Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Ravana Puncha Pow-a (S6 WIP, All Modes, Patch 6.6 "Neo Olympia")

160508 15
17 Votes
Vote
Vote

Smite God: Ravana

Build Guide Discussion (15) More Guides
The Knockout (Conquest Jungle)
The Knockout (Conquest Jungle) Counterattack! (Conquest Solo) Stick 'n' Jab (Non-Conquest Build Examples)

Purchase Order

Example Build (Universal, Replace Boots Late) Notes Universal build with good pen, power, mobility, and protections.

Sub out Brawler's Beat Stick if you don't need anti-heal, or consider it much earlier if anti-heal is needed.

Replace Boots late with Elixir of Speed and an additional item of your choice.

Build Item Talaria Boots Talaria Boots
Build Item The Crusher The Crusher
Build Item Void Shield Void Shield
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Brawler's Beat Stick Brawler's Beat Stick

Starting Items (Read Notes for Alt Start) Notes Typical starting item spread for an Assassin jungler.

Before completing Mace, you'll finish your Boots of choice.

Alternate Start: If you prefer going for an early Blackthorn Hammer, start with Assassin's Blessing, Cudgel, 2 Health Potions, and 1 Multi Potion.

Build Item Assassin's Blessing Assassin's Blessing
Build Item Mace Mace
Build Item Healing Potion Healing Potion
Build Item Multi Potion Multi Potion

Item #1 (Choose One) Notes Choose the movement item you prefer.
  • Talaria Boots (Mobility): offers higher movement speed, which is especially helpful for a god like Ravana who doesn't have a non-ult mobility skill

  • Warrior Tabi (Damage): If you're comfortable with the matchup, and/or plan to get more mobility items later, consider this item for higher damage potential. Your abilities scale well with increased power, making this a worthwhile choice.

Build Item Talaria Boots Talaria Boots
Build Item Warrior Tabi Warrior Tabi

Damage Items Notes These items look to increase your damage potential, and offer little to no survivability.
  • The Crusher (Hybrid Damage): a great item that offers power, flat pen, and attack speed, perfect for a hybrid god like Ravana. Typically picked up early in a build.

  • Jotunn's Wrath (CDR): Great to allow Ravana to use his abilities more often. Typically picked up in the middle of a build, when considered.

  • Brawler's Beat Stick (Anti-Heal): Specifically picked up to counter enemy healing, it also provides good power and flat pen. Can be picked up anytime.

  • Hydra's Lament (Attack Canceling): Great for an aggressive build where you plan on using your kit more aggressively and proactively, rather than holding abilities to react. Ravana can pepper basic attacks in-between ability use easily.

  • Titan's Bane (Anti-Tank): Functional to get more damage through against tanky targets. Only consider later in a build.

  • Bloodforge (Lifesteal / Shield): High power combined with some lifesteal and a health shield upon securing a kill can be effective when you're able to be consistently on the offensive. Consider late.

Build Item The Crusher The Crusher
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Hydra's Lament Hydra's Lament
Build Item Titan's Bane Titan's Bane
Build Item Bloodforge Bloodforge

Bruiser Items Notes These items offer some survivability (health and/or protections) while offering something on the offensive side as well.
  • Void Shield (Anti-Physical / Protection Reduction): Functional to counter physical damage, it also provides a measure of power, and an aura that decreases the physical protections of nearby enemies. Consider at any point of a build.

  • Ancile (Anti-Magical / CDR / Aggression): a good amount of power for an item that offers protections, it also comes with CDR for ability use, along with a passive that can silence nearby enemies, which is great if you're looking to initiate on an enemy mage.

  • Blackthorn Hammer (Health / Mana / CDR): A well-rounded item that offers some power, health, and mana. The passive provides CDR, and when you're very low on mana, makes sure you never run out for long.

  • Frostbound Hammer (Control / Anti-Basic Attack): Applies a movement and attack speed slow on enemies hit by basic attacks. Great to counter basic attackers, or to keep enemies close.

