[In-Depth Guide] Omeda's Most Wanted
Revenant build by
ZXHR
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predecessor.pro/builds/1701988661-in-depth-guide-omedas-most-wanted

Crest Selection

Rogue Crest
+8 Physical Penetration
Rogue: Restore 3 health each time you deal damage to an Enemy Hero or Monster with an ability (once per ability), or 4 health when killing an Enemy Unit. Upon restoring 200 health, evolves into Assassin Crest.
Creep Slayer: Deal 15 extra basic damage to Minions.

Ortus
+10 Physical Power
+10 Ability Haste
+8 Physical Penetration
Active - Limit Breaker: Upon activation, gain 20% movement speed and 10% increased physical power for 8s. Takedowns within the duration permanently grant 3 physical power and refresh the duration - 90s CD.
Creep Slayer: Deal 30 extra basic damage to Minions.
Item Build
Full Guide
I'm ZXHR and I'm an avid Revenant player. At the time of making this, I've completed Rev's mastery and have many games on him, and am confident in my understanding of his kit and playstyle. I wanted to make a guide sharing my thoughts on how to play Revenant the best since I don't often see in-depth guides here and I'd love to motivate others to make their own!
THIS GUIDE WAS MADE DURING PATCH v0.13
Revenant is a Marksman/Assassin hybrid hero who specializes in isolating and neutralizing high-value targets to collect bounties, and snowball. Armed with only damage at his disposal, Rev creates a feast or famine playstyle that is not beginner-friendly. Revenant is a very selfish carry, and is best played in the Duo/Bottom Lane where his lack of peel and utility can be substituted by a support.
Bounty Hunter (P): Revenant gains (+1% per 10% Critical Strike Chance) increased Physical Power and his Attack Speed decreases reload speed but doesn't affect fire rate. Killing an Enemy Hero grants 25 (+25 per bounty stack) additional gold.
Hellfire Rounds (RMB): Passive: Critical Damage is modified to 145/150/155/160/165/170%. Active: Revenant reloads his Hand Cannon.
Hand Cannon (LMB): Hand Cannon's final round deals bonus physical damage equal to 4% (based on Revenant's level) of the target's missing health. The final round will always critically strike. After four basic attacks, Revenant will automatically reload.
Obliterate (Q): Unleash 10 ethereal missiles that home to random Enemy Targets within a wide cone. Each missile deals 40/55/70/85/100 (+45%) (+75%) physical damage. Enemy Heroes take 20% damage from missiles beyond the first.
Scar (E): Scar the Target Enemy Hero dealing 10/25/40/55/70 (+50%) (+80%) physical damage and mark them for 5s. The next 6/7/8/9/10 instances of damage from Revenant apply a 5% stacking slow for 1.25s and deal 10% bonus magical damage.
Reckoning (R): Revenant pulls himself and his target into the Nether Realm for 6/7/8s and roots the target for 0.5s. Killing his opponent inside the Nether Realm will double the bonus gold gained from Bounty Hunter.
Build Order:
The build order is always:
Obliterate (Q), then
Hellfire Rounds (RMB), then
Scar (E).
This is because Q is your immediate burst damage for trading, so it's the most crucial for early game. I see people go Scar (E) over Hellfire (RMB) which is just dumb because Hellfire increases your base DPS, and becomes even more effective with more critical (which your items are building). Your E definitely not doing that. The benefits of maxing Scar (E) first don't make sense because it's not there for the damage, it's there for the utility. Hellfire synergizes way more closely to your damage, as your 4th shot is ultimately what will kill people 90% of the time, not E+Q combo.
First off, let's talk crests. In my opinion, there are only 2 viable crest options for Rev:
Ortus - This crest is good into greedier/experienced builds, as the 10% power boost and the 20% speed will allow you to maximize DAMAGE output in teamfights with the reset.
Pacifier - This crest is a safer pick, and it is used both for the much needed mobility and for kill confirming. Adrenalize stacks with 4th shot, so using it to kill an enemy at roughly 30% maximum HP is very doable.
Ultimately, the difference between crests is do you want more damage, or versatility? I am by no means downplaying Ortus. It is a wild crest on Rev and can allow you to easily steamroll in teamfights, and I think this crest is a little better as Rev needs to feast in order to take off. However, if you're newer, or playing into dangerous matchups (i.e. Riktor) than you will find Pacifier may be better. Either way, you cannot go wrong with either.
