Raynor by Maximus Ultima

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Raynor

By: Maximus Ultima
Last Updated: Mar 4, 2018
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Raynor

Rework

This is a general rework of Raynor.

Combat Trait

1
[Trait] Adrenaline Rush
Cooldown: 40 sec.
Automatically activates to heal for 440 over 3 seconds when Raynor drops below 30% health.
2
[Basic Attack] C-14 Combat Rifle
Damage: 122
Attack Speed: 1.25
Range: 6.5
Vision Range: 12

Primary Abilities

1
[Q] Penetrating Round
Cooldown: 12 sec.
Mana Cost: 60
Deal 240 damage to and knock back enemies in a straight line.
2
[W] Inspire
Cooldown: 14 sec.
Mana Cost: 60
Nearby allies gain 10% bonus attack speed and 5 armor, lasting for 2 seconds after they leave range. Activating this ability doubles this bonus for 6 seconds.
Raynor is not affected by Inspire.
3
[E] Stimpack
Cooldown: 12 sec.
Health Cost: 5%
Gain 15% bonus attack and movement speed for 6 seconds, but take damage equal to 5% of Raynor's maximum health.
This effect cannot be activated if doing so would reduce Raynor's health to 0.

Secondary Abilities

1
[Active] Scouting Drone
Cooldown: 45 sec.
Place a Scouting Drone at target location, granting vision and revealing a large area around it for 45 seconds.
This drone cannot be hidden and is killed by enemies with 2 basic attacks. Stores up to 2 charges.
2
[Active] Seasoned Marksman
Cooldown: 60 sec.
Activate to increase Raynor's basic attack range by 2 for 6 seconds.
This can only be done after completing Seasoned Marksman.
3
[Active] Rebel Yell
Cooldown: 60 sec.
Activate to make Raynor and all nearby allied heroes Unstoppable for 1 second. If a stun, root, or silence is removed or prevented by Rebel Yell, Raynor and all nearby allied heroes gain 20% additional movement for 4 seconds.

Heroic Abilities

1
[R1] Hyperion
Cooldown: 100 sec.
Mana Cost: 100
Order the Hyperion to make a strafing run dealing 66 damage to up to 4 enemies every second. Also occasionally fires its Yamato Cannon at structures, dealing 794 damage to them. Warps away after 12 seconds.
2
[R2] Raynor's Raiders
Cooldown: 100 sec.
Mana Cost: 100
Summon two Stealthed Banshees that attack an enemy. Each Banshee deals 50 (+4% per level) damage a second and lasts 22 seconds. Reactivate the Ability to retarget the Banshees.

Talents



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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