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.
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.
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.
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.