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REVN Build Creation Guide
By arbgaming.ttv
This guide covers the basics and some of the nitty gritty of creating effective builds. If you find any corrections or new info for the guide, don't forget to leave a comment (Still in progress). Don't forget to join the REVN discord for more help and meet other players, found under the training tab and community resources.
   
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Basic Foundation
When creating a build, increasing your weapon damage is almost mandatory in order for it to be viable. A build that has no gun damage can be detrimental and sometimes game losing due to only way to damage structures being weapons and spells not being enough on their own (besides certain cheese spells that are always subject to change).

Every build requires atleast 2/3 things: role focus, crowd control, and mobility.

1. Role Focus

In REVN, the 3 main roles are DPS, Tanking, and Support. DPS revolves around being the damage source of your team and the main driver behind killing enemies, objectives, and minions. Tanking involves soaking damage and abilities for the team, and with reflective armor, reversing the enemy team's DPS onto them. Tanks are also particularly good at fighting minions because of their armor reducing their raw damage better than players who end up buying some kind of armor penetration (note: reflective armor doesn't reflect minion damage). Support is a semi-focus, usually best picked up by tanks and/or casters. Supporting involves using team or CC centric abilities your other team mates wouldn't normally pick up due to limited build space, but still ultimately swinging battles into your side's favor.

2. Crowd Control

This can be swapped or be picked up by your role focus abilities, but is recommended to have present somehow. While some abilities will allow you to kill an enemy before they can dash, teleport out, or even realize they're dying before committing to an action, most builds can't do this and need some way to slow down or stun the enemy to deal the killing blow and/or assist teammates in their own battles. This can be replaced by another damage or utility ability but having one on hand is better than having no options.

3. Mobility

Mobility abilities in REVN are mandatory due to the 3d nature of the map's design and how other players will try to take advantage of it. Mobility abilities can either give you the option to reach far range and hard to reach points (eg. the top of tall buildings and the tents over the central catwalks) and/or traverse the map faster than the rest of the lobby. Both of these factors can be utilized to disengage fights if the enemy isn't able to CC or keep up with you.


What to Buy, When to Upgrade
One of the most unique features of REVN from a MOBA standpoint is having a flat upgrade system instead of a crafting system and also buying your abilities instead of earning them through a level system.

Start of the Match
When deciding on your first items, it's best to focus on what will help you farm the best. A damage or heal centric ability and an early game/jungler centric item is best to buy first. Items like Reaper Clip, Vanguard Plating, Scout Protocol, and Energy Scavenger can give your build stats and minion clearing passives that will give the upper hand when time comes to start building your core items.

This early in the game, everyone is relatively around the same ichor levels so building for PVP over PVE is less ichor efficient. In REVN, PVP only results in ichor gain if the person you kill has a killstreak, meaning that it won't improve your build to go for early ganks or hamper the enemy with the extremely short spawn times this early on.

Upgrading your Loadout
When choosing to upgrade or buy multiple items, determining which is better varies on a few factors. Items with scaling passives or unique attributes are almost always better to upgrade a few ranks or to full. Items with non-scaling passives or that are entirely stats are usually better to purchase early on and leave at rank 1 until other items are upgraded.

Investing in abilities can be much more radical. While some abilities like Micro Rockets greatly benefit and almost rely on being upgraded to stay powerful, a much more proportionate number of abilities differ from this. Mobility abilities can even be left to upgrade last and provide their utility the entire game.
Picking Guns
While guns are technically separate from your builds, knowing how each gun works and how they work in the sandbox will allow you to make an informed decision on what combo would fit the match best.

Genesis Assault Rifle

This is the bread and butter rifle of the game. It can be used in almost any scenario and succeed to varying degrees. Besides sniping, you can't go wrong picking this gun.

Spire Sniper Rifle

The longest range gun in the game. This weapon can shoot multiples of ranges farther away than its only competition, the Genesis and the Halberd. The crazy high headshot damage also means consistently accurate fire can achieve some of the highest DPS before damage bonuses. While the high zoom scopes and single shot nature of the gun means its niche is away from active combat, the over the shoulder aim means it can still be used in a closer ranged fight. This kind of aiming can also assist in team fights for players hanging back from active attention.

Renegade Shotgun

This weapon is the current king of ambushes and arms length fighting. The shotgun pellet nature means landing damage is nearly a guarantee, with the DPS itself being very generous. This factor also means that moving around like a madman in punching distance barely hampers your own accuracy, while detrimenting every other weapon in the game. Like with nearly every shotgun, it falls off hard with range and should only be used as a CQC weapon exclusively.

