THE REVENANT REBORN MOVEMENT GUIDE...
FULL TRANSCRIPT
all righty so it's been like an entire
year since we last did Revenant movement
guide on this channel and of course it's
finally time to revisit you guys have
been asking for an updated guide for a
long time but I deliberately waited
until now because obviously we have
pretty much an entirely new Legend to
cover this time obviously we've got new
changes to the warrun tech and how good
it is as well as an entirely new toy to
play with the being the Tactical and the
way it interacts with both War ons and
Glides so this video is going to cover
literally everything that I have learned
in the past week or so uh since the new
Revenant has dropped and yeah hopefully
you guys
[Music]
enjoy all right so what we're going to
do first is we're going to go over the
classic Revenant movement Tech that
being the warrun chaining obviously
everything that you saw in the previous
guide from a year ago I'll have it
linked in the description if you want to
see it again because it's still all is
valid now like everything there works
it's just better now as well as some
other things that have improved that I
am going to cover um the last guide is
very in depth uh it'll give you some
locations to use the running in I don't
want to go all over all of that all over
again just because it would be kind of
pointless considering you guys have
already seen that video but I will
quickly go over the basics just so you
guys know what you're doing but then
we're going to get into the really
advanced stuff and the way they
interacts with the new version of the
passive you know with all the changes to
his wall climbing and the interactions
it has as well as of course his new
Tactical and the way you can combine W
running with that as well so it's worth
noting that every legend in the game can
hit a regular base wall run on one wall
it doesn't last very long but it just
looks like that every Legend can do this
doesn't last very long you start to dip
down and it's the same way for revant
the only reason it's different with rev
is that you can chain it around multiple
walls due to the interaction that he has
with his passive this does mean
that he can't hit a regular wall bounce
this is why whenever you're playing re a
lot of new Revenant players come around
you can't wall bounce properly it's like
a half bounce it's just an interaction
with his passive it's always been this
way and it remains to be but he does
have the side grade of being able to
chain these smaller War runs onto
multiple walls and you can go around
pillars and whatnot and the way you do
this is by first off the regular wall
run if you run at the wall and just hold
a directional input as soon as you grab
the wall it might help you to tap
straight into this like scroll up a
little bit all you have to do is if I
want to go to the right here I'm just
going to run up to the wall and hold D
on my keyboard or you right or left on
your joystick vice versa very simple and
chain it around to the next wall you're
going to keep the key held down or the
the stick rather do not let go of the
directional key as you get to the corner
you will jump and then keep the
directional key held down once again
don't let go scroll up to tap strafe and
keep looking in the direction you want
to go so jump tap strafe and it will
reattach you at the corner think of it
as just wall bouncing off of the corner
onto the next corner I think that's the
best way to visualize it the new passive
allows you to chain to the second wall a
little bit better without reconnecting
but as you can see you still fall off so
if you want to reset it I just suggest
learning the the double bounce and
whatnot when it comes to really tight
corners and 90°
turns the way interacts you're just
going to fall off so you need to learn
this in order to attach to the next wall
Upon A a corner that is more of a turn
than let's say this wall right here okay
so that's the basic warron and now we're
just going to get into a bunch of the
new interactions that this updated
version of this warron has um starting
with the Warren reverse this is
something I went over in the original
guide even though I don't use it too
much because it is quite gimmicky it is
actually kind of insane now because you
can just completely change the direction
that you go on a specific wall and
reverse the wall run into another
Direction you used to be able to do this
and you still can as you can see but
it's way easier now and you can do it
multiple times with barely losing any
momentum and the reason for this is
because the update that they did to the
passive in which you latch onto walls
much easier than you could before way
faster and you even climb a bit faster
too you're basically still holding your
directional key down as you were with
the original War run
except instead of going to the next wall
and you know turning this way you're
going to keep that directional key held
down so in this instance it would be
D and you're going to turn 180° whilst
tap strafing so like you would on the
ground with a 180 tap strafe you're just
doing that except off of the wall so you
jump off of the wall turn 180° keep your
directional key held down so D in this
instance whilst tap strafing scrolling
up and you're going to turn enough to be
able to look at the wall like this and
as you do that is when you let go of
your original key that you were holding
down and you're going to switch to the
opposite key in order to W run the
opposite direction when you reconnect
what helps with this and it was also a
thing before the updated passive if you
hold W on the reconnect it's going to
help you grab the wall again when you
reconnect cuz remember you are tap
straping off of the wall here and in
