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Bloodforge shouldn't be built until after you have sold boots and bought a speed potion. Also after some consideration and comments I have come to realize that Qin's may not be considered CORE. It can be switched out with another defense item such as Mantle or Masamune. You could also consider swapping it for Titan's bane or Executioners. However I prefer Qin's and build it more often because I don't like devoting TOO much to tanks and giving up a little advantage over squishier targets.
This should only be built in two situations. #1 The enemy team has A LOT of tanks and bruisers. #2 The game is going on very long and your DPS is doing a poor job. Also this is if you already have speed potion other wise build Warrior Tabi until you have the gold to replace it.
All of these can be switched out with any defense items I listed above but are more situational. (Except maybe Masamune I think it's a good item all around)
Tap each threat level to view Ravana’s threats
Ravana is a god that has an extremely high skill cap but is unforgiving to new players. His kit revolves around his Overhead Kick and if you don't know how to use it you will suffer tremendously from that. His combos are pretty straight forward after that.
You use 10-Hand Shadow Fist, basic attack, Prana Onslaught, Basic Attack, (If safe) Overhead kick, Basic attack. Pretty straight forward right? By the way every time I said Basic attack that meant basic attack twice(2x).
Now some of you may be questioning the amount defense on an assassin. If you have been playing him since (Start of Season 5 I believe) he was always an assassin esc. warrior. He kept some of those traits in the sense that he is now a warrior esc. assassin. You play him in way to dive the back line, kill the hunter or mage and then assist your team with whoever is left. If you want to play Ravana you better get good at 1v1s.
Okay first things first. If you miss your Root and the target is at full health DO NOT engage. Now there are exceptions to this of course. If the target is an Artemis without their ult (More on that later). But if the person you are engaging on is low-mobility high power hunter such as AMC you wont be able to strafe and stick to him properly if you miss your root. If it is a decent mobility or high mobility target (such as Neith or Hachiman) you can risk ulting after they burn their mobility (less so Hachiman) if you believe the trade is worth it or you can make it out alive.
What to do against tanky targets: First of all... most tanks should be little to no trouble for Ravana as if you build the late game build. If you build the core build you will kill them eventually but a Tank ***ba or Artio is going to take a while and probably not worth your time.
Hunters and Mages: Now most mages shouldn't be a problem in the slightest. Zhong Kui can be problematic if you mis-time your Overhead Kick he could burst you down almost instantly. Another mage that could be problematic is Chang'e and Chronos. Chronos simply because he is AA and his ult can just negate all your burst. Chang'e because it is unclear which ability you should use your Overhead Kick on (her Ult if possible). Hunters are pretty straight forward. If you see a hunter that has low mobility you can kill them unless they're fed. There are very few hunters that will give you trouble. Hachiman can be problematic as well as Cernunnos due to their good strafe and peel material with hard hitting basics. Neith is a good example of an easy hunter... When she uses her 1 (Square PS4, X Xbox) you burn Overhead Kick then when she uses her backflip you strafe around the slow if possible. If you were right behind her when she used it you can just throw your root behind you and that's that do your combo and she's dead. But if you were to her side use the time she is in the air to close the distance and use your root. AMC is simple too. Strafe around his basics, root him, and do the combo. If he isn't dead he is building defense and you could be in trouble. Make sure if you know he has his ult up to save your Overhead Kick for that. (Use it on the Audio Queue).
Specifics:
Mages Hold your Overhead Kick for their most damaging ability or if their burst requires a set up (like Zhong Kui) then use it on their activation ability. Then use the combo stated in the first chapter (re-stated at the end of this one). He Bo can be a problem as all his abilities are extremely dangerous but the safest bet is to dodge the Water Pillar and use the Overhead Kick when he pulls both his arm back (animation for his ult).
Hunters Most hunters shouldn't give you too much trouble. Just hold your back backflip for any peel they have (such as Cernunnos Brambles) or any high damage ults such as AMC's. I will go more into priority on the Overhead Kick chapter.
General Tanks If the tank is with their team and they have a high priority team-fight ult (More on Priority in Overhead Kick chapter) such as a Xing Tian Ult you would use it for that. In a 1 on 1 situation most tanks shouldn't be problematic (as stated above) except for maybe a Cabrakan (even then just root him) or a Artio (because Artio). But if you have your saving grace Qin's Sais even the more problematic guardians should be pushover.
Warriors As my favorite role (44% of my total games) I can say I know how MOST of the match ups are for Ravana like the back of my hand. AA Bellona can be a major issue and Erlang (So basically any AA warrior with decent stick) but not a lot of warriors stand too much of a chance if you're good at reads and timing. Arthur will never land his ult and Ravana with their Overhead Kick up even if both know what they're doing. A Hercules shouldn't land his knock-up on a Ravana, so on and so forth.
Okay stay with me here! I'm not used to informal writing and this is going to be a long chapter so if it's hard to follow tell me why and I will try to change it.
Priority: What should you use your Overhead Kick on? Well it is very complicated But I will break it down into a list of Greatest to Least then go more in-depth on each point.
1. One shot Ults (ex. He bo)
2. Set up Ults (ex. Xing Tian)
3. Strong CC abilities (Hercules Dash)
4. High Damage Abilities (Vulcan Back Pedal)
5. Basic Attacks
6. Creating Distance
One shot ults: This and Set up Ults are inter-changeable. If you are going to be hit from a He Bo ult or a late game Vulcan Ult you should use your Overhead Kick. There is no point in taking the 90% of your health ability just to keep your Overhead Kick for the 10% health ability follow ups.
