 25 -> 20 per arrow.

General

  • Fixed Rama unable to use Basic Attacks if running out of Mana while Astral Strike is active.

Rolling Assault Rolling Assault

  • Fixed bonus damage not applying if fired at point blank range.

Astral Barrage Astral Barrage

  • Fixed an issue where Rama would become Knockup/back immune.

Astral Strike Astral Strike

  • Fixed the Piercing sound fx not playing.

Astral Barrage Astral Barrage

  • Added timer on the ground targeter indicating when the ability will expire and Rama will be forced to land.

Pick Me Up Pick Me Up

  • Added new sound and fx for when Rama picks up the dropped arrows.

General

  • Base Attack Speed increased from 0.92 to 0.95.
  • Attack Speed per level increased from 1.4% to 1.7%.

Astral Strike Astral Strike

  • Damage from this ability is now reduced to 75% for each enemy hit after the first.

Astral Strike Astral Strike

  • Fixed an issue where Astral Strike could be disabled during Astral Barrage.

General

  • Fixed Orbital Strike landing page audio persisting when Main Volume is muted.
  • Fixed Orbital Strike skin missing god select voice over.

General

  • Fixed Diamond card using default image background.

Rolling Assault Rolling Assault

  • Fixed a condition where an Astral Arrow gained while using this ability would not deal bonus damage or cripple when consumed.

Astral Barrage Astral Barrage

  • Reduced base damage from 250/350/450/550/650 to 200/300/400/500/600.
  • Reduced physical power scaling from 80% to 60%.

Astral Barrage Astral Barrage

  • Fixed an issue that caused the camera to stay zoomed in after coming down from the sky.

General

  • Fixed an issue with his ability targeters starting out faint and loading in over a short time.

Astral Strike Astral Strike

  • Slow now stacks up to 3 times, changed from 20/25/30/35/40 to 10% at all ranks.
  • Now costs 25 mana per shot.

General

  • Fixed a number of icon, messaging, sound, and tooltip issues.
  • Basic attacks have had their effects updated to originate from his bow instead of his stomach.
  • Improved visual FX dropping and picking up Astral Arrows, and what Astral Arrows look like while firing.

Astral Strike Astral Strike

  • FX added to bow to indicate when Astral Strike is in toggled on state.

Pick Me Up Pick Me Up

  • Rama's allies can no longer pick up his arrows for him.

Astral Barrage Astral Barrage

  • Fixed an issue with this ability dropping astral arrows.

Astral Strike Astral Strike

  • Fixed an issue where Rama would have infinite arrows.
  • Fixed an issue with ranks 1-4 slowing for 2s instead of 1s.
  • Fixed an issue where the ability can't be toggled with less than 9 mana.

Astral Barrage Astral Barrage

  • Fixed rank 2 applying a slow.

General

  • Updated animations and fixed several bugs and issues related to animation.
  • Updated title to “Seventh” instead of “7th.”
  • Fixed several performance issues.
  • Fixed recall visual FX persisting on cancel.
  • Corrected tooltip description for basic attack.

Astral Quiver Astral Quiver

  • Fixed a bug with client and server getting out of sync on ammo count.
  • Passive should now properly reset on death.

Astral Strike Astral Strike

  • This ability now does item on-hit effects only for the first target hit. Items like Golden Bow will not trigger for every enemy in the line.
  • This ability now does 100% lifesteal on the first target hit.
  • Cooldown is now properly updated upon picking up an Astral Arrow from the ground.
  • Fixed a bug where toggling off this ability would allow it to crit on secondary targets.
  • Bonus damage now applies to objectives.

Pick Me Up Pick Me Up

  • Rama’s teammates can now pick up drops of Astral Arrows for him.

Rolling Assault Rolling Assault

  • Fixed an issue where cripple was not being applied with the next basic attack after rolling.
  • Improved tooltip description.

Astral Barrage Astral Barrage

  • Rama should now properly ignore being grabbed while firing this ability. This will prevent, for example, Fenrir Brutalizing Rama in the air.