In my opinion, NEVER pick a defense crest like Liberator or Witchstalker. Revenant relies on snowballing to get ahead, and playing the neutral or even passive/reactive will lessen the likelihood of you taking over the match. The offensive crests allow you to have more windows of opportunity to execute enemies and take over. If you're someone who doesn't like an aggressive playstyle, Revenant will be uncomfortable and confusing to pilot effectively.
Before we breakdown every possible viable item on Revenant, let's consider Revenant's playstyle. He plays like an assassin first, and an AD carry second. He is feast or famine. This means you either take over the game, or you are just kind of useless. This is because he is all damage and 0 utility.
Sparrow & Kira have a teamfight ultimate, TwinBlast has range, as well as Wraith. Murdock has global presence, and Drongo has team utility in silence and shred. All you get is damage. Damage, damage, damage. So, if you are not maximizing that, you're missing the point of Rev.
He is unique in this regard to other ADCs.
This is important because I seldom build defense on Revenant. Next to never. You have to consider how much combat pressure you lose building defense on Revenant. The best items on Rev are the ones that maximize your damage to the point that you don't need defense because you blow up the enemy team anyway.
Secondly, Revenant's passives benefit critical strikes the most.
This means that the most "mathematically correct" and most "ideal" Rev build will always stack 5 critical items, because unlike other ADCs, Revenant benefits from surplus critical strike chance, as it's converted into damage. Because of this, Revenant's core build will always most likely always be Vanquisher, Imperator, Viper, Demolisher, and Terminus unless they are ever changed significantly/lose their critical stat. At 125% critical strike chance, Revenant is dealing 170% critical strike bonus damage sure, but he also has 12% increased total physical power. That is so unbelievably strong. For reference, Oblivion Crown's passive grants +15% total magical power. That is basically an entire tier 3 item on its own. It's crazy. So yeah, basically, crit build is best build.
ADC Items
Vanquisher (S+ TIER) I don't think this one needs an explanation. This item is so good it's unreal. Most ADCs will build this first for 2 reasons: firstly, the lack of attack speed is made up by the penetration and the insanely high damage. It ends up being the same as a 35 power/20 speed item, it's crazy. Secondly, the passive is such a good QoL passive to make sure you don't have the unlucky situation where someone leaves with 2 health left. Overall S+ tier item, should get nerfed.
Imperator (S+ TIER) This item is pretty much designed for Rev. If you don't build this, you are throwing. The passive stacks ridiculously with your own crit damage, causing you to blow people up at 30% maximum health. Nothing else to say. Mega strong but not broken honestly.
Viper (S TIER) Both the passives stack well with Rev. E+Q gets your maximum shred off so that your final shot in the burst combo has the greatest kill potential. Strong pick for obvious reasons. Another must-build.
Demolisher (A TIER) 9/10 times it'll be built. The penetration once again plays into your "burst them down" philosophy. You should be getting the idea by now. However, if no tanks are present (and I truly mean none, including no bruisers/fighters), I could see the argument for foregoing this item.
Terminus (A TIER) A strong pick. Nice when you're super ahead. I don't advise this first or second because the shield scales with power, so it's better late game. Also, enemies can counter-build EASILY with tainted items, making this useless quickly. Still a super strong stat-stick, and a nice passive heal, even if Rev doesn't heal as much from it.
Tainted Rounds (B TIER) I'm not crazy about tained, but sometimes your team sucks and refuses to build anti. Attack speed is obviously less useful and it does not give high power like Term, but the second passive is nice for kill securing/pressure. Never build first or second. 3rd at the EARLIEST and even that's pushing it.
Dust Devil (B TIER) SLEEPER PICK if you don't want to go Tainted at full build. It's surprisingly good as it's passive stacks in like a second with maximum crit. The bonus movement is nice for kiting as you're otherwise immobile. Good for longer skirmishes. Don't sleep on it. Try it once.
Lightning Hawk (C TIER) On to the worst pick of the pack. Theoretically it's viable but because you cannot guarantee that the 4th shot from Hawk will line up with your own, it loses value. You could time it but that's dumb because these other items do stuff for you for free, and mindlessly. Its a choice if you wish to experiment.
Absolution (F TIER) I'd literally rather die. Why does this item exist, and why have I seen people build this on Revenant...
Assassin Items
Nightfall (A TIER) I've actually used this a few times and enjoyed it. You're giving up DPS in exchange for some sustain which can be worth it sometimes. Stacks nicely with Terminus. Not much to say, really good stats too. Solid item when you consider the healing from E+Q.
