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Monday, 5 December 2011


I see some people are losing with this hero, which is pretty bad tbh. So, here is my guide to how to play Amun-Ra.

The first thing you should notice is that he looks angry. This is no mistake; this was carefully developed by [S2] to subconsciously tell you that you should play Amun-Ra like he's angry. Like that jackass who cut you off the road and you just want to ram into them from behind and drive them into the ditch, but you can't because car accidents suck balls. Well, this is a video game, so you're going to ram people from behind and run them into the ditch as Ra.

So, first thing you normally talk about with any hero is stats. He's a strength hero, and that's about all I'm going to say on the subject. If you want to see his stats, go here:

Next up, his skills.

Create a path of flames in front of you culminating in a meteor. While on the path, you may walk through anything. Enemies struck by the meteor are damaged and stunned while you gain movement speed.

I have no idea what this skill is called, but it doesn't matter. We're going to call it Flaming God Fist for the purposes of this guide. I'm going to highlight the important part:

walk through anything

I had a game where I walked through Empath wall and roflstomped her face about 5 times at her tower, but the recent crashes ate the game. Sad story, bro.

This is Ra's second skill, Ignite. It does a ton of AOE damage around you, and slows units affected. This will be your super duper creep destruction Chinese rice ability for most of the game, and the first nuke which you max out. More details on this skill will come later when we discuss how to kill people and farm with Ra.

This is Ra's third skill, which we will be maxing out by level 7. What does it do?

At level 7, it's 8 hp/sec, up to 50 attack speed and up to 50 AOE damage per second in a 350 radius around you. It works based on how much damage you've taken recently, which brings me to the fact that I forgot to mention how much mana Ra's spells cost. They don't. They use a percentage of his health instead, which is fine, because you don't care about your health after you ding level 3. Lifetube is 5 hp/sec, mock is 40 dmg/sec, so this skill is better than lifetube and mock, and gives attack speed.

Yeah, mock gives +60 damage or so, but this is free. Mock's value is also dependent on what stage of the game you get it. Obviously, getting a mock when most heroes have 1500-2000 hit points isn't going to make a huge difference. Having a mock at level 7, when most heroes have 1000 hp or less, is like punching your six year old sister in the face. She never had a chance.

This is Ra's ultimate. It's a Kongor token that brings you back once every 6/5/4 minutes with 50% life, and makes you cast Ignite when you respawn. You also do 10/20/30% increased damage. The best part of this ultimate is you don't have to level it at 11 and 16. If it's on cooldown for another 3 minutes when you ding 11, for example, you should wait to skill it until 12 or 13.

So, now we know what our skills do. Now we need to know how to level them. I prefer:


Or, for those of you who don't read that format as well:

1. Flaming God Fist
2. Mocktube
3. Mocktube
4. Ignite
5. Mocktube
6. Ulti
7. Mocktube
8. Ignite
9. Ignite
10. Ignite
11. Ulti (if not on cooldown)
12. Flaming God Fist
13. Flaming God Fist
14. Flaming God Fist

So, on to starting buys and who to lane with.


That should be your level 1 inventory. For laning partners, ranged heroes with a reliable stun, slow or hold are preferable.

Melee heroes with stuns/slows will also do, but are not ideal.

Now, let me backtrack for a bit before we talk about the laning phase. Remember how we discussed the fact that Ra is angry? Well, as it so happens, Forest of Caldavar has a lot of trees. Ra really HATES trees. He hates them so much, he took up residence on the Hellbourne so he can destroy the World Tree. He hates them so much, this is what your lane should look like at level 1:

Uploaded with

You see, both Flaming God Fist and Ignite destroy trees. Flaming God Fist destroys trees in a line in front of Ra, and Ignite destroys trees in an AOE around Ra. So, if your lane isn't deforested to the point where Keeper of the Forest rage quits, you are failing. Ra is quite capable of killing heroes at their tower in combination with a hero like Myrmidon, so he doesn't need trees up for ganking. Keeping the trees dead prevents you from getting ganked, and allows your ranged hero to harass enemy heroes who ordinarily would have been safe around the tree line.

Strategy in the laning phase is very simple. At level 1 or 2, possibly 3 against a very strong enemy lane, you will kill the enemy hero. Your ally, who should have a reliable stunning or slowing mechanism, should initiate on the enemy hero of choice (preferably the squishiest of the two targets). Your job is to immediately Flaming God Fist that hero and charge in. Your Flaming God Fist will do an AOE stun in front of you, a small amount of damage, and it will give you +20 bonus movement speed at level 1 allowing you some chasing ability.