order to reconnect I'd recommend holding
w a little bit you see I go slightly
upwards this is so much better than it
was before because what it what used to
happen is you would have to go up quite
a bit in order to generate just a little
bit of momentum in the direction you're
holding i w and a to go left in order to
reconnect at the second corner but now
it is so easy because of the change to
the reconnect and how fast you can grab
onto a wall and start moving it's the
same interaction as where you queue into
the wall and you can immediately start
going up like this if they hadn't
updated his wall run or his wall climb
rather with the Tactical that would not
be happening you would most likely be
dipping down a lot on the wall and
sliding off all right so now we're going
to move on to the Tactical which there's
a lot to go over here the way this
interacts with war runs it is important
but what is way more useful and of
course you guys have been asking a lot
about this is the animation cancel and
the way it works with sliding and superg
gliding so the base ability you guys
have all seen this by now you know
exactly how it work works you can charge
it up to go further you can't ese you
can tap straight when you land off of
the momentum it is worth noting that
before we get into the animation cancel
this is completely fine to do by the way
if you want to hold the ability up and
just tap strafe once you land to
generate enough time to be able to pull
out your gun this is 100% worth doing in
fights just because you don't have your
gun out straight away doesn't mean
you're going to die like for instance
when you see me do it on this hill here
I can tap straight as soon as I land
give me enough time to pull out my gun
and shoot the first guy this is a
completely valid strategy you're not
always going to be able to superglide or
slide off of an object in order to
generate the instant weapon pull out
which we're about to go over now but
just keep that in mind the ability is
completely fine on its own but as for
the superg gliding interaction this is
where stuff gets really interesting and
it's currently my favorite thing to do
in the game even the war running doesn't
come close like I could tactical into a
war run it is still not as fun as doing
it off of a superglide just because of
the sh amount of momentum that it
generates so what super gliding SL
sliding is going to do when interacting
with your C is it's going to allow you
to pull your gun out midair as the
animation cancel now you don't have to
be a Super Glide Lord to do this as I
just said you can slide so what you can
do is hold the ability down and slide
and boom I have my my ear Mount as you
can see you just have to slide and cast
it whilst your feet are in the air so
any sort of forward momentum be a slide
or a Super Glide as long as I'm just as
you saw off of this box as long as my
feet are off the ground and I midair
during that momentum and I let go of the
ability it will pull out your weapon
just before you even hit the ground so
you'll have your gun out and be able to
shoot you don't have to learn superline
to do this however I would highly
recommend you do because the momentum
that you get from combining superg
gliding with the Tactical is just insane
it's without a doubt my favorite thing
to do in the game right now super
gliding into a que when you combine the
momentum perfectly you're going to go
absolutely flying it pulls out the gun
instantly um so definitely learn your
superg Glides get the consistency down
and you're going to be zooming across
the map in no time a tip to make this
better I'd recommend learning this Tech
in the range this definitely going to be
way easier if you just sit in the range
and practice I hold my queue first and I
charge it up you don't have to charge it
up of course depends on how far you
would like to go and I move up to the
wall and then simply what I do I climb I
hit the Glide and as soon as I know that
I've hit the Glide I let go of the
queue you won't Escape simple as that
I'd recommend focusing on hitting the
glide first cuz your brain's already
going to be holding on to the key you
don't got to worry about that just break
it down step by step super easy to learn
once again you could just slide off of
an object like a box and then let go
with the que just break it down into
steps hit the glide first whilst you're
holding down the queue so technically
hold the queue down first then hit the
Glide then let go of the queue and
you'll go flying as for using this in
fights getting entry damage the best way
to do this is probably to get entry
damage first maybe crack someone or
knock someone and then just Super Glide
and int yourself into The Fray and knock
whoever's there and then tap strafe back
around and kill the next person the
combos that you can do with movement for
the momentum that you get from this a
Bonkers because you can enter a fight
with one knock just midair as long as
you have the animation cancel and by the
time you hit the ground and your TAP
strafe in the other direction off of the
slide momentum you can then engage the
second person okay so now we're going to
get into the tap strafing with the Q
which is also one of the most useful
texts available to you the best way to
learn this and visualize it is to First
learn how to bounce on a bounce pad
whilst tap strafing
so let's say you hit a pad and you want
to go the opposite direction that you're
facing you would simply tap strafe the
opposite direction as soon you hit the
pad me personally I like to jump first I
always have done this just just because
it feels better and it's the same way
for me with doing the Revenant key I
tend to jump first before hitting the
tap
Stak just try and
Escape no escaping
me what you are doing is holding down