Dread (A TIER) Sleeper item. Giving you 60 power every 20 seconds at worst is good. It's a huge counter to magic assassins and divers. Typically, building any kind of resistance on an assassin is less than ideal, because that means that power is diverting away from your glass cannon playstyle, but in this case, 60* power and 8 pen is huge with that kind of passive. Strong into 2x physical duo lane with a midlane assassin.
Demon Edge (B TIER) Situational item but super good stats for Rev. It's greedy but like also shields are somewhat common in this game so it's not awful. Solid pick again, but not as versatile as Nightfall.
Mesmer (B TIER) An alright pick. My main issue with spell shields is how easy they are to pop. I would actually argue spell shields are better the LESS CC that is present. If that applies, maybe worth considering. But after the nerfs to it, it's not as good as it once was. You're better off countering CC with a post-CC ultimate on someone squishy, if possible.
Omen (B TIER) I can't say I've ever built this, but I can definitely see the argument for it honestly. It falls into the trap though of "calculated engages", much like Lightning Hawk on Rev. If it weren't for that, it'd be higher. You don't wanna have to gate your engage behind a status effect like this.
Infernum (B TIER) I actually recently found out how not-good this item is. Most importantly, the passive does NOT stack, instead refreshing the duration. This means that 2/3rd of the burn from a Q is being wasted. Less than ideal. It's still a choice but after that news I am likely going to stop building it. Revenant does not suffer from mana issues either.
Mindrazor (F TIER) Revenant does not struggle with mana. I've never had this issue. Additionally, Revenant does not rely on mana like other ADCs, thanks to his tremendous damage. Mana allows him flexibility, but it is not a requirement for any of his kills. I actually do not recommend ever building this, as you also cannot capitalize off it with attack speed on Rev.
Envy - (UNRATED) Envy is a new item that shows some potential with dueling in lane. Starting a fight with your 4th (or any if you're max crit) could prove to be useful into a E+Q or even half-magic build (I'm reaching at this point.) Stand by for rating. In testing.
Malady (UNRATED) I've said what I had to about this item. It's not for me. Read below for detailed section on Malady. Thank you.
Fighter Items
Tainted Blade (C TIER) I can't say I've seen this often, but I've heard of it before. I get the idea of why, but please don't. It's not useless but it's pushing it. I do not recommend using this item, and instead prefer to go with Tainted Rounds.
Any items I did not include are considered unrated as they are unviable or do not particularly synergize with Revenant.
The Malady Paradox (Why I don't build it)
When Rev first dropped, Malady was a common first item, and every so often I see it built, and I always wonder why. Malady is an item that requires your full attention to get its value. It requires persistent enemy harassment to maximize its value, with the promise of bursting down late game. However, it becomes a liability the further you explore:
Every 45s, you ideally damage an enemy in lane under 40% HP. If they're not already there, you have to skirmish, creating a potential loss for your duo. Skirmishing every 45s is dangerous and highly contextual on the lane state and advantage state you have. You're not gonna do that into a Riktor & Drongo duo as you will die. All that for an extra 5 damage on the passive, which is always outdone by the 10% bonus damage from bonus Physical Power. That's about 5 damage a minute, and in a 30min match, that 40 flat damage is not cookin'. The 10% scales, yes, but as Rev your Imperator+Viper is carrying most of the crit damage anyway. That's the real reason you'd run it, for ultra-greedy roaming and super-late game/waveclear. Waveclear is bad on Rev but it doesn't warrant an item, which is why I don't bother with Mindrazor either. Just Q is fine for the match. Furthermore, you'd be foregoing Vanquisher, which is crazy. Vanquisher is the ideal item as it gives you ONLY the stats Rev relies on (Physical/Pen/Crit) and has a passive that synergizes greatly with your 4th shot. It's less about Malady being bad-- its not. Its just about delaying your spike with Revenant, who needs every advantage he can get or he falls off completely. However, I recognize that some people are passionate about Malady and it is yours to have. I simply just do not recommend it. Twice the work, half the payoff.
Wait? Aren't these build paths the same?
They are! Kinda. As mentioned earlier, Revenant's passive only grants power by a factor of your critical strike chance. This means that the "mathematically correct" Revenant would only be limited to building items with crit chance. While it is restrictive and less diverse than someone like Crunch, have no doubt-- it is the ideal build. The order you build these in is very important, and they can significantly impact your DPS expectation if built untimely.