Scythe Carbine

The smaller of the cousin of the Genesis, filling a somewhat similar role to it. While having the base of an all rounder, the Scythe leans more towards the niche of being an SMG, sporting a smaller clip size, a much faster fire rate, and a harsher recoil. Despite being outclassed by the Renegade in sheer DPS, the Scythe has a range flexibility that a shotgun just can't match.

Genesis Assault Rifle

This is the bread and butter rifle of the game. It can be used in almost any scenario and succeed to varying degrees. Besides sniping, you can't go wrong picking this gun.

Halberd Burst Rifle

The mid to long ranged generalist rifle. While similar in performance to the Genesis, a higher headshot damage and harder to hit with burstfire make it better oriented to long ranged fighting. The Halberd shines the most for builds that want to attack from afar but don't want to be almost unplayable in close ranged combat.

Rook Revolver

While it may seem fickle or bad on paper, the Rook has something other guns don't: an extremely quick draw time and rifle range. This, combined with a high per-shot damage means that cleaning up kills can almost be a guarantee with one of these, even on fleeing opponents. When paired with a CQC weapon, engagements from a distance become much less one sided.

Fang SMG

A very small PDW sized weapon with outstanding DPS for a sidearm. While the range is awful, the versatility of a mostly reliable half-primary is useful to almost any build. While most guns pair well, the Scythe is usually a waste to pair with due to filling the same role.

Rogue Shotgun

The sidearm cousin of the Renegade, this sawed off shotgun acts as a weaker emergency CQC option. Despite being a pistol, when used alongside Dual Wield, DPS can be insane to both players and buildings. While this can be taken with any build effectively, it shines most with guns like the Genesis, Halberd, or Spire.
Physical DPS
Physical DPS revolves around boosting weapon damage, stacking crits, and armor penetration. Lifesteal can be added for supplemental healing but shouldn't be relied on for tanking mid-combat as player DPS is much more bursty than minion DPS, countering the slow trickle. With a maxed out lifesteal setup though, bosses like the hunter and angel can be almost solo'd, making taking them with your team at its fastest.

Staple Items:

Lightweight Ammo:

As of current, there's no way to increase firerate (besides Dual Wield), but this item can increase effective DPS in a similar way. Less time reloading means more time shooting, on top of the QoL stats for PvP combat that could be enough to give you the winning edge.



Sure Fire:

This items gives the most effective amount of crit stats, making it a staple for anyone needing a quick damage boost. For loadouts seeking to deal the most damage, Sure Fire can be combined with other crit stat items like Targeted Rounds and Targeted Lifesteal.



Damage Coils:

Gives a progressive damage boost on use, giving high firerate weapons an amazing amount of DPS. On top of that, the price point makes it very efficient.


Assassin's Edge:

The highest damage potential in the game for weapons. While the item gives a modest amount of damage and movespeed, the passive is the real source of DPS. For 2 seconds after hitting an enemy player, damage increases up to 60%, providing a chance for near double DPS and bursting down even the tankiest builds.
Energy DPS
Energy DPS is similar to physical DPS in boosting ability power and energy pierce, but stacking crits is replaced with stacking cooldown reduction. Energy focus also requires items to manage energy and energy regeneration, but pure energy/regen shouldn't be bought as many useful items also come with it.

Staple Items:

Ultra Reactor:

The key to reaching viable levels of pure ability power, increasing the effectiveness of nearly all your abilities. The percentage increase means it stacks with other sources seamlessly. The reset on player kills also gives high potential for killstreaks or seamless disengagements.



Accelerator:

A flat 50% cooldown reduction (resulting in max cooldown reduction) for only 2000 ichor total is a steal. Even for low cooldown abilities, this can double your gross ability output in battles. While the utility can be lacking, only taking up a single slot means builds are much more flexible.



Energy Accelerator:

When used with another cooldown item, Energy Accelerator makes an amazing energy regeneration item. While the item on its own doesn't bring much utility, the cooldown reduction bonus synergizes perfectly with other 25% cooldown reduction items and leaves no cooldown reduction to waste.



Charged Accelerator:

For more utility from your cooldown items, Charged Accelerator is one of the best options. The inherent extra ability power is nice, but the passive is even better. With each minion kill reducing all cooldowns by up to .9 seconds, clearing waves or camps can easily top you off on its own.



Plasma Converter:

This will convert all the ability power you've been building previously into weapon damage, making up for a lack of DPS building you'd otherwise have and only consuming 1 item slot to do so.
Physical/Energy Tanking
Tanking physical and energy requires building up their respective protection stats, along with control resistance for when the enemy team brings stuns and slows. The formula for them both is: incoming damage x (100 / (100 + armor or energy protection)). This results in only a percentage of the damage getting through. Piercing will do a flat subtract from protection before the formula is calculated. Building health items is also advised, but protection shouldn't be skimped on under any case.