  • Runeforged Hammer (Increased Damage on CC): High power and some health, along with a passive that increases your damage potential on any enemies affected by CC.

  • Stone Cutting Sword (Mobility /Basic Attack Protection Reduction): This item is great for mobility and power, and the passive steals physical protections from the enemy and gives them to you. Great for aggressive damage on squishy enemies.

  • Masamune (Mobility / Teamfight Protections): High power and mobility make this functional, but you get increasing protections (up to 35 of each) in a teamfight with enemy gods nearby.

  • Winged Blade (Anti-Slow): If you find your mobility hampered a lot by enemy slows, this item specifically counters that.

Build Item Void Shield Void Shield
Build Item Ancile Ancile
Build Item Blackthorn Hammer Blackthorn Hammer
Build Item Frostbound Hammer Frostbound Hammer
Build Item Runeforged Hammer Runeforged Hammer
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item Masamune Masamune
Build Item Winged Blade Winged Blade

Full Protection Items Notes These items only offer survivability. Only consider if really needed.
  • Magi's Cloak (Anti-CC): If the enemy team is loaded with hard CC and you are struggling despite the Overhead Kick at your disposal, consider this to add to your CC immunity. The high health is also appreciated.

  • Mantle of Discord (High Protections / Stun): Offers high protection from both magical and physical damage, while also giving some CDR, which is useful for a god that relies fairly heavily on his ability use. The stun at low health can save you and allow you to escape, or give you an extra second to hopefully finish an enemy before they finish you.

  • Oni Hunter's Garb (Anti-Magical / Teamfight Survival): This is just a strong item overall. Although it only has magical protections, the passive mitigates up to 9% incoming damage, which is easily seen in a bigger teamfight. For a single, safe magical protection item, this is a great choice.

Build Item Magi's Cloak Magi's Cloak
Build Item Mantle of Discord Mantle of Discord
Build Item Oni Hunter's Garb Oni Hunter's Garb

Relics to Consider Notes These are the main relics you should consider for each match.
  • Blink Rune (Initiation / Ganks): Whenever possible, pick this as your first relic to help with your initiation potential, especially since he doesn't have a great gap-closer outside his ult. You need to play aggressively to take advantage of this relic.

  • Purification Beads (Anti-CC): Against strong enemy CC abilities, you may want this as a backup to your Overhead Kick.

  • Aegis Amulet (Anti-Burst): If the enemy has a lot of burst, you may want this as a backup to your Overhead Kick.

Build Item Blink Rune Blink Rune
Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet

Example Build (Early Survival, Mobility, Replace Boots Late) Notes Example build rushing Blackthorn Hammer (complete after Boots) for high health and some CDR.

The Mace items are always popular choices, and the Masamune in the middle of the build is for increased mobility and teamfight protection.

Sub out Brawler's Beat Stick if anti-heal isn't a priority.

Build Item Talaria Boots Talaria Boots
Build Item Blackthorn Hammer Blackthorn Hammer
Build Item The Crusher The Crusher
Build Item Masamune Masamune
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Jotunn's Wrath Jotunn's Wrath

Ravana's Skill Order

Prana Onslaught

Prana Onslaught

1 X
1 4 6 7 9
Overhead Kick

Overhead Kick

2 A
3 15 16 18 19
10-Hand Shadow Fist

10-Hand Shadow Fist

3 B
2 8 11 12 14
Mystic Rush

Mystic Rush

4 Y
5 10 13 17 20

Introduction

*NOTE* Writeup on items are all contained in the notes in the build at the top!

Recent Updates:

2019/5/31: Guide has been unarchived and converted to a simple guide for all modes, and is updated as of Patch 6.6, "Neo Olympia." Consider this a community guide...I will make adjustments to builds based on feedback, and can add tips. WIP (Still need to complete build listing for Solo lane and non-Conquest modes.