If you're wondering about the fight of Viper versus Demolisher, it is simple. Viper grants better burst after E+Q into squishies than Demo even after its penetration, because carries have so little to begin with. Demo is built last anyway (on the top path) because the penetration is more useful than any other choices (within the crit family).
Last thing to cover is your "How To Play" guide.
Teamfights
Your job in a team fight is to dispatch high value targets by killing or isolating them with Reckoning. The ability to remove someone from a fight for up to 8 seconds late game is huge. 8 seconds is enough time for all caster mages to rotate their abilities twice. It can also ensure that people don't get super ultimates off, most notably Gideon, Gadget, Kira, Sparrow, Narbash, and Zarus.
A good Revenant will always ensure that they choose their target wisely. You don't want to isolate the 19/2 carry without precautions, and you also want to effectively communicate to your team that you've ulted someone, and who. In the rare circumstance you are fighting against a Revenant, remember that if he snatches your ally, you can ult someone else and have a 2v2 in the Nether. This is a fun little interaction but it's also really important that you support your isolated allies.
Additionally, keep your distance. You should always play with an open back. This means wherever you are, always be able to backpeddle without running into a wall. Play behind your tanks or fighters and only commit to an engage when you know you can kill confirm. A decent tip to confirm a kill with your last shot on a weak target is to ult them because it roots them, forcing them to sit still and take your bullet. Kills within your ultimate will quickly transport you back to the overworld regardless of the duration left, so plan your position accordingly.
Last tip is to try and ult the Jungler in pit fights. There is no smite in hell!!
Dueling
Nothing crazy here but something I recommend for short trades are to have 2 bullets loaded left. When you engage, basic attack and then E+Q, and then shoot your final bullet. This quickly bursts down people as you get the benefit of the 4th shot sooner and since you did it last in the rotation, you've dealt the most damage possible with the passive %missing health damage.
Wreck with Reckoning
Your ultimate, Reckoning, is such a phenomenal tool to raise your eco and kill pressure at the same time. My general tip is ult enemies at 15% HP or less. That threshold can increase with in-game power, and who you're ulting (tanks vs squishies). It is important to net kills in the Nether because you gain a stacking bonus gold per kill there, which greatly snowballs your lead early on. Post-level 6, try to always punish misplays from the enemy with your support (if duo lane) to threaten a kill confirm with your ultimate. Additionally, if the threat of a gank has presented itself, don't be afraid to ult the enemy ADC to get away or chip them away if they're not too dangerous. You're better alive then dead and with your ultimate.
Something to note is that your ultimate does NOT always stop channels. Kira's ultimate is not interrupted by your root so be weary, nor is Morigesh. At the very least, it removes them from the fight though.
Revenant plays nice with other assassins to kill confirm, or with enchanters who can support his all-ins. Rev's biggest weakness is his lack of range and mobility, so anyone with more of that counters him.
Synergies
VERY STRONG - Countess and Rev are meant to be! Together, this pair has one of the highest burst combos in the game, period. Do not underestimate having a Countess on your team, and play off her engage and peel her with your ultimate when needed.
VERY STRONG - Combining burst damage to proc her death mark makes a quick kill out of any non-tank enemy.
STRONG - Great harass to get enemies low to deal more damage with your Hellfire Rounds passive. Ultimate is good cleanup or setup for execution.
STRONG - Shields are good to assist your engage as you have to get closer to enemies to damage them effectively. Great peel.
Counters
VERY STRONG - Wraith outranges you in every way. A good Wraith will never let you get close and harass you from screens away until he's ready to execute. Any chance at engages with E+Q will be met with his Q+RMB. Play cautiously.
VERY STRONG - My least favorite matchup. God I hate Serath. A good Serath will ALWAYS save her teleport for Q after E or to evade your final shot. With her "in your face" playstyle you have to be super careful as its easy to panic and miss shots. She also has insane sticking power so there's no chance you will outrun her, and she will erase you off the arena in a few seconds so, its kill or be killed.
STRONG - Mainly, watch for his poke damage and counter-engage with silence. It can interrupt your E+Q and leave you without any damage for a few moments. His ultimate is a really good counter to your own. Bait out grenade before all-in.
I hope you enjoyed my in-depth Revenant Guide! I had fun making it and I hope it provides some insight into the hero! Let me known if you have any questions or concerns. If anything major happens, I will update this guide via comments, as editing is not currently implemented sadly. Excuse any spelling errors!
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Bro. I was struggling with Rev but this build just got me a 20 kill game w/ 3 deaths. Good Job