Released Jun 30, 2015
  • Chain of Blows

  • Each successive hit within 5 seconds adds to Ravanadds combo chain, allowing Prana Onslaught to do an additional 7.5% damage for each hit in the combo, up to a maximum of 60% total. Additional hits above 8 will not count towards this damage again until Prana Onslaught has been fired.
  • Prana Onslaught

  • Ravana throws a powerful punch, projecting his prana with it to deal 60/80/110/150/200 (+75% of his physical power) damage and slowing for 2s all enemies in front of him. Cost: 30/38/45/53/60. Cooldown: 6s.
  • Overhead Kick

  • Ravana performs a high kick sending a shockwave forward to deal 55/90/125/160/195 (+70% of his physical power) damage to all enemies in a line and rendering him damage immune during the action. Cost:60/65/70/75/80. Cooldown: 16/15/14/13/12s.
  • 10-Hand Shadow Fist

  • Ravanadds fists fly forward, dealing 115/140/164/190/215 (+55% of his physical power) in damage to enemies in a line passing through minions and stopping on the first god hit. Hit gods are rooted for .8s. Damaging enemies heals Ravana based on damage dealt. Cost: 55/60/65/70/75. Cooldown: 18s.
  • Mystic Rush

  • Ravana rushes to his target, dealing 70/100/125/150/175 (+35% of his physical power) in damage to them and knocking aside all enemies in his path. The target is then linked to Ravana, doing full damage to him while all other enemies do 40% reduced damage. Cost: 80/90/100/110/120. Cooldown: 90/85/80/75/70.

General

  • Ravana gained a large amount of power through the changes to his ultimate in 4.6. Having 50% damage reduction from all sources and dealing 10% increased damage to any target hit gave him powerful initiation and brawling potential. A bit too powerful.
  • We are reducing the Damage Reduction to 40% and toning down the early Ranks of 10-Hand Shadow Fist to bring his early game and teamfight power down.

10-Hand Shadow Fist 10-Hand Shadow Fist

  • Decreased Base Damage from 120/155/190/225/260 -> 100/140/180/220/260.

Mystic Rush Mystic Rush

  • Decreased Damage Reduction from 50% -> 40%.
  • Corrected the description of this Ability to state it lasts for 5 seconds at all Ranks.

General

  • Mystic Rush is seeing a slight redesign to better enable Ravana to engage into fights and call a target for his teammates to focus down. Along with higher Base Damage, Mystic Rush now provide Ravana with a 50% Damage Reduction buff at all times. The old linking ended up being both difficult to use and confusing to play against, resulting in us making this change. All targets hit also take 10% increased Damage from all sources, giving Ravana better tools to deal with front-line tanks and back line squishies

Mystic Rush Mystic Rush

  • Increased Damage from 150/225/300/375/450 -> 200/275/350/425/500.
  • The linked target mechanic has been removed.
  • Now provides a 50% Damage Reductions buff to Ravana upon landing.
  • Enemy gods hit by Mystic Rush take 10% increased Damage from all sources.
  • Mystic Rush can now hit Minions.

General

  • Ravana often bullies out his lane opponents while offering little room for players to actively punish him. We are reducing his overall sustain while also increasing the cooldown on one of his primary boxing abilities to give players more options when fighting against the Demon King.

Prana Onslaught Prana Onslaught

  • Increased Cooldown from 8s -> 9s.

10-Hand Shadow Fist 10-Hand Shadow Fist

  • Reduced Heal per Hit from 15/30/45/60/75 -> 10/25/40/55/70.

Mystic Rush Mystic Rush

  • Increased radius from 12 to 15.
  • Updated tooltip to correctly indicate it as a Leap instead of a Dash.

General

  • Since Ravana's rework he has found his identity as a character who can get into fights and have a large impact. After monitoring his performance we feel there are a few things he is over performing in, mainly his sustained damage from Prana Onslaught, and his ability to avoid damage with overhead kick too consistently. By reducing the frequency of use on these abilities, we expect him to fall into a better place.

Prana Onslaught Prana Onslaught

  • Increased cooldown from 6s -> 8s.

Overhead Kick Overhead Kick

  • Increased cooldown from 14/13/12/11/10 -> 20/18/16/14/12.

Prana Onslaught Prana Onslaught

  • Reduced Damage scaling from 95% -> 80%.

10-Hand Shadow Fist 10-Hand Shadow Fist

  • Increased cooldown from 15 -> 18s.

