SMITE GOD REVIEW- RAIJIN

Hello and Welcome, to the SMITE God Review for- RAIJIN, Master of THUNDER…

 

 

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Raijin is a front line, mid lane mage. He excels at leading his team into a fight, and staying in the fight damaging enemies. He does VERY, VERY well if his enemies are standing close to each other, and can be played very well in the Mid Lane, or Solo Lane. Raijin typically just gives everyone in the enemy team a really hard time. Now, how does Raijin do this? Well, lets jump right into his abilities…

 

Static Crescendo (Passive)

Raijin’s drums gather static charges as he fires Basic Attacks and Abilities. When all four drums are charged, his next Ability does additional damage. Basic Attacks grant one Charge.
Ability:
Buff Damage: pexistsppropmpower/.2/+#/+100% of your Basic Attack Power

REASONS-

  • This passive is a passive that grants Raijin a basic attack field of damage.
  • This passive doesn’t only gather static charges when it hits a target, it gathers the charges even if Raijin misses.

 

 

 

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Percussive Storm (Ability 1)
Raijin pounds his drums sending forth a peal of thunder in a line, then another, then two at once, each growing wider as it travels. The thunder deals Magical Damage to Enemies it hits, and stops on the first Enemy God in its path. This ability grants one Static Charge each time he strikes the drums, for a total of 3 Charges.
Ability:
Line Range: 65
Cost: 80/85/90/95/100
Cooldown: 10s
Damage per Shot: 25/40/55/70/85 (/+30% of your Magical Power)

REASONS-

  • This ability is Raijin’s clear. But, it deals very high single target damage. Raijin is generally also quite a tanky God for a mage, therefore, sometimes dominates the Solo Lane.

 

 

 

 

Raiju (Ability 2)
Raijin marks a target enemy by dismissing his ally Raiju, who hides in the enemy’s navel. While asleep, Raiju reveals the target to Raijin’s team on the minimap. The next time Raijin damages the target, Raiju awakens and claws his way out, damaging the target and 5 nearby enemies in his attempt to flee. Dismissing Raiju grants Raijin a single Charge.
Ability:
Debuff Radius: 12.5
Cost: 70/75/80/85/90
Cooldown: 18s
Damage: 80/125/170/215/260 (/ +70% of your Magical Power )
Mark Duration: 4/5.5/7/8.5/10s

REASONS-

  • This ability is a great way Raijin can set up ganks. The slow on this abilty is very strong and can almost always secure a Mid Lane kill if your jungler is being attentive.
  • This ability, in a teamfight, does massive damage to the enemy. Especially if they are standing close to one another.

 

 

 

 

 

Thunder Crash (Ability 3)
Raijin sends a bolt of lightning crashing down at his ground target location damaging and mesmerizing enemies, while Raijin himself ascends into the sky. Shortly thereafter he crashing down at that location, doing a second burst of damage to all Enemies in the area. Raijin gains one Charge when he sends the bolt of lightning, and another when he arrives in a crash of thunder.
Ability:
Leap Radius: 15, 25
Cost: 70/75/80/85/90
Cooldown: 15s
Lightning Damage: 20/30/40/50/60 (/ +20% of your magical power ) Thunder Damage: 40/60/80/100/120 (/ +40% of your Magical Power)
Mezmerize Duration: .3s

REASONS-

  • This is Raijin’s initiation ability, crowd control ability, and an escape ability.
  • Raijin, (if all the enemies are standing close) can jump in, and mesmerize everyone in the radius. If you have a team mate like e.g- Scylla, who’s ultimate can probably kill everyone if they are stunned or mesmerized, Raijin is gonna wreck.
  • Like every jump, leap or dash, it can be used as an escape.

 

 

 

 

Taiko Drums (Ultimate Ability)
Raijin flies above the battlefield, beating his drums 4 times to summon peals of thunder. With each hit, he has a choice of three beats:
Beat one: 100% damage.
Beat two: Taunt and 50%
Damage Beat three: Fear and 50% Damage Raijin receives one Charge each time he strikes a drum, for a maximum of four Charges.
Ability:
Line Range: 100
Cost: 90
Cooldown: 90s
Damage per Hit: 120/150/180/210/260 (/+50% of your Magical Power)
Taunt Duration per Hit: .5s
Fear Duration per Hit: .5s

REASONS-

  • This ability gives Raijin a ton of crowd control. This ability can be used for Raijin (to secure his own kills) or for Raijin’s team, for the taunt andĀ fear it gives.

 

 

 

 

Now, time for the SCORING!

 

Static Crescendo- 14 out of 20
Percussive Storm- 16 out of 20
Raiju- 18 out of 20
Thunder Crash- 19 out of 20
Taiko Drums- 19 out of 20

 

Raijin- 86 out of 100

 

 

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