Me and Her - NA
This build uses large amounts of health, the ability to dodge massive amounts of CC and damage, and the 15% flat mitigation within Mystic Rush to give large amounts of early to mid-game pressure. The build ends up having over 3k HP, and around 200 of each protection assuming the ideal build is reached.
This is the build you leave the fountain with. Regular sprint, not upgraded. Be as aggressive as possible, always have your healing pots ticking to help you survive.
Warrior's Blessing
+75 Health +10 Physical & Magical Protection +25 Health Stolen And Mana Restored Upon Damaging An Enemy God, 10s Cooldown ROLE QUEST: SOLO Dealing damage to an enemy god provides 1 stack. This effect can only occur once every 10s. Getting a Kill or Assist on an Enemy god provides 3 stacks. At 15 Stacks Warrior's Blessing Evolves, gaining +15 Physical and Magical Protection.
Boots
Chalice of Healing
This consumable heals 250 Health over 25 seconds per use. Comes with 3 uses that are refilled if you enter the Fountain, sells for 0 gold.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health over 25 seconds.
These should be your next four items, no matter what. Build Heartward if they have more magical first, Sovereignty if more physical first.
Warrior Tabi
Blackthorn Hammer
PASSIVE - While over 25% Mana, you gain +10% Cooldown Reduction. While under 25% Mana, you gain +50 MP5.
Sovereignty
AURA - Allied gods within 70 units have their Physical Protections increased by 15 and their HP5 increased by 25.
Heartward Amulet
AURA - Allied gods within 70 units have their Magical Protections increased by 15 and their MP5 increased by 30.
Mantle of Discord
PASSIVE - If you take damage below 40% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and become immune to Crowd Control for 1s. This effect cannot trigger more than once every 110s.
These above items are preferred as 5th and 6th, but the items below can also be substituted as team compositions demand.
Pestilence (old)
AURA - Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras.
OLD Ancile
PASSIVE - Whenever you take Magical Damage from an enemy ability you unleash a shockwave that Silences all enemies within a range of 30 units for 1s. This effect cannot trigger more than once every 30s.
OLD Hide of the Nemean Lion
PASSIVE - Every 8 seconds you gain a block stack if you have at least 80 total Protections from items and abilities, preventing 65% of the next Basic Attack's damage. For each additional 80 total Protections from items and abilities the max. stacks increases, up to a cap of 3.
Void Shield
AURA - Enemy gods within 55 units have their Physical Protection reduced by 10%.
Pestilence and Ancile deal with highly magical based compositions, Nemean and Void Shield deal with highly physical based compositions. Toxic Blade and Brawlers can be substituted in place of Runeforged if the enemy relies excessively on healing.
While the Overhead Kick's cooldown is reduced with leveling, the damage and heal increases on Shadow Fist, as well as the increases in Mystic Rush make them priority leveling abilities over Overhead Kick.
Ne Zha and Fenrir are very notable supports in this meta, however Ravana has a much better level 1 fight with the build above. This enables him to put them at a disadvantage and snowball the Hunter before they are able to exert their assassin damage. Ravana can displace the enemy Hunter strongly enough that Ravana's hunter has complete control within the lane during the first two waves. If Fenrir or Ne Zha play aggressively, Ravana can turn on them easily and lock them down with the slow and short cooldown of Prana Onslaught.
Healers, slow immunities (Sol), and heavy single target CC characters (Nox) can pose a problem to Ravana. He is unable to outheal Hel and she can immune his CC with her Light Stance 2nd Ability. When Sol hits level 3 she becomes very difficult to kill as she is immune to one of Ravana's prominent CCs, being a slow, whenever she uses her Dissaperate. Nox's 1st and 2nd abilities used together prevent Ravana from using Overhead Kick, which largely cripples his control and ability to provide massive pressure early on, as Nox will have these abilities at level 3 at the latest.
Sol would be seen in the Hunter role.
Nox and Hel would be Supports.