About Me and this Guide Top
Although I've been playing Heroes for a couple of months, I don't really participate in Hero League or any of the big stuff at the moment. Regardless however, I play the game a lot. I'd like to tackle the more serious stuff down the line, but for the time being I'm just having too much fun playing the game in general.
It should go without saying, but of course this is all just my opinion (after many, many games playing as this character albeit.), and if one differs in any way that's perfectly fine. Find your own style, or test things out for yourself. All I hope to do is perhaps offer some suggestions as well as playstyle philosophy and if there's even one thing someone can take out of this guide, I'll be grateful for it.
Another thing that should go without saying, but this guide will be most likely subject to change as well. The game is still in beta phase afterall. I'll try my best to keep the guide updated after major patches are implemented.
What space gutter did they drag this Raynor guy out of? Top
In both StarCraft games, Jim Raynor is the main protagonist for the Terran campaigns: a civilization of human colonists who were exiled from Earth many years ago and formed their own remote society in the distant Koprulu system. A faction of outsiders to an ancient conflict between the highly advanced Protoss, and the bio-organic insectoid hive-mind known as the Zerg; the Terrans have nonetheless, in spite of endless infighting, bludgeoned themselves a place in the sector and have become irreversibly intertwined with the conflict and have yet to play a major role in a war to come which will threaten all life in the galaxy.
Jimmy-boy, a space cowboy in every sense of the word, is both a cunning soldier, renegade, and a gentleman with a hero's heart. Despite this however, Raynor has weathered countless personal losses and betrayals over the course of the games; the loss of many lives, friends (some of which include Protoss, making Raynor one of the few Terrans with ties to the mysterious race.), his beloved Vulture bike, his reputation, and most of all the love of his life
Kerrigan, who herself has fought both an external and internal battle with herself and countless threats around her after being betrayed by Arcturus Mengsk and lost to Zerg infestation. Despite everything, and his own mounting despair over the many blows he's taken, Raynor has almost never stopped believing in justice and the greater good even when it conflicts with his desire for revenge against Mengsk, and has climbed out of many ruts to continue being a beacon of heroism and hope amongst a fractured people and may prove to be one of the last hopes of both his people, and all life in the sector in the coming hard times.
In a conflict with ancient alien assassins and humans with telekinetic and psychic powers, all Raynor has to his credit is sheer good old fashioned hardiness. The leader of the band of outlaws known as Raynor's Raiders, and Commander of the battleship Hyperion; Raynor utilizes his trusty customized black Marine armor, experience, razor sharp accuracy, anything-goes cunning, and most of all...his immense charisma and leadership.
Why Raynor? Top
Raynor, being considered one of the "base" Heroes in the game and one of the easiest to pick up, I find is often overlooked and misunderstood a Hero. Considered an easy-to-pick up "right click" vanilla Hero for beginners and thus overlooked, I believe as time goes on people will increasingly realize how much of a mistake this is as it's of my opinon that Raynor is potentially one of the strongest characters in the game whose simplicity hides a surprising amount of options for an assassin. Although the current pseudo-meta that exists within the game's beta favors
Valla when it comes to ranged assassin needs, as she dishes out the most damage which fits with more straightforward team compositions, I personally feel that Raynor over the course of a game becomes far more dangerous.
Although he starts out a bit on the weak side with a little poke, he still brings with him a low cooldown team buff and increased range thanks to his
Advanced Optics trait which allows for safe shots. It doesn't take long however for Raynor's threat to the enemy team to increase dramatically not only in terms of damage and survivability, but overall utility and by end game Raynor can kill any hero shockingly fast and duel almost any hero single handedly with the right build all the while being a team asset beyond straightforward damage.