your q and when you let go you can
either just straight up tap strafe it
I.E pressing a directional key and
scrolling whilst turning in the
direction you would like to go or you
can jump first and do it which is what I
prefer to do because it feels like
there's more intention behind the
movement and it's kind of a q to do it
kind of like a step by step as opposed
to just one fluid let go of the Q and
tap strafe it's completely up to you as
your personal preference I would simply
visualize it the same way that you
choose to bounce off of a pad whether
you want to jump before you do it or not
is completely up to you it's the same
way you attach off a pad the way you're
going to use this in game uh it's quite
simple just getting to Heights that are
directly above you as opposed to walking
out in the open and just looking
directly up and then queuing up there
it's way more fluid than that this is
going to allow you to escape some
situations that you otherwise wouldn't
be able to without integrating this into
your play style it makes this queue
extremely flexible
as I said earlier combining with superg
Glides and the tap sh at the same time
is absolutely Bonkers and you need to
learn this in order to master Revenant
new Tactical if you're not doing this
you're completely missing out as for the
next q interaction you guys have
probably seen this a lot everywhere it
is where you look at the ground and eat
yourself directly forward with no upward
momentum now where this is useful is
usually in tight corridors or inside
spaces where maybe there is something on
the ceiling maybe a vent that you could
hit your head on if you were to cast the
ability whilst looking forward if you
cast down look directly at the floor you
will simply you can't escape move
directly forward with barely any upwards
momentum this is incredibly useful and
tight spaces and even if you're just
outside I feel like this is super sick
to do because you're on low ground
anyway you're not going to be forcing
yourself into cover where maybe you
don't want to be if someone is on high
ground looking down at you the closer to
them you are the more vulnerable so if
you stay closer to the ground it's just
better for outside fights in general
it's also worth noting this will only
work if there is floor directly below
you if you're looking down and there is
no floor beneath you that blockage is
not going to happen and you aren't going
to go directly forward you just go
straight down to the ground all right so
now we're going to get on to the
interaction with war runs between the
new passive and the new Q This is
surprisingly not as useful as I would
say the superglide combination is just
because this is way harder to pull off
and a bit more finicky there's a few
tips I'm going to give you that are
going to allow you to pull this off way
better in fights than you would without
them so obviously the immediate thought
is to be able to queue into the war runs
with a large amount of momentum you can
do this it is amazing I'm so glad they
actually made this a feature as long as
your TAP strafes are sharp and you're
fully charging up your queue you could
easily do this from an insane distance
and just go completely flying around a
wall as you've probably already seen in
the gameplay in the background
however I will say that going directly
into a wall run from the queue is quite
tricky and that's just because of having
your hands out whilst you're queuing so
really what you want to be doing is
super gliding into the Tactical into the
war run because you're going to be able
to grab the wall way easier what I mean
by entering the war run via a war run is
what we spoke about earlier a single war
war run there's a different way to enter
a war run it's either you start by
holding a directional key and go into it
like that or you start at a corner and
wall bounce into it which is honestly my
preferred way of doing it especially
with the Q because having your hands out
mid Q if you didn't hit the glider the
slide you're just not going to grab the
wall you're just going to fall down
because the hands won't let you grab the
wall what you can do instead is hit the
corner so aim at the corner with your
que es and it's going to allow you to
turn and go around the corner way faster
got a couple of examples of this as you
can see right here the first one I slip
off just barely the interaction doesn't
really take place between the wall and I
and that's because I entered the warun
via the wall even though I hit the Glide
off the the box but the second clip I
aiming directly at the corner of the
First wall and that's going to allow me
to jump and hit the second wall and
reconnect way more efficiently so in my
opinion if you're going to use the que
to enter a war run I'd recommend aiming
for the corner of the wall that you're
going for as you're going to be able to
wall bounce off of it and in instantly
reconnect to the next wall way easier
because your hands are most likely just
not going to be in the way the way this
is working is simply because the
animation cancelled that the wall bounce
provides over the hands the Revenant has
out when he is mid q a wall run won't
really get rid of the animation cancel
uh but wall bouncing will all righty so
that's going to do it for the full
Revenant reborn movement guide let me
know if you want to see a different
guide later on a full Revenant reborn
guide where I go over the ultimate as
well and how to use all the abilities
together in conjunction with each other
and most likely we'll do this quite soon
so just let me know uh thank you guys
for watching hopefully you found it
useful and yeah go out there and H some
crazy Clips peace
[Music]
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