Rama
Seventh Avatar of Vishnu

Abilities

Astral Quiver (Passive)
Rama's Astral Quiver generates an Astral Arrow every 12s. Also, every Basic Attack that Rama lands will reduce the amount of time to generate an arrow by 2s. Astral Arrows are used with his other abilities.
Astral Strike
Rama switches to a more powerful arrow that Pierces and Slows enemies. This ability consumes 1 of Rama's Astral Arrows and deals bonus damage with every shot. Damage from this ability is reduced to 75% for each enemy hit after the first. Rama cannot toggle this ability if he has no Astral Arrows. The Slow can be Stacked up to 3 times.
Ability: Buff
Cost: 20 + 1 arrow per shot
Slow %: 10%
Time Slowed: 2s
Bonus Damage: 15/25/35/45/55
Pick Me Up
Passive: Any time an enemy is hit by an Astral Arrow there is a % 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.
Ability: Buff, Pickup
Cost: 80/85/90/95/100
Cooldown: 15/14/13/12/11s
Drop chance for Arrow Pickup: 10/20/30/40/50%
Attack Speed Increase: 30/35/40/45/50% for 5s.
Rolling Assault
Rama performs a roll in the direction he is currently traveling. After performing a dodge roll, for 5s Rama's next Basic Attack will consume an Astral Arrow that Cripples the target and deals bonus damage. Rama incurs no movement penalty during this shot.
Ability: Dash
Cost: 70/75/80/85/90
Cooldown: 11s
Cripple Duration: 1/1.25/1.5/1.75/2s
Bonus Damage: 20/40/60/80/100
Astral Barrage
Rama launches into the air and shoots 3 powerful arrows at the ground, each successive shot increasing in damage: 50%, 75%, 100% and decreasing in AOE size: 15, 10, 7.5.
Ability: AOE
Radius: 15/10/7.5
Cost: 100/110/120/130/140
Cooldown: 90s
Damage: 200/300/400/500/600 (+60% of your Physical Power)

Skins

Standard Rama
Dignitas
Orbital Strike
Valiant One
Last Commando
Nature's Guardian

Items

Core

Malice
3000
Physical Power
+50
Critical Strike Chance
+20%
PASSIVE - When you deal a Critical Strike, you deal an additional +75% of your total Physical Power as Physical Damage over the next 3s. Additional crits refresh this effect.
Starts from Hidden Dagger
Deathbringer
3200
Physical Power
+50
Critical Strike Chance
+20%
PASSIVE - Critical Strike damage is increased by 40%.
Starts from Hidden Dagger
Titan's Bane
2300
Physical Power
+30
PASSIVE - You gain 33% Physical Penetration.
Starts from Mace

Damage

Magi's Blessing
2050
Physical Protection
+15
Magical Protection
+15
Health
+350
PASSIVE - Absorbs a single hard Crowd Control effect or Root once every 70 seconds. When this occurs, the owner also receives 1s of Crowd Control immunity.
Starts from Cloak
Shifter's Shield
2350
Physical Power
+35
Physical Protection
+15
Magical Protection
+15
PASSIVE - While over 50% Health, you gain +35 Physical Power. While under 50% Health, you gain +35 Protections.
Starts from Round Shield
Winged Blade
1850
Health
+300
Crowd Control Reduction
+20%
Attack Speed
+10%
Movement Speed
+10%
PASSIVE - When hit by a Slow, you are immune to Slows and your movement speed is increased by 20% for 4s. Only occurs once every 30 seconds.
Starts from Ancient Blade

Defensive

Aegis Amulet
0
Using this item makes you invulnerable to damage and healing for 2s, preventing you from taking action. You may still move. Cooldown - 160s.
Starts from Relic
Sundering Spear
0
Using this item fires a bolt that travels 70 units, stopping on the first god hit, dealing 30 True Damage +12 Damage per God level, and increases their damage taken by 10% for 5s. Cooldown - 120s.
Starts from Relic
Heavenly Wings
0
Using this item increases the Movement Speed of allied gods within 55 units by 40% for 5s and cleanses them of Slows. Cooldown - 140s
Starts from Relic