The trait to Raynors'
Adrenaline Rush passive ability,
Give Me More!, along with his tier-4 trait
Vampiric Assault make Raynor deceptively tankier than his assassin status may suggest early game (although still be mindful of the gradual speed at which health replenishes in this game.) as well as give him great sustain. He can easily take on many objective mobs and mercenaries relatively early on his own because of this, and although one still needs to play defensive, this also gives him an ace in the hole against early game dives and the like. Raynor's entire game changes once he attains his ult, which in almost every case I will recommend raynors-raiders as this ability is the key to his potential. With this ult, you gain a multi-faceted method of attack which can single handedly control the flow of an entire team fight with the ability to harass multiple targets at once, as well as increase your single target damage for a time. With an 80 second cooldown, this ability is a game changer, and from there Raynor just gets more and more dangerous. A low cooldown, ranged defense debuff and stun if
Bullseye is taken at tier 6 (and trust me, it should. More on this later.), and the choice of either deadlier Banshees, more range and damage, or an escape if necessary and by end game Raynor is an absolute nightmare.
The key to Raynor is playstyle. Although he's listed as an assassin...I've come to see Raynor as something of a support/carry hybrid; meant to be played as the leader and hero he is. Raynor is built to be an incredible skirmisher, being everywhere he needs to be whether it'd be clearing lane, pushing towers, taking camps, ambushing, or being there for a team fight Raynor in the right hands can turn the tide of any fight.
Although I'll be concentrating on one particular build I often use (the "Standard all 'round"), I've also listed three other alternatives. The great thing about Raynor is that, aside from some notable exceptions I'll get into, I will not claim there is only one way to build this hero as he's incredibly versatile. Whether it's this guide, or one of the other guides on this site, don't write off the hero from Mar-Sara.
Tools of the Trade - Abilities Top
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Penetrating Round is Raynor's bread and butter ability which serves a variety of purposes. Wave clear, knockback for safety, pushes, and quick getaways; straightforward damage, ambushes (knock 'em from behind into your team/towers etc or to stop them from collecting tribute.), and later with the right traits...an absolute death sentence being cc/debuff/damage all rolled into one. Be sure to line up shots to get as much bang for your buck as possible!
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Inspire is a straightforward, no nonsense buff for both yourself and your buddies nearby. This ability ensures that Raynor even during his rough early phase has a distinct tool to the table. Be a team player, help the efforts of your team mates, and the value of this ability won't be hard to miss. If
Revolution Overdrive is taken at tier 3, this can also become something of a pseudo escape as it applies a 10% movement bonus even without your teammates that when combined with Penetrating Shot, can allow you to escape from many sticky situations. Even without this though, just an overall solid ability from start to finish.
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Adrenaline Rush is Raynor's passive third ability. This ability gives Raynor a special edge that other assassins don't have by essentially giving him an extra life bar to work with, especially if you take
Give Me More! as your starting tier 1 trait...which you really should in almost all situations as the difference it makes in Raynor's survivability is astronomical. This ability isn't just for mere survivability and sustain however, it can be a great baiting tool especially early game. A seemingly easy gank, or duel against a low life assassin can quickly turn into a bad day for your attacker when suddenly your life is almost completely restored, although if you're completely surrounded it won't be fast enough to save you either so still keep your wits about you.
Adrenaline rush can be made a manual ability with activated-rush at tier 2, and when combined with
Steel Resolve can essentially become a second Inspire button. Although this isn't something I do regularly, I could see some potential in using it in this manner to move Raynor a little more down the support direction.
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Advanced Optics is Raynor's passive ability, which grants him 20% increased range and 10% increased vision. Having this turned into a passive he always has is one of the best things they could have done to this character as it carves Raynor a niche for having a considerable amount of range and early game safety. If
Nexus Frenzy is taken as his final trait, his range is increased by a further 20% giving him absurd range and when combined with raynors-raiders Banshees allow him to pick off just about anyone in a team fight much more safely than most assassins can.
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Whatever's Clever- Talents Top
Raynor is extremely versatile, and can be built in many different variations of his standard role. That said however, I firmly believe there are certain traits which outshine the rest by a huge margin. Whether you take my word for it, or the word of another guide however, try things out for yourself.
Tier 1
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In my opinion, this trait is essential most of the time with few exceptions. For a while I used seasoned-marksman wanting to increase my damage output, but the increase in damage is not worth both the both the negligible increase as well as the time it takes to accumulate the stacks needed to make it noticeable. In comparison, this trait essentially gives Raynor a second, hidden life-bar. Your early game will be just that much stronger with it, and even when it's no longer refilling your entire life bar it still fills a good portion of it so its usefulness never completely wanes.
