Revolution

Revolution is a combat mode that can be toggled from the Combat Settings interface, or by right-clicking the gear icon in the action bar. Revolution automatically triggers the first cooled-down basic ability in your first nine action bar slots which you have the requirements to use. The damage and timing for these abilities is identical to what you would get if you used those basic abilities in Full Manual mode -- in other words, there is no penalty beyond being forced to follow a specific order. Other basic, threshold and ultimate abilities can also be used manually without turning off Revolution. This offers a high damage output comparable to Full Manual mode, without requiring each ability to be clicked manually.

Optimal basic abilities
For any given combat situation, there is an optimal Revolution ability setup that will maximise damage. The abilities below will maximise a stream of damage over a long period for some of those situations. This is not a complete analysis — it assumes no threshold or ultimate abilities are used, and that there is virtually no input from the user. It does not take into account "overkill loss", lost damage due to hitting higher than a monster's remaining lifepoints. It is not tailored to any specific combat situation, but each of these are reasonably good Revolution setups for just about any circumstance. The damage is listed in terms of ability damage per game tick, and the damage is a fixed average used to represent the average damage per second over time. For example '30.12% ability damage' refers to 30.12%-30.12% rather than say, 0%-30.12%.

It should be noted that Concentrated Blast and Snipe take 6 ticks when using Revolution, compared to 4 or 5 ticks when manually triggering abilities. This also demonstrates that Revolution without thresholds and ultimates is quantifiably superior to Momentum in nearly all cases, since Momentum is about 23% damage per tick without using ultimate abilities.

Before the release of Combat Improvements, this page included Revolution setups for a larger variety of situations, including stun immunity and not using Dragon Breath. Because stun immunity is no longer a factor in damage and Dragon Breath now functions like a regular Magic ability, these setups have been removed.

It is recommended to use Sacrifice in place of some of the lower-hitting basic abilities, if you have access to it. Sacrifice hits between 20% and 100% and has a healing property, while, for example, Piercing Shot and Wrack hit 18.2% to 94% with no special properties.

The multi-combat Chain and Ricochet abilities can be either strongly desirable or useless, depending on the combat situation. Against low-risk multi-combat Slayer monsters like Roarii, they can be extremely useful because they can hit up to 3 monsters for an average of 60% damage, making them the best basic abilities. Against single-combat monsters, Chain and Ricochet are below-average but still may be worth using. Against higher-risk multicombat monsters like Automatons or Kal'gerion demons, they should be avoided completely since they will make multiple combatants aggressive.

Instanced areas
These are combinations to be used in areas where Barge doesn't work. The ability damage per tick is almost the same as the above action bar setups, so it is recommended to just use these setups for both non-instanced and instanced area to save an action bar space.

Default setups
The first time the Revolution setting is activated, the interface offers to suggest a basic initial setup for the abilities in the action bar; depending on the type of fighter a character is, default setups suggested differ for Melee, Ranged, and Magic warriors.

Trivia

 * During the Combat Improvements Beta, Revolution was a basic ability that was toggled on and off.