General

  • No longer limited to punching with one-hand, Ravana has a few new skills to get into the fray and mix it up! Overall with this rework we wanted to see what Ravana was missing and give him some tools he needed. His Ultimate now acts as a more potent engagement tool that can be used without the need to lock-onto a target, as well as packs a much larger punch. His passive will now also provide him a shield, which will reward him for staying engaged into a fight and giving him much needed survivability when he
  • Due to the number of modifications, Ravana will be temporarily auto-banned from Ranked League.
  • Basic Attacks
  • Ravana has a new Basic Attack sequence, and new animations. His new sequence is .5/1/1 damage and speed.

Chain of Blows Chain of Blows

  • Ravana's Passive has been changed:
  • Successful hits from Basic Attacks or abilities increase Ravana's Combo Chain. Each time his Combo Chain reaches 8, he receives a Shield equal to 5% of his maximum Health. This may stack up to 3 times.

Prana Onslaught Prana Onslaught

  • Range increased from 15 -> 20.
  • Damage increased from 60/80/110/150/200 -> 80/135/190/245/300.
  • Physical Power scaling increased from 80% -> 95%.
  • Slow increased from 10/12.5/15/17.5/20 -> 25% at all ranks.
  • Slow duration increased from 2s -> 2.5s.

Mystic Rush Mystic Rush

  • This ability no longer “locks-on” requiring an enemy target to use. It now travels to the target location, and can miss.
  • The Mark is now applied to enemy target closest to the center of the targeter upon landing.
  • Damage increased from: 75/100/125/150/175 -> 150/225/300/375/450.
  • Physical Power scaling increased from 35% -> 100%.

10-Hand Shadow Fist 10-Hand Shadow Fist

  • Increased Health Return from 15/20/30/45/65 to 15/30/45/60/75.

General

  • Cleaned up some visual issues at Victory screen.

General

  • Ravana is in a much better place since the last changes, but we wanted to bring him up a little more. We increased the damage of his Overhead Kick and 10-Hand Shadow Fist slightly to help him trade better, and in conjunction with this allowed him to avoid damage and heal slightly more. These changes should bring out the dueling strengths that we like in Ravana.

Overhead Kick Overhead Kick

  • Reduced Cooldown from 16/15/14/13/12s to 14/13/12/11/10s.
  • Increased damage from 55/90/125/160/195 to 70/105/140/175/210.

10-Hand Shadow Fist 10-Hand Shadow Fist

  • Increased Health Return from 10/15/25/40/60 to 15/20/30/45/65.
  • Increased damage from 115/140/165/190/215 to 120/155/190/225/260.

Mystic Rush Mystic Rush

  • Fixed a rare occurrence where Ravana could get stuck in a wall from Janus Portals.
  • Fixed buff timer always showing 4s for each rank.

General

  • Fixed incorrect textures in the End Of Match Lobby.
  • Fixed body persisting after death.

General

  • Basic Attacks
  • Updated his attack chain to correctly reflect the listed time.

Chain of Blows Chain of Blows

  • Increased damage multiplier from 7.5% per stack to 10% per stack (Max. from 60 to 80).

Overhead Kick Overhead Kick

  • Ravana using this skill wisely is a large part of his kit, but in many cases we were seeing this skill interrupted early. We want to increase the reward for using this skill at a proper time.
  • Ravana is now Crowd Control immune during this ability.

10-Hand Shadow Fist 10-Hand Shadow Fist

  • The % heal didn't give Ravana full control over his sustain. This change to flat should increase his sustain overall while also making the heal amount consistent. The cooldown adjustment will also mean this happens more often and gives a slight boost to his Crowd Control in the process.
  • Cooldown reduced from 18s to 15s.
  • Healing changed from % damage dealt to flat 10/15/25/40/60 per hit.

Mystic Rush Mystic Rush

  • Mystic Rush is meant to be a tool for engaging onto who you want to fight, and by upping the Damage Reduction and doubling the stacks of Chain of Blows, Ravana should be able to better engage a team, and deal more upfront damage.
  • The Shield now scales in Damage Reduction, from a flat 40% to 40/45/50/55/60%.
  • Now doubles your current passive stacks upon firing.

Prana Onslaught Prana Onslaught

  • Added the targeter back in. Players who preferred no targeter may switch the ability to instant fire mode in the K screen, although all fire modes will now interrupt his melee chain.

Mystic Rush Mystic Rush

  • Fixed Ravana moving very slowly if he uses ability on targets that have just teleported (Athena Ult, Janus Portal, Recall).

General

  • Released.