Passive - Chain of Blows
Each successive hit against an enemy grants Ravana knowledge in the battlefield allowing him to gain additional damage and benefits to his kit.
- Stacks up to 10 times max; Stacks are gained per target hit
- Bonus Ability Damage: 2% per stack (20% total)
- Stack will reset after Ravana has used an ability with the Passive bonus
- When fully stacked, Ravana is also granted a shield equal to 10% of his max Health
Originally this was made to reward you for staying in a 1v1 fight so you could do extra damage every few seconds with your main damage ability and also stay sustained thanks to the shield. But was ultimately left off to having only the shield instead and removed the bonuses to all abilities like how the OG passive worked with Prana Onslaught.
1st Ability - Chakra Strike
Ravana projects his Chakra in front of him, damaging and slowing all enemies.
Passive Bonus: Applies a 20% attack speed slow for 2.5s
- Damage: 90/155/220/285/350 + 80% scaling
- Movement Slow: 25%
- Slow Duration: 2.5s
- Passive Bonus: 20% attack speed slow
This was your only good ability that was in the original kit but did needs some improvement in terms of cooldown and range, also when you had max stacks of your passive, it would do 360 damage compared to the 310 damage it does now with a 2s longer cooldown so upping the damage to be consistent with the previous amount since the passive was reworked seemed only fair.
The passive bonus was to not only slow movement but also attack speed to keep up against your lane opponent.
2nd Ability - Flash Kick
Ravana performs a high kick, sending a strong shockwave damaging all enemies in a line, increasing his movement speed and rendering himself CC and Damage Immune for the duration.
Passive Bonus: If damaged or hit by a Hard CC while immune, the next use of this ability gets charged and will knock up.
- Damage: 70/115/160/205/250 + 70% scaling
- Movement Speed: 50%
- Immune Duration: 1s
- Passive Bonus: Knocks up enemies
Upon receiving the CC immunity when first adjusted, this ability wasn't only to reward you for avoiding heavy damage or CC but also punish the attacker on the next use of this ability to match their pressure, hence why in the datamining it had mentioned being able to knock up enemies.
3rd Ability - Shadow Fists
Ravana's fists fly foward, damaging and passing thru minions and rooting the first god hit. Ravana also heals for each enemy hit.
Passive Bonus: Silences enemies for the duration of the root.
- Damage: 120/165/210/255/300 + 70% scaling
- Healing: 15/30/45/60/75
- Root Duration: 1.25s
- Passive Bonus: Silences enemies
- Range: 55
In PTS, this ability had also silenced enemies when rooted, that may have been a bit too bloated but considering your worst matchups were mostly gods with sustained damage, it was very helpful. As for the healing, it was good to have changed to a flat amount but would've been better if they kept it where the healing sources weren't limited to 3 minions and 1 enemy god. Upping the damage also to be consistent with effective wave clearing.
Ultimate - Dark Pact
Ravana gains maximum stacks of his passive and then leaps to a target location, the center-most target becomes linked dealing extra damage to them and reducing damage from all other enemy gods for a time period.
- Damage: 150/225/300/375/450 + 100% scaling
- Extra damage: 20/25/30/35/40%
- Damage Reduction: 100%
- Duration: 3.5/4/4.5/5/5.5s
- Radius: 20
The concept of the original ult was to dive a tank/support to short the distance between you and the backliners so you can tank damage from the damagers like the mage or ADC and be able to finish them off with the rest of your kit since that is the role of a solo laner but this concept was too hard for newbies to understand. So upon first reworking this ultimate to "Dark Pact", you were to become linked to either a frontliner or backliner and deal extra damage to whomever you targeted similar to a Nemesis ult but as a leap to dive onto them and ignore damage coming from all other enemies but again seemed too much to comprehend and was instead turned into what we have now where it's the % damage mitigation and whoever you land on takes 10% extra damage, only problem it has right now is the fact that its on a base 110s cooldown and only reduces 30% of damage which isnt alot for a role thats meant to build full damage.
These are all similar to what he has now, only difference being the passive being a mixture of the old and new one and ultimate being the one that was scrapped. These were supposed to be in his kit when in the datamining and when he was first released but we all saw how weak that release really was
....If they only stuck with these original ideas, he would've still been a viable solo laner and jungler. But nope, Smite devs decide to take from the smallest class, Warriors, and put one of them on the Assassins class INSTEAD of just increasing the value of his warrior aspects and make him more of a warrior in lane...they just take the lazy route and change him to what he was only played in because he lacked the tools needed for solo and then tell all the solo mains to go **** themselves.
You can easily compare Ravana's kit to any other warrior's or assassin's kit and see Ravana is needs changes that can go either way. I'll explain below how present day Ravana cant keep up with the damage of an assassin or how old warrior Ravana couldn't stay sustained against the aggression of a warrior in similar fields and roles in teamfights.
Ravana VS Pele - After Patch 5.13
Both have the Pros of High Single Target and High Sustain
Ravana's ability stats:
1 = 310+80%, 2 = 210+70%, 3 = 260+70%, Ult = 500+100%
Total Damage: 1280 +320% scaling
Pele's ability stats:
1 = 440+240% due to the 2 charges, 2 = 250+80%, 3 = 600+100% if kept inside the aura, Ult = 780+120% when all cone attacks hit
Total Damage: 1950 plus 25 from passive +540% scaling
Winner? Pele. Due to the sustain from passive and DPS reward for sticking onto an enemy compared to Ravana being renowned as this backline diver doing way less.
Ravana VS Hercules - Before Patch 5.13
Both have the Pros of High Single Target and High Sustain
Ravana's kit stats:
1 = 300+80%, 2 = 210+70%, 3 = 260+55% plus 280 total heal, Ult = 500+100%
Total Kit Damage: 1270 +305% scaling
Hercules' kit stats:
1 = 365 +90%, 2 = 290 +60%, 3 = 220 heal plus 60 prots, Ult = 800 +100%
Total Kit Damage: 1455 plus 66 from passive +250% scaling
Winner? You guessed it, Hercules due to the better sustain and higher base damage despite having lower scaling but can still burst down a squishy target faster due to the ult compared to Ravana having to waste his whole kit to do a fraction of what Hercules' ult can do.
The solution is very simple, revert Ravana back to a warrior and improve upon what the scrapped abilities could've been or keep as an Assassin and buff his numbers and cooldowns as an assassin would need for more DPS and burst. Its unclear whether Ravana was meant to be AA based or Ability based due to his low base damage and high cooldowns but decent scaling and high sttack speed chain.
The dangerous part of doing these changes is because of how safe Ravana is to play thanks to his immunities and how simple his kit is to use so you dont want make him too easy to stomp on squishies while also not making him sustain alot to overwhelm the average warrior.
Ravana is in a very rough spot right now because of how easy he can be balanced so he can either be very powerful or a niche pick that you can never go wrong with. You decide how you'd wanna see Ravana be shifted, let your voice be heard and contact the developers about this scrapped rework.