Staple Items:
Vanguard Plating:

The starter item for tanks, giving the best lane sustain for its price. With the heal from killing minions and the passive health regeneration, you can stay in lane almost indefinitely and easily recover from battles.



Reflective Armor:

Reflective Armor allows a non-shield tank to serve both as a damage sponge and damage dealer. The damage recieved reflects back to both players and minions, acting as a free source of damage as . The percentage health increase also enables for health stacking, giving a similar effect to Ultra Reactor.



Exo Plating:

A very boring item, but it gives all the armor you need at the cheapest price. Can easily fit into any armor stacking build and be bought early game.



Anti-Energy Vitality:

The most optimal item for blocking energy and ability damage. Anti-Energy Vitality's combination of health and energy protection means that you gain both high defense against energy and all damage, giving great value for both its ichor and slot occupation.
Healer
The Healer build uses abilities like Healing Burst and Healing Dart to keep teammates and themself alive and fighting, winning primarily through attrition and denying the enemy team kills.

Staple Items:

Medical Implant:

The starting item for medics (although it can be taken at any point in the game). While the healing aura is useful, the true value of the item comes from the stats. Having an aura heal, cooldown reduction, and energy regen from a single slot gives amazing value to both your team and yourself


b]Ultra Reactor:[/b]

The key to reaching viable levels of pure ability power, increasing the effectiveness of nearly all your abilities. The percentage increase means it stacks with other sources seamlessly. The reset on player kills also gives high potential for killstreaks or seamless disengagements.



Accelerator:

A flat 50% cooldown reduction (resulting in max cooldown reduction) for only 2000 ichor total is a steal. Even for low cooldown abilities, this can double your gross ability output in battles. While the utility can be lacking, only taking up a single slot means builds are much more flexible.



Energy Accelerator:

When used with another cooldown item, Energy Accelerator makes an amazing energy regeneration item. While the item on its own doesn't bring much utility, the cooldown reduction bonus synergizes perfectly with other 25% cooldown reduction items and leaves no cooldown reduction to waste.



Charged Accelerator:

For more utility from your cooldown items, Charged Accelerator is one of the best options. The inherent extra ability power is nice, but the passive is even better. With each minion kill reducing all cooldowns by up to .9 seconds, clearing waves or camps can easily top you off on its own.



Plasma Converter:

This will convert all the ability power you've been building previously into weapon damage, making up for a lack of DPS building you'd otherwise have and only consuming 1 item slot to do so.



Bio Fuel Converter:

This item gives both much needed stats and an amazing passive. The stats allow you to only invest in 1 item to handle energy needs (on top of health to keep you from being a pushover), while the passive grants healing to yourself for even more sustain. While the energy cost of your abilities is low, you'll be casting them constantly and optimally building for cooldown on the side to further increase energy expenditure.
Speed DPS/Jungler
Junglers are similar to Physical DPS builds, but trade some raw damage for ability to navigate the map and contest terminals. Junglers are also able to use Scout Protocol to sustain themselves without returning to base and capture more terminals at once.

Staple Items:

Scout Protocol:

This starting item gives near unlimited sustain, only requiring a captured terminal to heal back to full health in a suprisingly quick time. By retreating to your team's terminals or capturing the enemy's terminals in advance, you can recover in seconds and return to fighting or farming.



Lightweight Ammo:

As of current, there's no way to increase firerate (besides Dual Wield), but this item can increase effective DPS in a similar way. Less time reloading means more time shooting, on top of the QoL stats for PvP combat that could be enough to give you the winning edge.



Sure Fire:

This items gives the most effective amount of crit stats, making it a staple for anyone needing a quick damage boost. For loadouts seeking to deal the most damage, Sure Fire can be combined with other crit stat items like Targeted Rounds and Targeted Lifesteal.



Damage Coils:

Gives a progressive damage boost on use, giving high firerate weapons an amazing amount of DPS. On top of that, the price point makes it very efficient.


Assassin's Edge:

The highest damage potential in the game for weapons. While the item gives a modest amount of damage and movespeed, the passive is the real source of DPS. For 2 seconds after hitting an enemy player, damage increases up to 60%, providing a chance for near double DPS and bursting down even the tankiest builds.



Chrono Step:

While seemingly out of place for a DPS jungler, the passive of this item singlehandedly one of the best movespeed items in the game. Upon reaching half health, you gain a massive movespeed boost that both makes you a difficult target and allows for unmatched disengagement potential. With a maximum movespeed build, this can be reversed into an offensive tool that makes you difficult for even minions to hit. The cooldown reduction part of the item can also be used to make mobility abilities more plentiful and add onto your slipperyness.
1 Comments
Silas 16 Nov, 2021 @ 11:05am 
Awesome guide, looking forward to more from you!