Revision History



Hello everyone, and welcome to my quick 'n' dirty guide for Ravana. I originally created this guide specifically because ThePerfectPrism challenged me (haha). It's been defunct for about 3+ years, and has now been resurrected (at least for the time being). Sorry for the guide name. I don't know what I was thinking.

I'll assume you know the basic gist of gameplay in the various modes, so I won't be teaching or talking much about tickets, minions, etc., except in the direct context of Ravana's gameplay. If you want details on general info, I invite you to check out my other guides:


The
Overarching
Conquest Guide
The
Overarching
Arena Guide

This is a work in progress, as it should be. I'm always open to new ideas and different approaches.




Ravana was originally cast as a Warrior, but has been recategorized into the Assassin category. In Conquest, he typically does well in the Jungler role, but due to the self-sustain in his kit (and the fact he does well as a bruiser), he also finds play in the Solo-lane. In non-Conquest modes, he can be built with a damage or bruiser focus...he's quite flexible.


.......... Strengths ..........

+ Strong boxing 1 v 1
+ Good CC abilities (Slow & Root)
+ Not mana hungry
+ Comes online fairly quickly
...... Weaknesses ......

- Somewhat weak early damage
- Have to get in close to be effective
- No true escape outside his ult
- Only true mobility is his ult


You'll see a different itemization depending on the role you're playing. We'll be focusing on keeping Ravana close to his target while doing good damage and being a constant nuisance. I've provided 3 different general builds with options, meant for different roles. Let's get it on!

Abilities

Basic Attacks
0.75 / 0.5 / 1.25x damage and swing time progression.

Discussion: Ravana's first 2 attacks are fairly quick, with a 3rd attack that packs a larger wallop. If you need to control an enemy, you can use an ability before basic attacking, but when possible, get at least 1 hit in before ability use.

Even better, if you can keep them close, get 2 hits to get the higher damage, then immediately use an ability to reset the chain without having to wait for the longer CD of the last hit.
Passive:



Chain of Blows
Each successive hit adds to Ravana's combo chain. Each time the combo reaches 8, he receives a shield equal to 5% of his maximum health as well as 3% movement speed (max 3 stacks).

Discussion: This passive is something you don't have to think about, but you'll benefit by playing aggressively.
Skill #1:



Prana Onslaught
Ravana throws a powerful punch (short distance, ~150 degree cone), damaging and slowing (25% for 2.5 seconds) all enemies in front of him. CD 9 seconds. 80% scaling.

Leveling Priority: Max this 1st.

General Use: Burst Damage / Control / Minion Clear

Discussion: Good damage ability that helps clear minions efficiently. Helpful to keep enemies close via the slow, so typically good to use early in an engagement. The low CD can allow it to be used more than once in a longer fight.

Tips: When possible, use attack canceling to increase your damage output. Start with a quick basic attack, then follow up with this ability, and then further basics.
Skill #2:



Overhead Kick
Ravana performs a high kick, sending a shockwave forward to damage all enemies in a line, and rendering him CC and damage immune during the 0.75 second action, as well as +50% move speed. CD 20-12 seconds. 70% scaling.

Leveling Priority: Max this 2nd or 3rd, situationally.

General Use: CC Immunity / Ranged Secondary Damage

Discussion: If you're familiar with Chang'e's Moonlit Waltz, you've got the idea of how this works, as during the action of the ability, you are immune to damage and CC. This can also do damage in a somewhat generous line in front of you, though you shouldn't use it for damage unless you're very safe. Save it for important occasions.

Tips: CD decreases from 18 to 14 seconds, which means you may want to level this up before or at the same time as 10-Hand Shadow Fist if you find yourself being focused a lot or facing a lot of anticipatory burst damage.
Skill #3:



10-Hand Shadow Fist
Ravana's fists fly forward in a line, damaging and passing through minions, and damaging and rooting the first god hit. Heals for each enemy hit, for one god and up to 3 minions. CD 18 seconds. 70% scaling.