Set up Ults: This one is a little more complicated. You want to Overhead Kick these abilities simply because more than likely after the set-up is done you are going to take everything at once. That's why you use it there... even though the ability itself may not be damaging the follow up most likely will be. The only reason this was 2 was because if the enemy's teammates aren't nearby then there is no point to avoiding it.
Strong CC abilities: The difference between this and set up ults and usually strong CC ults don't have an exaggerated wind-up but also trade off effectiveness. A Hercules dash is going to be harder to avoid than a Xing Ult so unless you're a confident Ravana player who can read the Hercule's play style then by all means use your Overhead Kick. This is for a similar reason. Even if the dash itself doesn't do that much damage the follow up (even by him alone) could be huge. (For Hercules in particular however you are going to want to avoid his Knock-up more).
High Damage Abilites: You only want to avoid these if you know you will be safe for the 8-14 seconds your Overhead Kick is down. If you are low on health you avoid these or if you think it will be more detrimental than whatever else he has up his sleeve. In the case of a Vulcan back pedal you probably want to hold it for his grenade because 90% of the time Vulcan will mindlessly use his back pedal after the grenade thus you avoid both at the same time.
Basic Attacks: I mean... you almost never want to use the Overhead Kick for basic attacks but if it is absolutely necessary for survival then go for it. You CAN (not recommended but sometimes it helps a little) use it to strafe around a hunter such as a Hackiman or an AMC.
Creating Distance: Technically when you use Overhead Kick you gain a speed boost but this shouldn't be the purpose it's used for unless you are 110% confident it will give you that extra little bit of distance to dodge whatever they're throwing at you. (It doesn't give you very much distance so it is almost never worth it)
Offense vs. Defense: I will explain how to use your Overhead Kick offensively or defensively and give a few examples on when to use it which way. This is what makes him so strong. He is very adaptable and can be played offensively or defensively.
Offense: There is not a single 1 combo in the game that can stop you from getting on a hunter or mage (if they're by them-self) if you time your kick correctly. If a He Bo uses his water pillar you can use his time standing still and combo him. If a Vulcan uses his grenade you can kick that and you are now a lot closer. You should almost never use it for damage by itself. If you use it to dodge something try and hit whoever you're advancing on with the attack but otherwise the damage from it should not be your main priority.
Defense:Ravana can be a defensive powerhouse. If you play him on the defensive you can almost untouchable if you're decent at strafing. You just follow the priority list and avoid everything.
Common Abilities to Avoid and Reads:
1. Xing tian Ult: If you kick the second he goes into the spin (not when he is charging up) you will be able to avoid the ult as long as you pivot away from him.
2. Ares Ult: Kick as soon as the audio queue disappears
3. Vulcan Ult: Kick a moment after the orange circle appears
4. He Bo Ult: When he pulls his arms back
5. Ah Puch: Right before his corpses hit you. (He is just his combo and an ult)
Reads:This will come with experience but I can give advice on how to learn it. First go into some bot games then try and watch their behavior to see how they start to begin positioning before using abilities. Then after about 4 to 6 matches of you observing their behavior switch back to casuals and do the same but with a character you're more experienced on. Then after another 5 to 10 games of that you can switch to Ravana and learn the timings. Timings and predictions will be learned with time but this strategy might help give you a little bit of a head start.
What is Ravana's greatest weakness? Well falling behind against an AA assassin. If you fall behind an Arachne or Bakasura (less so Bakasura) there is only a small chance you will be able to catch up. Now at the start you're on almost equal footing (Arachne has a slight advantage). Also he isn't as strong very late game as he is Mid-game. Also the fact that you can't build him FULL DAMAGEEEEE means that he is going to suffer against his now meta competitors.
Ganks: Ravana lacks chase other than his ult. So how do you gank without your ult? "Take the long way" as some of my comrades would say. In middle lane you take the entrance in the lane closer to the enemy's tower and in duo take whichever entrance puts you behind the enemy. He is very similar to low mobility junglers in this regard.
Joust- He is bad in Joust... the only good thing about him in this game mode is his high base damage.
Conquest- Jungle is the best option. A good Ravana jungle will have a lot of pressure at the beginning and will use that to snowball into the late game.
Other- Just play him like any other assassin.
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Pretty much just use the levelling order from here:
Also, your mid helps you clear speed 9/10 times. So, you're at full HP heading towards blue and so the healing from ability is wasted. When I go from Yellow to Blue my "1" is ready (faster clear).
Maybe selfish, but I am not slowing my clear route waiting on solo, will make me that much later to contest mid harpy.
Having "3" ready for mid harpy is good cause you take DMG and get healed up lil.
I can understand prioritizing "3" for few levels after
I really like Ravana, so thanks for your guide!
(P.S: Don't take Kriega choice off words personally, he means well imo :P )
Is that heal even needed whe you get 2pots at start?
I do think there needs to be some additional item options, some of which are sorely missing IMO. TB should be one (depending on enemy comp), and would like to see Brawler's Beat Stick as another option. On the bruiser side, you have Ancile for magical protection, but Void Shield should be an option.
On the full defense side, Magi's Cloak should probably be listed, along with Mantle of Discord. Not saying you have to build those, but they should be options. You might also include Winged Blade if facing lots of slows.
Finally, don't personally feel Qin's Sais or Breastplate of Valor are core (though that's my opinion and this is your build so you can list whatever you want). Yes, his attack progression gives some added value to Qin's...and I guess if you're also investing into The Crusher, he gets some decent AS...but don't know if it's enough commitment to basic attacks to make it 100% worthwhile. If anything, I'd list them as options, but if you feel like they're core for you, keep them.