Friend Raynor by TheFreind

Friend Raynor

By: TheFreind
Last Updated: Sep 11, 2024
1 Votes
Rating Pending
Build 1 of 3

Raynor

Build: Sheriff and Outlaw

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Threats to Raynor with this build

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Threat Hero Notes
1
Valla Raynor completely overpowers every ranged damage dealer in the game between his extreme burst, range, healing, and armor. He picks his skirmishes and ends them before they get a chance to fight back.
2
  No Threat
3
  No Threat
4
  No Threat
5
Tracer If stunned, nimble assassins are easy prey. If not, then it all depends on you landing a miracle Penetrating Round. Miss it, and consider yourself dead.
5
Sonya Exterminator is not a good choice in your Q build. Therefore, your macro will suffer a lot. You must relegate the macro role to another teammate.
6
  No Threat
7
  No Threat
8
  No Threat
9
Mal'Ganis Tough tanks with armor will shrug off your Q build's burst damage, and care little to see you heal under their CC.
10
Sgt. Hammer Sgt. Hammer is Raynor's hardest counter. He has no good tools to effectively assault her, as she is superior to his damage and durability. Your team is what saves you.

Raynor

Build: Kick this Revolution into Overdrive

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Threats to Raynor with this build

Threat
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Threat Hero Notes
1
Ragnaros Exterminator, Q CDR, and sustain damage makes a mockery of any bruiser looking to beat Raynor at macro or in fights.
2
  No Threat
3
  No Threat
4
Muradin The significant increase in attack speed gives you much better pressure on the enemy tank. Better macro can also overwhelm a damage-lacking team.
5
  No Threat
6
  No Threat
7
Zeratul Although you have heat-seeking auto attacks, you still deal less damage than Q build when the assassin darts in for a nano second before jumping out. Assassins can obliterate you if you get stunned.
8
Jaina Burst mages and high focus, high damage dealers will outpace Raynor's pathetic excuse for a "sustained damage role" build centered around staying in a fight for as long as possible.
9
  No Threat
10
  No Threat

Raynor

Build: Druglord Raider

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Threats to Raynor with this build

Threat
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Threat Hero Notes
1
  No Threat
2
Genji Assassins were hoping that you'd be an easy kill. Now, you're as durable as a front line tank with your armor and incredible healing from Adrenaline Rush. Plus, your basic attacks don't miss!
3
Malthael You inherit many of the benefits of your W build - strong Macro, good sustain damage. Your total damage may taper a bit, making it a struggle to finish off a healing bruiser.
4
  No Threat
5
  No Threat
6
Fenix Your damage numbers will be half the enemy team's damage dealer, which puts significant strain on your team the whole match long. You can still beat them in a one-on-one fight, though.
6
Johanna Tanks hold the most access to displacement tools. Your healing won't save you if you get shoved into the enemy team, or jumped on when you're stunned.
7
  No Threat
8
  No Threat
9
  No Threat
10
  No Threat

1. Outlaw Top


I have traveled to and fro the most distant stars, witnessing the waxing and waning of countless races. Only one being gave me pause. Within friend Raynor, I have seen the honor, valiancy, and sacrifice worthy of proper Templar. For every life, a tailor-made battle is conceived. Every day, an unspoken victory over it. Who else can claim to have seen as many a battle as he? Truly, who else would know how many? As the Terrans put it, he always seems to have a... 'card to play,' even when the hour is darkest.
- Tassadar, confessing to the Conclave


Raynor is as reliable as he is unremarkable, and for that he is the ultimate benchmark. Absolutely everyone in this game can pick him up and perform well on him. Many overlook him in favor of other qualities, but the core essence of it all is that Raynor will lay down consistent damage safely. Between his snappy movement, high range, and defensive abilities, Raynor is the most tenacious ranged assassin you could ask for. With a pinch of Terran resourcefulness, you can make him work in every situation you dare throw at him. If you want to kick ***, take names, and be a thorn in the sides of any would-be-tyrants, then you should enlist in... Raynor's Raiders.

2. Confederate Marshall Top


Give 'Em Some Pepper

Passive: Every 4th Basic Attack deals 125% bonus damage to the main target and splashes in a small area for 100% damage.

