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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 Spear. Credit to DiscoFerry for the build.
Alternate item options:
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:
Universal build with good pen, power, CDR and protections. Utilizes the upgrade Bumba's Spear. Credit to Big Damage for the build.
Alternate item options:
Alternative starting items utilizing Manikin Scepter for early aggression.
Aggressive build used to target squishy backline enemies and burst them down quickly via the upgrade Manikin Hidden Blade. Credit to Kriega1/Official SMITE Discord for the build.
Alternate item options:
These are the main relics you should consider for each match.
Recent Updates:
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.
Revision History
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Basic Attacks
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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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Still new to all this but really enjoying trying to learn the item meta and understanding counterbuilding.
Appreciate the reply.
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!
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.
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 $$$ in those games, but I'm guessing it'd still be very, very close. I'm wondering if the crit build is even feasible in most situations. At 5 full items, Qin's Sais is more effective than Rage overall.
Anyone willing to go for my crit build themselves in a couple games and see what results you have?
I use a similar build and I use Deathbringer as my final item. I attack so fast so I get several crits in. They hit for 500-600.
Okay, so I tried the crit build...our team won in the end, but it was close. I barely got Deathbringer to complete my build (with only tier 2 beads) before the game was ended...I didn't even get to HIT anyone.
Now, my minion damage is often higher than it was this game, which likely means I get more $$$ 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?
+10000000