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The only other alternative I'd in some rare case be willing to let go of Give me More for, and even then it's extremely niche. Namely, on
Blackheart's Bay, this trait could be used to collect doubloons faster. If you're with a very confident team with good communication, a full lane push-centric build could make use of this as well as listed, but if you ask me even in those cases Give Me More is usually more recommended.
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Tier 2
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This is the standard go-to item for Tier 2 in my opinion. It gives Raynor great sustain which helps in not only keeping him alive during team fights just a bit longer, but most of all allows Raynor to practically solo all the camps relatively early aside from the boss of course. It's just good utility and always a safe pick.
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An interesting trait which lends itself to builds which fully utilize
Penetrating Round as a more consistent damage dealing tool. Although I don't really use this style much myself, there are other guides on this site such as Severage's excellent Q-build guide that suggest this as well.(which can be found here) I believe that while it can have its use, Vampiric Assault is in the long run the safer choice unless you commit to a Q-centric build.
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This is an interesting trait as it makes
Adrenaline Rush manual. This gives Raynor a self heal that can be used on command, which by itself I don't think is too useful but others may differ. The potential in this may come from the combination of
Fight or Flight and
Steel Resolve, which turns
Adrenaline Rush into a second
Inspire as well as temporary root immunity that I can see having some interesting use.
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If you are very confident in your team's healing capability and communication, it could be prudent to take this. I don't really like not having the security of Vampiric Assault or Activated Rush, but the additional damage could make late game Raynor even deadlier than he'll already be normally. A real "up to you" debacle but I don't find it as useful as the other traits in this tier.
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Tier 3
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Although I tend to gravitate towards this trait, I can see every ability in this tier having a distinct use so I often tend to go back and fourth. That said however, I consider
Revolution Overdrive a safe choice because it gives Raynor a 10% flat speed increase, which when combined with his Q sort of covers for his lack of a dedicated escape with just a little foresight. It also makes Raynor VERY fast during team fights, when your team mates are close-by, which is extremely useful all around.
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The trait I take the second most. It's a solid ability and its slow allows for easy take downs and chases. The only issue is that I often take
Bullseye at tier 6 which completely renders this trait obsolete as it adds a full blown stun to your Q, so it could kind of be a bit of a waste. If you have your heart set on not choosing Bullseye as your tier 6 or just really want to add cc to your Q as soon as possible then it's a safe choice, even if not optimal end game in my opinion.
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The more I use this the more I love it. Although it's greatest potential lies in its synergy with Activated Rush, it's still very solid on its own.
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Of course the most niche of the four tier 3 traits, this trait nonetheless could have some niche use in an overall lane push build utilizing talent-raiders-recruitment. Like I said though, extremely niche and it's probably more prudent to choose one of the other 3 but...regardless perhaps it's not without its use.
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Tier 4 - Ultimates
Ahhh your ults. This is an extremely important turning point for most of the characters and Raynor is no exception.
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talent-raynors-raiders is, in my opinion, leaps and bounds the better of Raynor's two ults and perhaps one of the most effective ults in the game as well. Once this ability is acquired, Raynor's role during team fights completely changes, as Raynor not only buffs teammates attack speed and shoots what he can...but now has the ability to micro multi-target attacks utilizing the Banshees, and his own attack. By pressing R again over whatever target you want the Banshees to attack, you have a multitude of options available to you.
Want
Valla,
Nazeebo or a healer character out of the fight or at least not at 100% for a few moments? Send Banshees at them, and either join in the attack for a devastating two-way assault...or play it safe and take pot-shots at the charging tanks until they're dead. Team-mate in trouble? Send Banshees to harass one of their pursuers, knock the rest back with Q, and get out of there. Some clown using
Illidan wants to 1v1 you for some reason? Call out the Banshees, and a seemingly easy kill becomes a huge risk or even death for the silly Nightelf who wasn't prepared. The utility of this move is astronomical, and you will live and die by its cooldown. Always exercise caution from this point on if Banshees are down, but their cooldown being a measly 80 seconds has them back up before you know it. Time your pushes and retreates accordingly in conjunction with this ability, and you'll become a terror on the battlefield.