Additional Notes on Give 'Em Some Pepper



Penetrating Round

Active: [9 CD][60 Mana] Deal 205 damage, knock back, and Slow enemies in a line by 20% for 2 seconds. Enemies close to Raynor are knocked back farther.

Additional Notes on Penetrating Round



Inspire

Active: [12 CD][50 Mana] Raynor and all nearby allied Minions and Mercenaries gain 30% Attack Speed and 10% Movement Speed for 4 seconds.

Casting Inspire resets Raynor's Basic Attack cooldown.

Additional Notes on Inspire



Adrenaline Rush

Active: [45 CD][75 Mana] Heal Raynor for 25% of his maximum Health over 1 second. Raynor's Basic Attacks lower the cooldown of this by 0.5 seconds, doubled against Heroes.

Adrenaline Rush cannot be cast if Raynor is at full health.

Additional Notes on Adrenaline Rush



Hyperion

Active: [100 CD][100 Mana] Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 damage.

Additional Notes on Hyperion



Raynor's Raider

Passive: [45 CD] Summon a Banshee that assists Raynor. The Banshee deals 84 damage per second and regenerates 75 Health per second if it hasn't taken damage in the last 4 seconds. The Banshee respawns automatically after 45 seconds if destroyed. The Banshee has a leash range of 14, and should it stray past it, it'll revert back to default behavior and return to Raynor. Should Raynor die, the Banshee will leave the battlefield.

Active: Can reactivate to focus fire on an enemy, OR to force move the Banshee to a location. Targeting Raynor will set it to default behavior, which is moving with Raynor and attacking whatever he attacks.

Additional Notes on Raynor's Raider

3. Trusted Lieutenant Top

Sheriff and Outlaw Build

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-- Show synergies and reasoning for Sheriff and Outlaw Build --

++ PROS ++
-- CONS --
+ Solid sustained damage
+ Extreme Burst Damage, delivered instantly
+ Great healing
+ Amazing at turning a fight around
+ More CC than other builds
+ FUN!
- Missing your Q is a huge problem
- Inflexible build; Exterminator gimps PvP damage significantly
- Durable teams are hard to break through
- Far weaker in a PvE role than Exterminator builds
- More reliant on Banshee
When should I pick?
= Enemy team has several squishy heroes you can realistically reach
= You'd like a mixture between extra damage and healing
= Your team needs you to fight Heroes more than macro
= You identify multi-hero Q opportunities, or abilities you can interrupt

Kick this Revolution into Overdrive

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+
+
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-- Show synergies and reasoning for Kick this Revolution into Overdrive Build --

++ PROS ++
-- CONS --
+ Talent flexibility
+ Much better PvE, easy to pick up Exterminator
+ Reliable, unceasing damage
+ Can battle all day and all night long
+ Less mana dependent
- Highly vulnerable to blinds
- More dependent on having a frontline for space
- Build performs worse if the fight ends too soon
- Raynor's role and purpose is weaker than similar Heroes
When should I pick?
= Enemy team is durable and burst-resistant
= Macro is necessary/highly advantageous
= You are the sole damage dealer
= Battles or objectives are drawn out
= Enemy team is highly mobile/have silences -- Q build is discouraged

Druglord Raider Build

+
+
+
+
+
+

-- Show synergies and reasoning for Druglord Raider Build --

++ PROS ++
-- CONS --
+ Impervious to assassination attempts
+ Raynor holds his ground against anybody; has threatening aura
+ Equally good macro potential as other builds
+ Access to Unstoppable at 20
+ Independent of Healer
- Build is weak until late game
- Inflexible build path
- Very low hero damage
- Your team is likelier to die before you, which can lose you the objective
- Raynor can still die if he gets locked down/picked before he Adrenaline Rushes
When should I pick?
= Highly threatening assassins that will rip you apart
= Macro is important + you would like durability
= Map tends to reach the late game
= Raiders Roll[20] outplay potential can swing a game
= Lack of frontline or healer

4. Allied Commander Top


A combat-oriented Raynor performs well throughout every stage of the game. Levels 13, 16 and 20 are big powerspikes which increases your damage output substantially. On the flipside, if you spec more into your Adrenaline Rush, then you need to hold out until level 16 or 20. You're a glorified ranged Bruiser until the later levels that actually increase your damage into Ranged Assassin territory.