Enemy creeps should aggro onto you, and enemy heroes may use their stuns or disables on you as well. This will trigger your passive Mocktube ability, doing 20/30 DPS in an AOE around you (depending on whether you were level 2 or 3 when you initiated). You will chase within melee range of the enemy hero with your AOE. If you are stunned and unable to stay near them with aura, then hopefully your ally's stun/slow will have come off cooldown to secure the kill. Otherwise, you may need to Flaming God Fist a second time to secure it.

Once you've netted first blood or a few kills, you'll want to grab a Lifetube from the side shop, followed by a boots. Lifetube will allow you to be far more aggressive, as you'll have 9 hp/sec at level 3, which is more than enough to cover for any harass you've taken, or narrow escapes you make after killing an enemy hero and running from the second.

At level 4, Ignite will significantly boost your ganking potential. It does an AOE damage nuke that also slows your opponents, and triggers your Mocktube faster since it does damage to you. If there are higher-health opponents in the lane you would like to kill to prevent them from farming important items (Behemoth going for a portal key, for example), level 4 is the time to coordinate this with your ally.

At level 5, you and your ally should have the damage output to begin tower diving. Keep in mind the enemy team may portal in to save their ally, so if you are facing a coordinated team, it is recommend that you wait until 6 first. Good times to tower dive are when one of the opponents you are laning against has left the lane to check for the rune, attempt to creep pull, or gone to gank one of your own lanes. You should know when they are missing as Ra hates trees, so you should have clear vision of your lane without any pesky fog of war.

At 6, you can go in for some risky dives as you will respawn when you die. It is completely worth it to kill two heroes in exchange for putting your ultimate on cooldown. You should also be drawing the tower aggro when you do so, allowing your ally to safely attack the enemy heroes from within their tower range.

For midgame items, you should aim for the following:

Ra relies on high health regeneration, health pool, and damage mitigation to both be able to kill enemy heroes and farm the lane. At level 7, with moderate health regeneration you can creep skip towers if there are no enemy heroes in the lane. Your mocktube ability combined with ignite is more than enough to kill the creep wave without taking any significant damage. At level 9-10, when Ignite is higher level or maxed, you can clear creep waves within a few seconds.

Now, to go back to Ra's skills - Flaming God Fist and Ignite do not cost any mana. They use your health pool instead. So, this means Ra can be very aggressive early game once he has health regen, as he essentially has infinite mana to combo onto an enemy hero. This is also a godsend for farming. It's like being able to use Pyromancer's stun/wave for farming, except 10x better.

1) Pyromancer doesn't have the mana regen to do that infinitely without good items. Ra has the health regen to do so with minimal farm.
2) Pyromancer leaves himself vulnerable to ganks using stun/wave. Ra can farm the lane with Ignite and his passive, leaving Flaming God Fist as an escape mechanism if necessary (as it can go over cliffs, through trees, and gives him +60 move speed).
3) Ra is so angry when he dies, he comes back to life pissed off, on fire, and seeking vengeance. Pyro respawns at the fountain.

Even with a bad laning phase, where you do 200 gold/minute, you should be able to come back at the end of the game with 350-400 gold a minute without any issues. Even against mega creeps in a lane, Flaming God Fist/Ignite at max level should clear them, or leave them low enough that your passive does.

With a good laning phase, you can have 400-450 gold/minute by the 15 minute mark, which is when most teams choose to concede against Ra if you've ganked their carry 5-7 times (entirely possible with a lane mate like Myrmidon).

Should the game go to late game, your items need to be much more team-oriented. You have the gold per minute of a carry hero, but you are not actually a carry hero; you are an initiator/tank. If their team is full of physical DPS, you should consider a Daemonic Breastplate for your team. If your team needs a Frostfield Plate or a sheepstick, buy the Frostfield Plate or sheepstick. It doesn't matter if they're not the best pickup for you, you can farm them 5x faster than that Witch Slayer can. Work with your team when deciding what items to buy.

If carrying a certain item for your team isn't mission critical ( ), then consider items that will increase your tankiness, survivability, or just make you a pain in the ass.

I have not tested on him yet, but it may be viable in certain team lineups where he is needed as a semi-carry. He has the move speed and attack speed needed already built-in, so Insanitarius would be useful for the damage boost and to help your passive ramp up it's damage output.

Your role in team fights is to hit as many enemy heroes with Flaming God Fist as possible (for the stun), then proceed to kill the squishiest/most dangerous heroes with Ignite. Ignite will slow them and trigger your aura, allowing you to put maximum damage onto heroes such as Flint Beastwood, Voodoo Jester, Puppet Master, and so forth that need to be killed early.

If you are low on health, man up. Use your Ignite before you die to slow the enemy team, so that they will be in range of the Ignite which triggers when you respawn. You will then want to use your Ignite again immediately after respawning for maximum burst. It is better to die twice allowing your allies to genocide the enemy team, than to survive and lose a rax because you didn't man up.