Raynor (Rework) by Fash

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Raynor (Rework)

By: Fash
Last Updated: Nov 20, 2017
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Raynor (Rework)

Marshal

Ex-Confederate Marshal James Raynor has stood against whatever the universe can throw at him and survived. He stands as a beacon of hope among enigmatic aliens and monsters, fighting for justice in a cold uncaring universe.

Combat Trait

1
Advanced Optics
Raynor's Basic Attack range is 1 further than most other ranged Heroes, and his vision radius 1 further as well.

Primary Abilities

1
Penetrating Round
60 Mana
Cooldown: 11 seconds
Deals 210 (+5% per level) damage and knocks enemies back. Does 10% more damage to minions.
2
Inspire
50 Mana
Cooldown: 10 seconds
Gain 30% bonus Attack Speed for 6 seconds. Nearby allies gain half of the bonus.
3
Adrenaline Rush
Cooldown: 35 seconds
Raynor heals for 380 (+4% per level) and gains 50% movement speed for 2 seconds.

Heroic Abilities

1
Hyperion
100 Mana
Cooldown: 105 seconds
Order the Hyperion to make a strafing run dealing 65 (+4% per level) damage a second, hitting up to 4 enemies. Also occasionally fires its Yamato Cannon on Structures for 790 (+4% per level) damage. Lasts 12 seconds.
2
Raynor's Raiders
100 Mana
Cooldown: 70 seconds
Summon two Stealthed Banshees that attack an enemy. Each Banshee deals 50 (+4% per level) damage a second and lasts 20 seconds. Can reactivate the Ability to retarget the Banshees. When a Banshee is destroyed, summon a ranged minion.

Talents

1.
Seasoned Marksman
Quest: Every Minion killed near you grants 0.25 Attack Damage, and Takedowns grant 1 Attack Damage.
Reward: Upon gaining 50 bonus Attack Damage, you can also activate Seasoned Marksman to increase your Attack Speed by 40% for 5 seconds. 60 second cooldown.

Powerful Rounds
Quest: Hit 20 Heroes with Penetrating Round.
Reward: Penetrating Round is 50% wider and has 2 charges.

Revolutionary Leader
Quest: Inspire 200 allies.
Reward: Inspire makes ability cooldowns recharge 2x faster.
Passive: Your minion waves have a 50% chance to have another ranged minion.

4.
Give me more!
Increases Adrenaline Rush healing by 45%.

Focused Attack
Every 10 seconds, your next Basic Attack against a Hero deals 50% additional damage. Basic Attacks reduce this cooldown by 1.5 seconds.

Vigorous Assault
Basic Attacks heal for 15% of the damage dealt.

Confident Aim
Lowers the cooldown of Penetrating Round by 3 seconds if it hits an enemy Hero.

7.
Limiting Shot
Enemies hit by Penetrating Round have a 15% Movement Speed slow for 4 seconds and minions hit are stunned for 2 seconds.

Revolution Overdrive
Gain an additional 2% attack speed bonus for every ally affected by Inspire when Inspire is active.

Puttin' On a Clinic
Whenever an enemy Minion Raynor has recently damaged is destroyed, his Ability cooldowns are reduced by 1 second.

Love for the People
Your Basic Attacks do 3% more damage for every ally affected by your last Inspire.

10. (Above)

13.
Giant Killer
Basic Attacks against enemy Heroes deal bonus damage equal to 3% of the Hero's current Health.

Double-Barreled
Penetrating Round shoots again 1 second after being shot, but does 60% damage the second time.

Steel Resolve
Increases Inspire's duration by 60% and causes Adrenaline Rush to also apply an untalented Inspire.

16.
Executioner
Attacking a Hero that is Slowed, Rooted, or Stunned increases your Basic Attack damage by 40% for 3 seconds.

Cluster Round
Penetrating Round damage is increased by 30% for each additional target hit up to 120%, and the width is increased by 20%.

Bullseye
The first enemy Hero hit by Penetrating Round is Stunned for 1 second.

20.
Scorched Earth (Heroic 1)
An additional set of lasers blast the ground 4 times per second, dealing 55 damage in an area.

Dusk Wings (Heroic 2)
Banshees remain Stealthed while attacking and fire 40% more frequently.

A Card to Play
Whenever a Hero (ally or enemy) is killed, the cooldown of Raynor's Heroic Ability is reduced by 12 seconds. Whenever a minion is killed, reduce the cooldown by 1 second.

Nexus Frenzy
Increases Attack Speed by 25% and Attack Range by 1.

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