In my field testing I found that there are two good options in every tier, with one underperformer. My top tier talents are Ace In The Hole[1], Unstable Compound[7], Line 'Em Up[13], and Dusk Wings[20].


-- Show full analysis on all talents --

5. Resistance Leader Top


Raynor's simplicity makes it much easier to focus on the state of the game, map awareness, positioning, and strategy. His list of tips aren't quite long, but I've got a few.


Huddle together!


When you are taking out mercenaries, make sure your Q hits multiple targets. Also, move closer to one side so you can shove one of the enemies toward the other. If you get them close enough, your trait will now splash a hit onto all of them at once! A small optimization.
This trick is also applicable to minion waves, especially when they're in single file formation. Get your trait ready, blast a Penetrating Round through all of them, then hit dead center mass with a crit. You'll hit all of the minions.
Of course, why stop there - we can do this to enemy Heroes as well! I don't find it as important of a tactic for damage purposes, but very important if you have Unstable Compound[7]. Hitting multiple Heroes translates to more Q CDR and more mana refunded!


Use your HUD in the field


Paying attention to your cooldowns is important for everyone in the game. But Raynor doesn't have many buttons to press, and you may find it distracting to bring your eyes down to the bottom of a screen for a split second. Your peripheral vision can probably sense that it's on cooldown, but not exactly how many seconds remain. Here's a cool mechanic of HotS: when you try to cast an ability on cooldown, a small hexagon appears near your mouse cursor, showing you the seconds needed before it is available.
[>INCLUDE PICTURE OF THIS<]

I use this trick to double-check my Q's cooldown without pausing my focus on whatever it is I'm fighting. Cooldown is 1 seconds away? Ok, I'm aware it is going to be off cooldown and can keep my eyes open for a good Q to hit.

This is especially important for the "Sheriff and Outlaw build," where your cooldown reductions are highly variable depending on the fight. Plus, your Q just hits harder, so you want to know when it's ready. Unstable Compound[7] is an important component to the build - if you use the aforementioned trick and see "2 seconds" remaining, then the next crit on one Hero will basically refresh your Q. How about 3 or 4 seconds? Maybe I step up closer to get a multi-hit to get a bigger refresh. This simple mechanic the game provides is something I've neglected for a long, long time.


Holdable Instant Abilities


Let me introduce you to the concept of "hold-casting." Holding down the button of an instant-cast no-target ability will cast it the very moment you are allowed to. Such examples include: Johanna's trait, Garrosh's Unstoppable[4], Lunara's W, any form of Iceblock, and many more. I'd love to elaborate, but that's beyond the scope of this guide. However, click here to see a big list of instants on IcyVeins!

Not only is this important information, but we care about it because Raynor can use this trick for three abilities - Inspire, Adrenaline Rush, and Bounty Hunter[16]. I don't advise it for Inspire because we want to time it alongside your attack for the Auto Attack reset. I'll talk about Bounty Hunter[16] later.
Picture this situation: you're dying, you want to use your drugs ASAP. When are you not allowed to? That's right - when you're stunned, silenced, or the like. Holding down E when you are stunned will cast it the very millisecond you are freed. Getting the healing in, or the armor from Fight or Flight's[4] sooner is the difference between life and death.