Leveling Priority: Max this 2nd or 3rd, situationally.

General Use: Root / Ranged Damage / Healing

Discussion: Use it to help clear a minion wave / jungle camp and heal a bit of damage. Use it against a god to root them for 1.25 seconds (short, but helpful). Position yourself well, using it against a minion wave AND a god to get the best of both worlds. You can use it as a weak initiation tool to close the gap with an enemy, use the root on an enemy to peel for teammates, or pin down an escaping enemy to help secure a kill.

Prioritize this ability before Overhead Kick unless you need that damage immunity often.
Ultimate:



Mystic Rush
Ravana leaps to a target location, damaging all enemies in the area and applying a debuff to enemy gods that increases the damage they take from all sources for 5 seconds. After landing, Ravana receives a buff that reduces the damage he takes from all sources. CD 110-90 seconds. 100% scaling.

Leveling Priority: Level this (usually) as it becomes available.

General Use: Initiation / Escape / Teamfight Utility / Damage

Discussion: Leveling this ability provides increasing damage, and gives you increasing damage reduction, from 10% up to 30% at max rank. Use this specifically to initiate with your target enemy in the midst of their teammates, or to chase and kill a retreating enemy. For a little while, you will be able to take a beating and still survive, thanks to the damage reduction. Can also be used as an escape, and the leap can go over walls.

Ability Combos & Gameplay Tips

In the case of Ravana, there's really not much to his ability combos. Rather, it's more about proper timing of abilities when needed for control or immunity, unless you're going full aggression, in which case it's more about attack canceling in-between ability use, rather than using abilities in a specific order.

Ability Combos (Ability Use)


Use Prana Onslaught whenever it's available. It works well when attacking the minion wave from the side, or centered on a jungle camp. Use attack canceling whenever possible.

Overhead Kick should mainly be used to avoid anticipated burst damage (e.g. Scylla's I'm a Monster or Poseidon's Release The Kraken!) or CC moves (e.g. Ares' No Escape), or to provide a bit of extra damage when you're otherwise safe.

10-Hand Shadow Fist as an offensive weapon will be used either to initiate (by rooting the enemy and allowing you to close the distance), or to pin down a retreating enemy (so you and/or your teammates can finish them). Defensively, you can hit an enemy that's focusing your teammate, allowing them to create some distance to escape.

Your ultimate is best used when diving into the midst of multiple enemies, to take advantage of the damage reduction. You may want to save it as a potential escape, or to chase a fleeing enemy.

Gameplay Tips



(Placeholder - Open to suggested tips!)

Some Of My Guides



If you liked this guide, check out my other ones below!


The Overarching Series


The
Overarching
Arena Guide

The
Overarching
Assault Guide

The
Overarching
Conquest Guide



Individual God Guides



Bacchus:
An Alcoholic's Chugging Guide

Freya:
Aurora
Gory-alis

Ganesha:
Selflessly
Gifting Kills

Shifu Guan Yu:
The Battle
Master

Loki: The Backstabbing Bastard

Medusa: Getting Everyone Stoned

Conclusion

Thanks for reading, and I appreciate any and all comments, suggestions, etc.


