Level 1
[Trait] Give Me More!
Adrenaline Rush heals for 50% more over 2 more seconds.
[Passive] Seasoned Marksman
? Quest: Minion kills grant 0.2 basic attack damage, and hero takedowns grant 0.5 basic attack damage.
? Reward: After gaining 40 bonus basic attack damage, Seasoned Marksman can be activated to increase basic attack range by 2 for 6 seconds.
[Active] Scouting Drone
Increases Raynor's vision range by 1.
Activate to place a Scouting Drone that reveals a large area for 45 seconds at a target location.
Level 4
[Q] Confident Aim
Hitting an enemy hero with Penetrating Round lowers its cooldown by 4 seconds.
Basic attacks lower the cooldown of Penetrating Round by 0.5 seconds.
[W] Lead from the Front
Inspire grants Raynor 10 armor for every allied hero within its range when it is initially cast for 4 seconds, up to 40 armor.
[Passive] Vigorous Assault
Basic attacks lower the cooldowns of Adrenaline Rush by 1 second and Stimpack by 0.5 seconds.
[Active] Rebel Yell
Activate to make Raynor and nearby allied heroes Unstoppable for 1 second.
If a stun, root, or silence affecting Raynor or an allied hero is removed or prevented, all nearby allied heroes gain 20% bonus movement speed for 4 seconds.
Level 7
[Trait] Fight or Flight
Adrenaline Rush casts an untalented version of Stimpack for free.
[Q] Hamstring Shot
Penetrating Round knocks enemies back half as far but slows them by 60%, decaying over 3 seconds.
[W] Rallying Cry
Activating Inspire increases its radius by 25%.
Activating Inspire grants allies 10% additional attack speed and 5 additional armor for the first 3 seconds of its duration.
[Passive] Puttin' On a Clinic
Whenever a non-monster enemy near Raynor is killed, his basic ability cooldowns are reduced by 1 second.
Level 13
[Basic Attack] Kingslayer
Basic attacks deal additional damage to Heroes equal to 1% of their maximum health. This bonus is doubled against rooted, stunned, and silenced enemies.
[Trait, W] Steel Resolve
Inspire is triggered by Adrenaline Rush and it's effects on allies lasts 3 seconds longer.
[Q] Double-Barreled
Penetrating Round gains a second charge.
If Penetrating Round kills a non-monster enemy, the cooldown of the other charge is reset.
[Passive] Lawman
Raynor gains 15% additional basic attack damage for 4 seconds whenever an he or a nearby allied hero is stunned, rooted, or silenced, up to 45% additional damage.
Level 16
[Q] Bullseye
The first enemy hit by Penetrating Round is stunned for 1 second.
[Q] Splinter Shells
Penetrating Round deals 25% damage in a cone behind every enemy it hits.
[E] Booster-Infusion
Increases the damage Stimpack deals to Raynor to 10% of his maximum health, but Stimpack now heals him for 25% of his maximum health over its duration.
[E] Overdose
Reactivating Stimpack within 2 seconds doubles its effect, but increases the damage to 15% of Raynor's maximum health and the next use's cooldown by 6 seconds.
Level 20
[Passive] A Card to Play
Whenever a hero (ally or enemy) dies, the cooldown of Raynor's heroic ability is reduced by 15 seconds.
[Basic Attack] Gauss Rifling
Increases Raynor's basic attack range by 1 and allows his basic attacks to ignore armor.
[R2] Scorched Earth
An additional set of lasers blast the ground 5 times per second, dealing 40 damage in an area around them.
[R2] Dusk Wings
Banshees remain cloaked while attacking and attack 50% faster.
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