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Typical starting item spread for an Assassin jungler. Bumba's Dagger provides good early sustain and jungle clear function, while setting you up for a solid, well-rounded upgrade late-game.
Universal build with good pen, power, CDR and protections. Utilizes the upgrade Bumba's Hammer. Credit to Kriega1/Official SMITE Discord for the build.
Alternate item options:
These are the main relics you should consider for each match.
2021/10/19: Guide is current as of Patch 8.10, "The Queen of the Banshees." Builds updated with support and direction from DiscoFerry, Kriega1 and the Official SMITE Discord group.
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.
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.
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.
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.
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.
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.
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.
Thanks for reading, and I appreciate any and all comments, suggestions, etc.
Brandon / PC IGN: Branmuffin17
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