Your Raider and You

  • The Banshee DPS is about 66% that of Raynor's. That's a pretty good number - and it's on a body not attached Raynor. Should he get stunned or blinded, the Banshee is off to the side contributing.
  • It has 66% of Raynor's health, which regenerates rapidly when not hit, so it's a phenomenal tool to use when tanking mercenary camps. Park it close, let them attack it as you're taking the camp out, and move it out of range when it starts getting low. Raynor takes focus fire, Banshee returns to deal damage and is healing all the while.
  • Similarly, under an enemy fort, the Banshee takes priority focus over Heroes (without suffering the -Armor shred the fort applies). Raynor can then knock out the fort danger-free, even when absent a minion wave. Also, the Banshee's damage is pretty high and helps a lot when sieging a fort! It has no special target priority, so the fort attacks the nearest enemy non-hero, the minions, before it finally reaches the 6.5 range Banshee.
  • Raynor has no effective way of checking bushes. The Banshee is quite literally perfect to scout ahead. If you plan on moving through an unknown region of the map, move the Banshee ahead of you before you mount up. Keep commanding it to visit the areas you are about to go to next so it stays ahead. Therefore, when nearing a bush, the Banshee is already checking it out and you don't need to stop for 4 seconds before it flies over.
  • The survival of your Banshee is important, and even more so with Dusk Wings[20]. If the enemy team has nothing to attack, and the Banshee is near, they'll hit it alright. Dart it out of focus and return when your teammates are embroiled in the fight. Everyone will focus a Hero over your Banshee.
  • If you completely lost track of where your Banshee is, press ALT+R to tell the game to self-cast the ability. Holding down ALT and casting an ability will self-cast that ability. For the Banshee, this will revert it back to default behavior, such as attempting to return to Raynor's position while moving and attacking with him. I prefer this method because it keeps my mouse available to stutter step and right click enemies.



Combos

Raynor is more about basic attacking rather than using his abilities. Still, here are a few keyboard sequences I find handy:

Auto-Attack Reset

>>>
I'll reiterate this important concept - pressing W after you just attacked will let you immediately fire again. Always, always, always include this in every situation to increase your damage output and get you a quicker Critical hit. Whether that's against enemy heroes or mercenaries.

Drop 'em!


>>> >>>

Lightning fast combo. Great for poking, winning trades, and executing injured enemies. Few people anticipate this kind of burst damage from Raynor, especially if you include Ace In The Hole[1].


Fighting on my terms


>>> >>>>>>>>> >>>

This combo is especially effective with Ace In The Hole[1], since you apply a slow first and foremost to amplify every subsequent hit. Either way, this is Raynor's way of fighting on his terms. You put in two Crits and fight only until your Inspire's attack speed boost expires. When you lose your attack speed, you become a lot weaker, so conclude the combo with a Q and walk away.

Double-barreled Shotgun


>>> >>> >>>>>> >>> .....

This combo needs Unstable Compound[7] and Line 'Em Up[13], and at least 2 heroes you can hit. The idea is that your Q is going to hit 2 enemies and get reduced to 3s CD. Then, you knock the enemies close together for a big Unstable Compound[7] hit, immediately discounting 3+ seconds off your Q. In a split second, you just completely refreshed its cooldown and you can fire it again, hopefully on the same two enemies to get yet another Line ‘Em Up[13] discount. Operate as you do normally afterwards.
Want to see the concept in action? Here's a clip of the "Double-barreled Shotgun" in effect.
-- Show clip of chaining Penetrating Rounds --



Cry havoc!

>>> Free from Rallying Cry[16] >>>>>> Rallying Cry expires >>> >>>>>> Free from Rallying Cry[16] >>> .....
This combo sequence requires Rallying Cry[16]. Since you get a free Inspire every 12 attacks, taking advantage of the attack speed lets you reach that threshold easier. Therefore, start a fight with 11 out of 12 attacks readied so that you trigger a free Rallying Cry[16], attack a bunch, press W when that expires, attack a bunch, then you get a Inspire
third one from the threshold. Wow, that's 12 seconds of +50% attack speed! That is an insane amount of sustained damage.
Now, it's very possible a fight springs up before you can "prepare" with 11 attacks. That's ok. Using your Inspire into a free Rallying Cry is the second best thing you can ask for!

Bounty Hunting


>>> >>> >>>>>>>>> >>> .....
Since Bounty Hunter[16] unlocks a new activatable ability which primes your trait, we want to integrate that into our combo. If you have Ace In The Hole[1], or Unstable Compound[7], consider starting the combo with a Q to apply a slow for bonus damage and to get its cooldown started. Hold down your Bounty Hunter[16] key and then hit them with a trait-empowered autoattack. Immediately take advantage of an auto attack reset from your W and let go of your trait button. This takes advantage of the Auto-Attack reset AND you're applying two immediate crits for big damage and big %HP damage!
This is Raynor's most mechanically intensive combo. But it's pretty easy - please read above for "Holdable Abilities," and below for my Bounty Hunter-specific tip for instructions.

