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Bearkhai
Rising Newcomer
12 days ago

Revenant Rework Suggestion: Tactical Redesign + Unique Audio-Based Ultimate

CONTEXT:

Revenant has received major reworks over the years, yet he continues to underperform — both in casual and ranked play. His current kit suffers from mechanical limitations, lack of survivability, and low strategic impact, especially when compared to other skirmishers or dive characters like Pathfinder, Horizon, or Alter.

This post outlines a grounded rework focused on making Revenant a true tactical skirmisher — a dive initiator who provides information, disruption, and timing-based playmaking without becoming overpowered or redundant.

CORE DESIGN GOALS:

Make Revenant a viable, team-coordinating skirmisher  
Preserve his unique theme: fear, stalking, silence, execution  
Solve current issues: oversized hitbox, suicide dive loop, lack of fight control  
Avoid overlapping with existing roles (Recon, Controller, Movement Legends)  

Tactical – Dread Pounce (Redesigned)

Revenant leaps to a target location (~20–25m range). Upon landing, he creates a small smoke cloud (~3m radius) and becomes invisible inside the smoke for up to 4 seconds or until he shoots/exits.

Return Mechanic:

After landing, a 10s timer begins:  
• First 5 seconds: Planning window — you cannot return yet  
• Next 5 seconds: Return window — pressing Tactical again returns Revenant to his original position  

Cooldown starts after initial pounce (20–25s)

Purpose:

Enables safe engagement scouting  
Allows calculated dives, not YOLO pushes  
Supports team coordination by feeding reliable info before commit  
Rewards thoughtful timing over spamming  

Ultimate – Dread Choir

Revenant emits a 10-meter radius “audio veil” that lasts 12 seconds, centered on himself.

Inside the zone:

Enemies hear distorted, layered audio: glitching whispers, false footsteps, echoed reloads  
Real audio cues (e.g., team movement, healing) are masked or blurred  
Revenant’s team hears normally — even slightly clearer  
Does not cancel sound or block scans  

Purpose:

Psychological disruption in close quarters  
Creates audio-based disinformation during pushes  
Forces enemies to lose tracking, hesitate, or misplay in tight fights  
Avoids overlapping with scan or silence tools  

Passive – Climber’s Precision

Revenant can climb walls faster and higher (as now)  
Gains +10% crouch speed  
Crouched movement is 50% quieter  
(Optional: cling for 1.5s at the top of a climb to survey)  

Purpose:

Finally gives meaningful use to crouch and climb in fights  
Enhances flanks and stealth — instead of raw speed, Rev now plays angles  

Why This Works

Overcommit dive -> Solved by return window from tactical  
Giant hitbox -> Solved by smoke + invis window for short-term survival  
No recon or flank info -> Solved by pounce as safer scouting tool  
No team value -> Solved by audio disruption ult enabling coordinated pushes  
Crouch/climb passives underused -> Solved by making them active tools in setup/play  

Summary:

This rework doesn't try to make Revenant overpowered or gimmicky. It gives him:

A real reason to engage  
A safe tool to disengage  
Unique team value via sound distortion  
Thematic cohesion with his lore and design  

He becomes the vanguard of his team, not a throwaway distraction.  
The goal is to make Revenant as viable as his concept deserves.  
Current version is just not fun to play and definitely not worth putting hours into.  
What I am suggesting is essentially a healthier and more skill-expressive version of old Revenant.

Practical In-Game Scenario:

You see a team go for a high ground. If they have time to set up there, they’ll most likely hold you down — and you’re practically doomed unless a third party intervenes.

As Revenant, you can pounce there before they’re fully set and see where your team is relative to them. If you were able to reach the surface with the jump, you’re now in the smoke, invisible, and feeding your team real-time info while planning an attack.

If they notice you, you can simply return to your original location — or make them think that you did. While in smoke, you can sneak behind them to cover using enhanced crouch-walk, completely unnoticed. You’ve now created a distraction and a flank opportunity. Your team can rotate to you using your Skirmisher passive.

If you couldn’t land directly on the surface, you can use enhanced climb to get there. This isn’t a weakness — most of the 5-second "planning window" is burned during the climb anyway, so the return timer aligns naturally with your setup time.

Now you’re in position, waiting for your team to create pressure. If they need more time for the engage, your pounce is just about the come out of cooldown and you can create the final distraction. Once they take aggro, the enemies focus on them. You flank and pop your ultimate, distorting enemy audio and making it difficult for them to track or react.

If your team has a mobility legend like Ash, Pathfinder, Octane, or Alter, you can sync this timing with their entry. If your team is on foot, your pounce is almost back up, allowing you to dive in again for a second wave or cleanup.

Once your team is ready, you’re on the flank — disrupting enemy communication and focus. It’s not uncounterable. Ult range is small (~10 meters) and AoE tools like Conduit ultimate, Sparrow ultimate, Fuse ultimate, Caustic ultimate, Wattson ultimate, or Gibby (especially small) tactical can isolate you and force you to either overcommit or retreat, nullifying the ultimate.

Thanks for reading. Feedback and developer thoughts welcome.  
Let’s make Revenant a legend people want to learn — not leave behind.

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