

Drop chanceĪdditionally, picking up an arrow heals 10 mana. Olympians pathnotes.pngĮvery Astral Strike Arrow Rama lands has a percent chance that an Astral Arrow pickup will appear on the ground. We applied some balance adjustments and quality of life adjustments after that to make Rama really feel smooth. This design direction allowed for the most improvements without changing the core flow of his kit.

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. Instead of reworking his current passive entirely, we looked at Rama's kit as a whole and found a few problems to solve. This is what the SMITE team has been told for years. 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.Rama incurs no movement penalty during this shot. 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 performs a roll in the direction he is currently traveling.The pickup adds one Arrow to Rama's Astral Arrow count.Īctive: Rama gains increased attack speed 30/35/40/45/50% for 5s. 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).Rama cannot toggle this ability if he has no Astral Arrows.

This ability consumes 1 of Rama's Astral Arrows with every shot. 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.Astral Arrows are used with Rama's other abilities. Also, every basic attack that Rama lands will reduce the amount of time to generate an arrow by 2s. Rama's Astral Quiver generates an Astral Arrow every 15s.