They CAN be targeted and destroyed by the enemy and that can constitute as a weakness, especially with pesky characters like like
Nova who can take them out rather quickly, but still those few moments of harassment where the enemy's attention is diverted to the Banshees can mean all the difference in the world especially in the chaos of a team fight. Remember to usually have them target squishier characters, but if you need to concentrate fire on an over-zealous tank then do so.
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Despite all my gushing over the Banshees, that's not to say talent-hyperion is completely worthless. Although it denies Raynor that extra layer of options which Raynor's Raider's brings, it's still a safe drop-and-forget ability which is legitimately great for pushing lanes and assaulting towers, and in some select cases could even be the slightly better choice depending on the enemy's team-comp. Just remember that its piss-easy to dodge and predictable, so if using it in a team-fight be sure to time it just right during the fight so that the surprise AOE damage can be utilized to its best potential. Being too predictable with it will just result in the enemy team retreating for a moment, going completely around, or in some cases even just bludgeoning through (ETC!!). Think of it as a method to quickly mop up an already damaged enemy team and turn the tide in your favor with the press of a button. It's a very cool ability too. Definitely not even close to as useful as Raynor's Raiders, but still a valid tool to use.
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Tier 5
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A common go to trait for all assassins, and especially useful on Raynor as you want every shot to count and maximize his late game killing potential as well as harass as you'll do great damage to careless tanks as well. Not much more to say than that, more damage against the heroes themselves can only benefit Raynor. A substantial boost.
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I could see this having use with a full Penetrating Shot build, and it'd disrupt a hell of a lot. To be honest though I don't see the point most of the time, even if earlier traits are taken to upgrade Raynor's Q. If you take
Confident Aim it comes out fast enough. Don't get me wrong it's not bad and I can see it working with Q-centric builds, but Giant Killer is a huge damage buff to miss out on for an extra Q shot unless you're really committing to
Penetrating Round as a build core.
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In builds where Raynor's support role is being maximized, this essentially gives Raynor a second
Inspire, both of which lasting twice as long. That's a very long attack speed buff for your party. Giant Killer is still a big thing for this character to miss out on and I'm not sure if even with a full build complimenting it that this really makes up for it completely, but it's not out of the question necessarily. It would greatly depend on your team comp, and whether or not it'll truly benefit from that much attack speed.
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Tier 6
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Now here we go. Although I've offered my opinion on alternative options for each of these tiers, this is the one where I'm going to put my foot down and say that this one ability is a must-have.
Bullseye is amazing. It turns Penetrating Shot into a stun AND defense debuff, allowing not only yourself but anyone on your team to take advantage of whatever's hit by Raynor's Q taking 50% more damage on top of being stunned momentarily. Squishies will absolutely disintegrate if they're hit by this, and tanks aren't much better. This trait secures Raynor's late-game threat, and allows him to take enemy heroes out of the fight, especially with the aid of a well organized group that should be stomping in on whoever is hit by this. It also makes him considerably harder and more dangerous to 1v1 if anyone dares to do that.
Although it's a popular option, I honestly do not see the point in taking talent-berserk over this trait. While that trait may work and allow Raynor somewhat longer burst, its cooldown is what kills it in comparison to this trait in my opinion. Why take a trait that gives only Raynor an attack speed and movement buff every 60 seconds...when you can have a stun and 50% damage increase that EVERYONE can take advantage of every 12 seconds? (and that's if someone doesn't take
Confident Aim earlier, though I don't think that's really necessary myself.) None of the other Tier 6 traits even come close to the usefulness of this one either. This trait turns Penetrating Shot into the mark of death, and honestly I'm enjoying it for as long as I can.
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Tier 7
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Nexus Frenzy is my personal go to ability, although not universally. It depends on the situation with tier 7 traits. Regardless though, you can't really go wrong with attack speed and even more range. Raynor's auto-attack range with this active is really something to see. More range, more speed equals more safety and more easily attainable snipes and kills.