Brandon / PC IGN: Muffinman17 / PS4 IGN: Branmuffin17

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
1
[-]
SoggySoup | June 19, 2019 4:22am
Oh I gotta try this out.
1
[-]
xmysterionz (49) | June 1, 2019 5:27am
Is this a new guide? I've never noticed that you have a Ravana Guide
1
[-]
Branmuffin17 (291) | June 1, 2019 12:04pm
It was originally an Arena guide, and was archived for 3 years (as stated in the intro).
1
[-]
Kriega1 (87) | June 1, 2019 5:46am
It was probably archived before.
1
[-]
Gulfwulf (66) | June 1, 2019 7:42am
It was.
1
[-]
Kriega1 (87) | June 1, 2019 3:55am
For the solo build I would get blackthorn before void shield because it works quite well with glad Shield due to the extra health.
1
[-]
Branmuffin17 (291) | June 1, 2019 12:05pm
Good point. Adjusted.
1
[-]
Gunner Night | April 8, 2016 11:00pm
No this sums it up perfectly and we got our *** kicked by that ravana cause we didnt have anyone on team w any hard CC or counter him in anyway, tho i tried with Witchblade just wasnt enough. Thought it looked weak in the in game build calculator.

Still new to all this but really enjoying trying to learn the item meta and understanding counterbuilding.

Appreciate the reply.
1
[-]
Branmuffin17 (291) | April 8, 2016 9:53pm
Hey Gunner, thanks very much!

Well, I don't play Siege much, so I'm only going to comment theoretically.

http://eliteownage.com/smitebuilder.html

Looks like you're right...it maxes (and blows past) max attack speed. If I take Asi away, for example, his attack speed drops just a bit below max (2.3 instead of 2.5). The issue I have with this is a general issue I have with build efficiencies. For example, I don't like overcapping CDR. If we generally trust that prices for items are a reflection of the specific functions and specs they provide, what you're doing when you throw away some specs due to passing the cap, you're basically paying MORE than the item is worth.

So, that covers the idea of all attack speed items.

Now, the next issue is Odysseus' Bow. The passive reads: every fourth basic attack triggers a chain lightning, damaging the target and up to 4 nearby enemies for 30 damage +50% of your total physical power. Since he is attacking so quickly, it's going to proc a lot. However, that proc is only doing an extra 30 + 30 damage per target hit. That's right, this build only provides 60 power. So, without building significantly more power, the proc is going to do less than a single hit to any single target.

Using that Smite Builder, compared to various builds, each hit is doing in the range of 88 (tanky) to 151 (no item-based protections). So that 60 damage proc is almost nothing, even hitting 5 total enemies.

Another issue? Almost no penetration. This may or may not be a huge issue, depending on what the enemy team built, and what kinds of gods they were. If they were all squishy and none built physical protections, not a huge deal. They might have as little as 63 protection, so Asi's 15 flat pen might be enough...sort of. But his damage output would still benefit from more penetration. Also, keep in mind that Qin's Sais passive 4% is before protection calculations...so the more pen, the higher the Qin's passive damage.

When building for basic attacking, it's important to note that although attack speed is important, there are other specs that benefit when considered as a whole. Attack speed helps with crit items, Qin's Sais passive proc, anything where on-hit stacking is required (e.g. Heartseeker, Soul Eater, The Executioner), and lifesteal. But one other thing that is key is power. Physical gods need this more than magical gods. Basic attack damage is directly connected to power. Add 20 power, do 20 more base damage (before protection and penetration calculations). With only 60 power, poor Ravana's muscles are practically suffering from atrophy. (But he looks so beefy!)

In your stated build, (again using my 3 enemies with different builds as a comparison), Rav's DPS ranges from 378 (squishy target) to 220 DPS (tanky). Just to show how much things can change, I'm going to replace Ninja Tabi with Warrior Tabi. Keep in mind, this is only a 20 power difference, with less attack speed. DPS moves a bit, now reading 388 DPS to 223. Hmmm, didn't move much. Why? Still very little penetration. Okay, well, that was the right direction. Let's try another. Now I continue with the rebuild, changing Odysseus' Bow with The Executioner. Exe is a protection reduction item, rather than basic penetration, so while stacks are full, it reduces the enemy's physical protection by 32% for ALL physical damage, no matter the source. Let's check DPS now. Okay, NOW we're talking. Ranges from 471 to 299 DPS. See how much his damage jumped? Keep in mind, his power is now 110 (instead of 60), and his attack speed is 2.2 (instead of 2.5).