Making use of your Talents


All stacking talents -- Auto attack anything and everything to get as many traits flying as possible. If you are in lane with an opponent, charge up your trait and then step up to give them a quick kiss from a crit.

Ace In The Hole[1] -- I highly advise pre-charging your trait before you enter a would-be teamfight. Make use of your trait to apply slowing to your enemies. Hit them with your Q for bonus damage and to apply another slow to keep up the pressure.

Exterminator[1] -- Don't forget that your Inspire no longer expires on minions and mercenaries! If you don't plan to support a push, leave behind the buff before you travel elsewhere. Also, use Inspire on passing minion waves when it's convenient. Those bad boys will always win a 50/50 stalemate.

Fight or Flight[4] -- You want to use Fight or Flight's armor buff before you get hammered by a load of damage. If you time it perfectly, you'll get the armor on time, your enemies will blow their damage on you, and then your healing is stitching your lost health right back up. I even use this trick when I'm already full health and am anticipating the damage. However, your timing is significantly more strict, lest you waste your healing. Full armor, full heal value is the name of the game.

Unstable Compound[7] -- Ensure your Q is on cooldown before you benefit from the cooldown reduction. Look to aim for a center of mass of people for most benefit.

Line ‘Em Up[13] -- If I see two enemies together, I'm always pulling the trigger. The cooldown will refresh long before you know what to do with it. I'm much more willing to use my Q for damage when it has such a short cooldown. This is further compounded by Unstable Compound[7], a talent I pick very frequently.

Giddy-Up[13] -- Be more liberal in using your mount when advancing onto an enemy team, or when escaping enemies. Your mount is faster than everyone else's, excepting Malthael's On A Pale Horse[1].
If you have Raynor's Raider, it can dismount enemy Heroes trying to chase after you.
Also, another cool trick, you can use your Banshee to take fire from an enemy fort while you speed by without getting dismounted. I escaped a situation like this, once! Felt like a true outlaw escaping the authorities.

Rallying Cry[16] -- If you are on your 11th attack, the next attack will trigger Inspire AND THEN Raynor automatically takes advantage of the auto attack reset. Let Raynor do the hard work of pumping out bullets. Since the free cast of Inspire is extremely important, I count out loud how many shots remain before it triggers. Three, two, one left.

Bounty Hunter[16] -- When you have your trait ready to go, your Bounty Hunter's activatable trait button is disabled as to avoid wasting it. As you are attacking, hold down the key. Holding down the button of an instant-cast ability will cast it the very moment you are allowed to. So, when your attack connects with the enemy, the crit is discharged and the button is now activatable. You'll automatically be given the second trait as you're holding down your trait without disrupting your focus in the slightest!
So, in short: trait is ready, hold down your trait button and go to attack someone, when you hit an enemy your crit is expended and Bounty Hunter[16] is available to cast, the game immediately casts it, NOW you can release your trait key. You don't put any additional thought into it. Just hold the key and let Raynor attack someone. You can also combine this sequence with the Inspire Auto-Attack reset!
-- Click here to show a quick demonstration of the combo --


Dusk Wings[20] -- The armor shred is highly valuable, try to have your Banshee focus the same enemy you are targeting. I especially like unloading my Q damage on an enemy who is at -30% armor. Otherwise, I recommend sic'ing your boy on the enemy tank. They're usually the front-most enemy, so the Banshee is safe whilst it lays down real pain on them.
The massively increased leash range makes the Dusk Wings[20] an exceptional spotter. Let it fly around enemy territory to find your enemies.
Note - the increased leash range also makes it behave a little derpier. Give it a few more move commands than usual so it keeps up.

6. Freedom Fighter Top


Raynor has excellent range, a very comfortable auto attack, and above average attack speed. On the other hand, he has no additional forms of movement - just his feet. Therefore, he is the most straightforward hero in the game for a beginner to learn how to stutter step.

So, what is stutter stepping, exactly? It's the art of moving in-between attacks or spells. By now you'll learn that each Hero has a cooldown on their attacks. You command them to attack, they swing, they hit, then they cooldown a bit before trying the next swing for a hit. So on and so forth. In that tiny frame of time where they are waiting around to recharge their next attack, you have an opportunity to move around.

Even if you've read this guide and know every facet of Raynor, nothing is going to improve your performance as much as properly learning how to stutter step. This is most essential to Raynor, and as essential to every other Hero in the game. Afterward, we'll discuss other movement tips.

The Essentials

Efficient stutter stepping is all about cutting down "useless" time. There are three mistakes you might be doing that's giving you a bad time.

1) Be quick or be dead!


Attack speed determines how many attacks you can fit in a second. After the attack, you must wait around for your attack speed to recharge another volley. That time you spend standing still is wasted potential. The game automatically cool downs your attack, whether you move or not, but standing still can leave one exposed to every skill shot in the game. When you complete an attack, you should give a move command to Raynor, or consider casting a spell (in Raynor's case it's just his Q).

It's a good habit to move after each attack when you're in the vicinity of an enemy Hero. You just don't know if the enemy team is looking to jump on you, and maybe that micro-movement ends up dodging a skillshot. If not that, then you are at a slightly better position to get away than from before. That tiny distance is equivalent to a Johanna's W. She would happily spend an ability and cooldowns to get you just that closer to her. And it's been proven time and time again that it leads to a kill. So why not give yourself that additional edge in the opposite direction for free?

2) "Switching to your pistol is faster than reloading"


There is a big difference between melee and ranged Heroes. Ranged heroes must wind up, fire a projectile, and then play the wind down animation. In the meantime, the projectile is flying towards the enemy. On the other hand, melee Heroes have no projectiles to speak of, so their "projectile" step is replaced by an immediate hit. So - swing, hit, backswing. I tend to notice that ranged heroes have a faster animation, but their delayed projectile adds a delay before their damage, which can be disrupted by blinds or damage reducing effects in the nick of time.

Anyways, the backswing animation may look cool, it may feel badass, but it is dead time. In fact, you are not forced to complete this useless backswing animation. What you should do, is to recognize the exact timing that you fire off your attack and cancel your backswing animation. Do it too soon, you'll cancel your attack and move instead. Do it too late, then you just completed the animation for no good reason. Do it just right, and you'll have attacked without spending time on the backswing. Push your limits and keep practicing the exact frame in a Hero's animation to output your damage. The better you get at this, the crisper you get. Although the backswing animation may last only 0.1 seconds, it is a big optimization to shave that off over the course of a game, since you are attacking hundreds and hundreds of times.

3) Casting Spells before you expend your attack


Every Hero in the game has spells that force the Hero to go through an animation to cast them. These too, have a wind-up, cast, and wind-down. However, these animations cannot be cancelled, so you are stuck with them. What you could do though, is to expend an attack and start recharging for the next attack before you cast your spells.

Let's set an example with Anduin, an extreme in terms of cast time. Anduin has 1.0 attack speed and his primary healing ability requires a 0.75s channel time. Let's say Anduin chooses to attack before he presses Q. He'll fire an attack, cast his Q for 0.75s, and then his attack speed allows him another attack almost immediately after! However, if he chose to Q first, his attack was "ready" and is being withheld. Only after he casts his heal that he attacks, and then must wait a full second before a second attack.
  • Anduin attacked twice in a span of one second, in the first example. His attack's animation is so swift that the added time is mathematically insignificant.
  • Anduin only attacked once in the second example, within the same time frame. This is a big deal - Anduin has many benefits from using his attacks, such as his Trait and talents. Of course, he also misses out on dishing a 100 damage, should you value such things.

This inefficiency isn't as debilitating to Raynor as other Heroes. Raynor's only ability is his Q, which has a swift 0.1 second wind-up, fast projectile, and no after animation. This is about as good as it gets aside from instant abilities, such as his W and E. It is a highly efficient use of time to>>> >>>, but no biggie if you miss out on it.
This is such an important concept that I needed to share it with you so you can take advantage of it on other Heroes.

The value of Attack Speed

Increasing or decreasing your attack speed changes how your stutter stepping works. A faster attack speed not only translates to more attacks, obviously, but it also shortens your windup and winddown animations. If you're not careful, mistake #2 may resurface because Raynor's animating too quickly, where as before you may have comfortably mastered his base 1.25 attack speed's animation cancelling. HotS as a MOBA is suspiciously absent of ways to increase an Ally's attack speed; but they still exist, and you must be prepared to bear this faster pacing.

Lo-and-behold, Raynor's training wheels never came off! He literally has an on-command attack speed steroid that can let you practice his animations at this higher tempo. You should get a feel for stutter stepping at his base attack time, and also a feel for when he is Inspired. When you master both, you will find it to be significantly easier to stutter step at a faster attack speed because his animations are almost non-existent! As I quoted in my Lunara guide, you'll feel like you're gliding on water.

My dear viewer, you've probably played either Tassadar, Zarya, or Tychus before reading this guide. Those Heroes have an extreme 4.0 attack speed, but deal pitiful amounts of damage to make it balanced. Have you tried to stutter step with them? It was absolutely abysmal, wasn't it? Stutter stepping becomes significantly more challenging when the time interval between each attack shortens. For these types of Heroes, stutter stepping is an outright mistake because their damage output gets sabotaged hard.

So, when is it a good time to move, and when is it a good time to let it rip when your attack speed is in the heavens? Time, place, and situation, as always.
    1) Identify important enemy abilities that have already been used. If there is no threat, there is no downside to maximizing damage and minimizing survivability. You should reevaluate after a few seconds, since cooldowns will refresh and you may need to get moving soon.
    2) Do you have the positional advantage? Is it necessary to outmaneuver the enemies you are near? Do you have to high-gear it and cut off an escape route? If none of these are a problem, stand and carry.
    3) If the fight is going poorly, your frontline may shatter and you could be next on the chopping block. Consider repositioning or stutter stepping. Should you see an important ability fly, is it more important to avoid it, or to take it head on? That depends a lot.
    4) If you are attacking over a wall, then there is a high chance the game could autopath you around to try to attack, when you know for fact you can easily attack people over it. Stand as close as you can to the wall and start attacking. Moving could move you out of range and force the game engine to compute a viable path to the enemy. Standing still guarantees you don't go anywhere.

Capital Decision Making

Ok, ok, enough explanation. You're embroiled deep in a fight and you need to know ask yourself, "Where do I stutter step towards?!" The safe answer is to maintain orbit with the entity you are attacking. If they move towards you, hit them and stutter step back. If they retreat a bit, attack and stutter step forward. Raynor isn't any stronger at point blank than he is at max range, so there's no need to expose yourself. Plus, limiting your profile to only one enemy at a time keeps you out of range from the others.

Whenever possible, keep a side eye on the bigger picture of the fight. Slowly advance into more advantageous positions, which ebb and flow as battle wages. Claim more ground, bit by bit. Flank enemies and cut off escape routes. Move to engage a clumped team to form a concave. Don't stand too near walls, in fear of strong abilities flying through them. Try not to wedge yourself into a corner, and keep your body near a crossroads where you have options. If the enemy sees that you have only one option to escape, they'll pounce! But if you have two or more options, you can choose appropriately.

I highly advise a healthy dose of near-random movement. If you stutter step, remember to switch up your pattern from time to time. Sometimes you go up, sometimes left and right. An observant enemy can take note of your unconscious decision making. They'll correctly calibrate their abilities to aim for where you're about to step, invalidating your power of dodging abilities.

Try to stay close to your team, whenever possible. A split-second decision you make in your movement may commit you to walk down an isolating path. Such a peril can lead to your death. Be cognizant of your teammate's positioning, and intentionally make tougher decisions in favor of sticking with them. There's safety in numbers!

Evaluate carefully if you have the opportunity to get away with attacking a higher priority target. If your tank engages upon the enemy backline, then he needs the team's damage to take out the squishy targets. But what if an enemy Muradin is standing in your way? Do you ignore him and high tail it to help your mate out? Or do you still pepper Muradin with damage because he's in range? Could go either way. He may retreat to provide support to his team, opening up your path. Or he may stun and punch you deep into enemy territory, which leads to your death. That is the dilemma of positioning. Here's how I would solve it:
  • Is my Penetrating Round ready? If so, I feel confident I can shove a problem aside if it comes. I make more aggressive decisions when it's in my pocket.
  • Did the Muradin spec into Haymaker at 10? Is it on cooldown? Is he showing signs that he's thinking about jumping on me? If yes, I must respect him and stay a safe distance. Tanks are the one role you do not disrespect, but the respect varies between who is attacker and tank. This factors into the odds of me ignoring them in favor of a priority target.
  • Is my tank in danger? Will he die alone if we don't support him? If I step up, can I help in a timely manner? Will I die next if I follow? Is there an isolated enemy in the chaos that we can kill for a 1-for-1 trade? This determines who I am going to attack.
  • How important is the enemy that he locked down? If we kill them, will it guarantee us victory? How likely am I to supply enough damage to kill them? These factors will influence my odds of supporting my tank.
  • Is this engagement an opportunity to find a safer position? Is this more important in the long-term for the battle, or to compromise my positioning for a chance to kill? This determines my next stutter stepping directions.
As you can see, the unconscious mind works overtime to deliver the best results. And much of it is dependent on chance. Your opponent making a mistake, or committing to a decision, is what you ultimately play off of. That's the beauty of Raynor - the constant, safe pressure he applies with his damage will force an enemy to play their card prematurely.

The A-Move Trick

I'll let you in on a little secret. If you see the best players stutter step out of their minds while being untouchable demons, it's likely they are using the A command. When you press A on an enemy, it is the same as right clicking them to force an attack. But if you press A on the ground, you issue an attack-move. Raynor will travel to this location, attacking the closest enemy in his range to the death before moving on. This is an extremely important command.

By resorting your attack to your keyboard, you can focus your mouse on movement. A-command to attack, immediately right click after to animation cancel and stutter step, A-command again when ready to attack, etc., etc. This is vastly superior to moving, sliding your mouse allllllll the way to the side, right click, then slide your mouse allllll the back, and right click to move. A-moving is much faster, you keep your eyes in one place to make intelligent moves, and the game auto-acquires your enemy, which can be very handy if they have dashes or the like.

Use carefully! There's a downside to the command. The A-command sacrifices precision for better mobility. You attack the nearest enemy, regardless of what it is. If it so happens to be a pathetic Azmodan demon, then Raynor will attack it, rather than an enemy Hero. You may also hit an unfavorable target that so happens to be closer, rather than the enemy you want to kill. This is when you must resort back to manually right clicking your preferred target.

This is why the A-move strategy is amazing when you're getting dove upon by a lonesome assassin. You prioritize movement to save yourself, all the while you're attacking the only enemy near you, which is what you want to kill. The perfect soup of ingredients!

My friend informed me that there is a settings toggle in the options menu to change this behavior. I think it means your A-command will search to attack an entity nearest your cursor, rather than your Hero? I dabbled with it once and didn't like it much, so I've grown comfortable with the default setting.

Speaking of comfortable, keep practicing your stutter stepping and your A-move. When you develop both skills well, you'll naturally switch your method of travel for the right situation. As easy as moving a cup from your left hand to your right hand. You won't even spend a thought on it - it just happens subconsciously! It just takes hundreds and hundreds of matches.

7. Epilogue Top


As always, it is an incredible honor and pleasure that you have read my guide. For this one, I have combined elements and techniques that I've learned with every prior guide. There was a lot more experimentation this time around, but it was for the purpose of entertainment or laser-focused useful information. Feel free to drop some comments below to provide feedback, and of course, a rating will boost visibility.

To do list:
  • Clean up guide and add icons and appropriate color themes
  • Add some clips to demonstrate combos. Possible stutterstep and teamfight guide video as well.

Here are the links to my other guides:

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