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A very close second behind Nexus Frenzy to me. This makes the Banshees from talent-raynors-raiders considerably more dangerous late game, and will allow you to selectively harass targets much more effectively as well as still offer more damage against a single target to concentrate fire on. I believe this trait is overall more effective than Nexus Frenzy, but it doesn't have the consistency as the former is a general buff. It's completely up to you, or whatever your situation calls for. You may just have to operate on your ults' cooldown a little more than if you take Nexus.
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A popular late game choice, and it's quite valid itself although you do sacrifice some late game offense for what's essentially a Flash spell you only get late in a match. Still, if you don't take
Revolution Overdrive, and the knockback (and stun, if you take Bullseye. You really should.) of your Q is still not enough safety for you it's a solid choice. If you're up against a team that's particularly offensive or tanky, and your team feels like its slipping a little bit and victory hangs in the balance of a single team fight, it may be prudent to take that extra bit of survivability if you truly need it...although I will point out that that Nexus Frenzy allows Raynor to shoot 40% further than any other ranged assassin but regardless, use at your own discretion.
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If you take Hyperion you might as well get this, as Hyperion's usefulness can wane pretty heavily late game and that extra bit of damage it does can help it keep up.
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It's not over till it's over - Random tips Top
- Just like any ranged assassin, adc, carry, what have you...placement is key. As Raynor however, it may be especially important as your safety largely depends on a knockback move, and possibly a passive speed boost for a large portion of the game. Always be mindful of escape routes, and don't be afraid to retreat if necessary. Raynor's a skirmisher and survivor. He may not win the fight but he aims to win the war.
- Be a team player. Raynor's not a bloodthirsty glory hog, he's a battlefield leader. I know this must sound stupid and irrelevant, but I think it's actually important to getting into the proper mindset to play this character right. He's not out to get the pentakills and gloat, he's out to help his team win. Help people push, help people take camps with your
Inspire or get camps yourself if possible. Use your Q to help save lives as much as take them. Raynor's a good guy, and you get the most out of him by playing him like one. Be a team player and I promise you the kills will come too.
- If it looks like its hopeless for you, you might as well use talent-raynors-raiders on someone before you die...a squishie preferably. The Banshees will remain after you die, and while you can't control them while waiting to respawn...they will attack the last thing you commanded them to. I've gotten a fair number of post-mortem kills this way, and it helps your team out too.
- This kind of goes for every hero, but get into the habit of mounting up as often as possible. Even short distances. And don't always immediately get off your mount, keeping that mobility can allow you to set up some sneaky ambushes using Raynor's Q or allow you to flee if a situation like a 3 v 5 sudden team fight breaks out. Just always be ready to be mobile.
- If you're not already, practice attacking with A+left click more than simply right clicking. The control you get and spacing is far superior than right click as its similar to attack-move in League, IE: Your character will attack the nearest target to your A+left click, assuming you didn't flat out just click a target with it...and move and attack at the absolute minimum range possible. So in other words, attack right at the edge of your range. Because Raynor has great range compared to most ranged assassins, you're going to want to take as much advantage of this as possible and Raynor's attack comes out exceptionally fast and fires in bursts, so he's very good at kiting as well. It's a good habit to have when playing him, and any ranged character really.
- Remember that Heroes is a very objective-centric game compared to most other MOBA games. At least for the time being, there isn't so much a "laning phase" as there is some time to spare inbetween catching objectives or staying with the team to fight, so while you may want to kill some creeps inbetween events if you can to keep up with exp, always be ready and available to be where the team needs you to be. Raynor is quite safe to take monster camps with relatively early in the game, assuming you've taken Vampiric Assault and perhaps Give Me More as his first two traits, so if you can safely do so grab them if you can as every bit helps and all of this still adds to overall exp. Preferably with a friendly ping incase either someone else wants to help you, or to let your team know you're busy so you have less chance of someone going out to look for a team fight while you're busy killing two siege trolls.
"'Been a pleasure...always has." Top
I hope this guide proves useful for anyone either starting out, or perhaps getting a closer second look at Raynor. He may be deceptively simple to play, but with a little extra effort and creativity this character can also become a versatile and incredibly fun hero whose solid options you WILL miss when using other ranged characters after a while.
That and his red master skin looks like something out of Warhammer. Which is awesome.
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