In the end...building with a focus for only one stat (attack speed in this case) makes the build inefficient. Overcapping attack speed at the cost of power, penetration, etc., hurts. And this doesn't even take into account his damaging abilities, which benefit exactly 0 from attack speed.

Now, did that Ravana do well? Maybe. If he was really skilled, or maybe even just okay, but his enemies were just learning how to use a basic attack, he might still win. But if you pit him against a competent player, he should be destroyed, though his move speed might allow him to run away before he dies. And yes, in combination with pretty poor DPS, he's squishy. No protections built.

Just for comparison purposes, let's try my example basic attack build. Ninja Tabi, Frostbound Hammer, Soul Eater, The Executioner, Qin's Sais, Spirit Robe. DPS is 400 to 267 DPS. So my build is somewhat weaker than the altered example above. However, my build incorporates a few key things that make it much more functional. Instead of Hastened Fatalis' passive move speed for Rav, I get the same type of effect against the enemy by slowing them. I have more health. I have more 40 more of each protection, sometimes have 15% damage mitigation, and 10% CDR (some is better than none, right?). If I have full stacks on Soul Eater, I have the same 10% move speed as Hastened, more lifesteal (30% in fact), and if I get below 50% health, I get a boost of almost 500 health!

So, it's important to build to account for multiple things. Best to balance power, pen, attack speed, etc. Hope this helps. Let me know if you have any further questions!
1
[-]
Gunner Night | April 8, 2016 9:36am
Really loving your guides. I saw this build in a Siege yesterday and wanted to see what you guys thought

Quins
Ninja
Odyseus Bow(think it was ichaival early)
Asi
Winged Blade
Hastend Fatalis

It fully maxes atk speed but makes you squishy as all hell and really vulnerable but I found it interesting in Siege mid-late during teamfights because the chain off odyseus bow ramps up the power across everyone while the passive and lifesteal add to the sustain.
1
[-]
Stuke99 (47) | January 26, 2016 11:26am
1
[-]
Branmuffin17 (291) | November 3, 2015 1:49pm
@Almightybrad: so you bypass Rage, and finish with Deathbringer? Hmmm...I might have to try that out. Thanks for the feedback!
1
[-]
Almightybrad | November 1, 2015 6:33am
Branmuffin17 wrote:

Thanks Prism!

Okay, so I tried the crit build...our team won in the end, but it was close. I barely got Deathbringer to complete my build (with only tier 2 beads) before the game was ended...I didn't even get to HIT anyone.

Now, my minion damage is often higher than it was this game, which likely means I get more $$$ in those games, but I'm guessing it'd still be very, very close. I'm wondering if the crit build is even feasible in most situations. At 5 full items, Qin's Sais is more effective than Rage overall.

Anyone willing to go for my crit build themselves in a couple games and see what results you have?


I use a similar build and I use Deathbringer as my final item. I attack so fast so I get several crits in. They hit for 500-600.
1
[-]
Branmuffin17 (291) | October 21, 2015 12:36am
Thanks Prism!

Okay, so I tried the crit build...our team won in the end, but it was close. I barely got Deathbringer to complete my build (with only tier 2 beads) before the game was ended...I didn't even get to HIT anyone.

Now, my minion damage is often higher than it was this game, which likely means I get more $$$ in those games, but I'm guessing it'd still be very, very close. I'm wondering if the crit build is even feasible in most situations. At 5 full items, Qin's Sais is more effective than Rage overall.

Anyone willing to go for my crit build themselves in a couple games and see what results you have?
1
[-]
ThePerfectPrism (52) | October 18, 2015 5:31pm
Challenge Met !

+10000000
Loading Comments...
Load More Comments
League of Legends Build Guide Author Branmuffin17
Ravana Puncha Pow-a (S6 WIP, All Modes, Patch 6.6 "Neo Olympia")
17 Votes
Vote
Vote
Table of Contents

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved