Hi! I'm Severage, long-time casual gamer and more recently a Heroes of the Storm addict. Since my HotS invite I've played hundreds of games on (primarily) assassins, and thus know a lot about the game in general, as well as reaching (and maintaining for a long time) 4K+ MMR on Hotslogs, etc.
You can check me out on Twitch @ twitch.tv/lolseverage. I no longer stream, however you can still see Highlights from my stream
here.
Places you can find me:
Twitter
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Hero.GG
YouTube (Mostly YT versions of my Highlights)
Thanks for your interest, and thanks for reading!
Table of Contents
Raynor is a fairly simple Hero to pick up and play, as he is dominantly played using your middle-finger (Right-clicking) and pressing Q; however, this does not mean that he's pathetically easy or boring.
As a low mobility Hero, your talent selections and positioning should be on point. There isn't a massive amount of variance in Raynor's talents due to him being fairly binary in nature, though since his rework people have been trying out all kinds of strange builds.
Raynor, despite most criticizing him as being a low damage Hero, can be crucial to a teamfight. Staying alive for a fair amount of time in the later parts of the game = big damage from Raynor, not to mention buffing his team.
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(Q) Penetrating Round
Cooldown: 12 seconds | "Deal 85 (+22 per level) damage and knocks enemies back."
You can see the damage scaling on this ability is monstrously high. Herein lies his ability to burst targets. In the early game it will not do a massive amount of damage, and will mostly be used as a "Last Shot" ability. Your Q range is about the same as your AA range, just slightly higher, so once you AA at nearly max range and your opponent is fleeing, you can cheekily pop them with a Q in da butt as they run, just for bonus damage.
Once you hit late game, your Q is a huge chunk of your damage. Missing Qs will destroy your DPS (I know, it sounds like "hurr durr nobody should miss Qs", but still...don't miss Qs), but hitting them consistently can do wonders in lategame fights once you get talents such as Double Barreled and
Bullseye.
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(W) Inspire
Cooldown: 15 seconds | "Gain 25% bonus attack speed for 8 seconds. Nearby Allies gain half the bonus." (Description on HeroesFire still says it gives Attack Damage, pretty sure it doesn't).
You'll notice this ability has around a 50% uptime, which is pretty nice. It is particularly effective with heroes like
E.T.C.,
Illidan,
Valla, or
Tyrande, who all either benefit from higher AA speeds or have their own AA Speed buff(s)...or both. Don't worry about allies being in range. Inspire does not buff nearby Allies once, it gives you an Aura that keeps the buff up for 8 seconds on all nearby allies.
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(E) Adrenaline Rush
Cooldown: 45 seconds | "Automatically activates to heal for 160 (+40 per level) when he is below 30% Health."
This also scales up quite nicely. At lv 1, that's only 22% of your HP, but at lv 20 it heals you for 30%. Not a huge difference, but the fact it scales up harder than your base HP at all is pretty nice. Due to the strict %Health you need to be for this to trigger, you are very vulnerable to burst damage and CC.
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(Trait) Advanced Optics
| "Raynor's Basic Attack range 20% greater, and his vision is 10% greater than other ranged Heroes."
I guess since this was picked 100% of the time as a talent, they just made it his trait. The loss of his previous trait has increased the effective CDs of your abilities, but most notably
Adrenaline Rush, which used to be off CD very quickly in lane just by killing minions. Having this trait from level 1 does let you play safe easier in the early game however, and so still serves a similar purpose.
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(R1) Hyperion |
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(R2) Raynor's Raiders |
Like I typically prefer so as to not be redundant, these will be explained in the Talents section.
Yayhoolioop, you know what time it is! Break it down! Na na na na, na na, na na can't touch dis.
Give Me More! -
"Increase Adrenaline Rush healing by 50%."
Pretty much the best talent if you're not going with a Specialist build. More survivability is your friend as a low-mobility Assassin.
Confident Aim -
"Lowers the cooldown of Penetrating Round by 4 seconds if it hits an enemy Hero."
The go-to for a full Q build. Once you get Double Barreled, hitting both your Qs will reduce your Q CD by 8 seconds, or 2/3s the way. Since there will usually be a couple seconds between your Qs, this pretty much gives you a 3rd Q by the time you need it. Pretty nice since the loss of
Lead from the Front (Deprecated).
Hamstring Shot -
"Enemies hit by Penetrating Round have a 20% Movement Speed slow for 3 seconds."
You may notice I have no enlarged icons at Lv 7. I find all of his Lv 7 talents to be a little lackluster in one way or the other, and I think it boils down to personal preference.
Hamstring Shot is pretty decent, as it allows you to chase down a target after knocking them away, or run away easier after knocking them away. Once you get
Bullseye though, it becomes a bit redundant and loses its effectiveness a bit on the first target. I still take it in a full Q build though because it still offers some teamfight utility, as Bullseye only stuns the first target it hits. A teamwide 20% slow could be pretty decent.
Click to See All Talents
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Mercenary Lord - "Siege and Bruiser Mercenaries near your hero deal 50% more damage."
Ehh, I guess in a Specialist build this would be fine. Unlike other Specialists, Raynor actually does push the lane he gets Mercs for. Other Specialists, like
Gazlowe, take mercs so fast it's a waste of time to push that lane, so Merc Lord is not so useful.
With some buffed Siege Giants and Hyperion, you could do some pretty good damage to structures though. Since your other alternatives aren't incredible, sure, why not?
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Revolution Overdrive - "Gain 10% Movement Speed when using Inspire, plus 5% Additional Movement sped for each ally Hero Inspired."
Pretty solid talent, but not as useful since your AAs don't do as much anymore. Previously it'd be great for keeping up with opponents while AAing, but it's basically just a "getaway" talent now. Good for avoiding ganks I suppose.
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Fight or Flight - "Adrenaline Rush cleanses all movement impairing effects."
Got nerfed pretty hard. Previously, this talent would make you Unstoppable for 2 seconds after you were cleansed, which would be awesome. HeroesFire still shows this as true but their tooltip is outdated. Since this only cleanses you, and whenever you're low HP, you've probably already been CC'd and are just dying now. Before you could preemptively make yourself Unstoppable to avoid things, like completely ignoring a
Kerrigan pull.
So yea...I suppose vs a
Jaina it could be good to cleanse a strong slow? But it's no longer useful for countering hard CC.
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Raynor's Raiders -
"Summons two cloaked Banshees that attack a targeted enemy. Each Banshee deals 16 (+4 per level) damage a second. Last 22 seconds."
REMEMBER: After TLV patch, you have to micro these with R, not right-click. Please don't summon these things and watch them sit there, lol.
Still better for your Q build - Hyperion now actually has a purpose: sieging. Unless you plan on sieging, Banshees will give you more teamfight power.
Also, their HP (700 + 35/level) was removed from the tooltip, but I believe their HP has not been changed.
Click to See All Talents
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Hyperion - "Order the Hyperion to make a strafing run dealing 25 (+6 per level) damage a second, hitting up to 4 enemies. Also occasionally fires its Yamato Cannon on Structures for 300 (+72 per level) damage. Lasts 12 seconds."
For teamfights, this thing does small amounts of damage, and random damage at that. The total collateral damage is probably higher than Raiders, but it's almost meaningless damage as the chunks are so small and random.
However, against Structures, the newly baked-in Yamato Cannon is really potent, and it is a strong Heroic Ability for sieging now. Another +1 for Specialist Raynor. | |
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Double Barreled -
"Penetrating Round gains 2 charges."
Easily the best talent in the tier because of its epic synergy with
Bullseye and
Confident Aim.
Bullseye -
"The first enemy unit hit by Penetrating Round is stunned for 1 second and takes 50% more damage."
Literally the best talent in the tier even when you built for AAs. Now you build full Q and it's epico maximo. Excellent synergy with Double Barreled, so much synergy in fact, that these 2 talents are the only reason Raynor is viable.
This is good and bad, it's bad because you are significantly less useful pre-16, but after that you're really strong.
Click to See All Talents
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Cluster Round - "Penetrating Round damage is increased by 10% for each additional target hit, and the width is increased by 50% ."
Relatively weak when you look at the other options in this tier. The damage increase per target hit isn't enough to make it worth it. The width increased tacked on is nice but Bullseye, even if it didn't have a 1 sec. stun does 50% more damage to the first target. That's hitting roughly 3 targets with this ability, then you have Bullseye's stun to compete with.
However, could be interesting if the enemy team has a lot of adds. Anub'Arak scarabs + Arthas Ghouls could make this ability do a truckload by the time it reaches an enemy Hero. Interesting, but Anub/Arthas have fallen mostly out of favor, and
Bullseye is still much more potent vs other Assassins.
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Executioner - "Basic Attacks deal 40% more damage against slowed, rooted, or stunned targets."
Not that great anymore. Even if you were to pick an AA build (Wouldn't recommend),
Berserk would probably be more useful.
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Berserk - "Activate to increase your Attack Speed by 40% and Movement Speed by 10% for 4 seconds."
If you're building yolo (AKA AA build after it got nerfed), you can take this talent. YOLO! |
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Relentless Leader - "Reduces the duration of silences, stuns, slows, roots, and polymorphs against you by 50%. Once every 5 seconds, if you are stunned you knock nearby enemies away."
Probably good in a Specialist build. Will help you in a bind (literally) if you get GOON SQUADED while splitting.
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Bolt of the Storm -
"Activate to teleport to a nearby location."
The staple talent of any immobile DPS. Lots of potential in the talent as usual, can make you InSec, get out of a rough position with a slow Hero, finish a kill, kite, whatevs.
Click to See All Talents
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A Card to Play - "Whenever a Hero (ally or enemy) is killed, the cooldown of your Heroic Ability is reduced by 10 seconds."
Not super strong unless you took the Q build, but took Hyperion for Sieging with your team. If you're Specialist Raynor, you avoid enemy Heroes, but if you're just a teamfight Raynor with a Siege Heroic, this can be good for dropping Hyperions on your enemy structures all the time.
Otherwise though, not amazing. |
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Scorched Earth - "An additional set of lasers blast the ground 5 times per second, dealing 15.5 (+3.5 per level) damage in an area."
Doesn't add a huge amount of damage for Specialist Raynor, and Bolt to save yourself from being Goon Squadded is probably better. If you took Hyperion just for sieging with a teamfight build, Bolt is better for teamfighting so...yea. |
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Dusk Wings - "Banshees remain cloaked while attacking, and fire 50% more frequently."
So...got changed from each Banshee shooting 3 times instead of 2 when they shoot, to shooting 50% more frequently...that's the same thing isn't it? Only difference is how often they stop to shoot, and I don't think that'll make much of a difference.
Yea, anyway, more Raynor Qs > More Banshee Damage, so you take Bolt to live.
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Nexus Frenzy - "Increases both Attack Speed and Basic Attack range by 20%."
If for some strange reason you went with an AA build, this is a pretty good option for keeping your distance and kiting with your speed buffs. Since you're not going to retreat with Bolt and you're going to go crazy ham every fight with an AA build, might as well.
YOLO
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Here we are! Onto actual gameplay. In the early game with Raynor, you want to take notice of 1 thing. You suck.
No really, your damage output is kinda meh, and you don't hit your huge powerspike till level 16. You're not useless, but you will basically be out-performed by most other assassins until the late game. As such, your goal is simply to
not be behind when you hit your powerspike.
This incentivizes you to play safe and cautiously, only taking chances when you're fairly certain you can get away with it. Your
Adrenaline Rush has a long CD, so it's basically a second Moonwell Charge.
Your job is to find a lane that you won't be bullied out of, and push it. Not really hard, I mean kill the creeps and
Inspire your creeps to go drain ammo from your opponent's turrets, not AAing your opponents turrets unless you know for sure you're safe to do so. Small advantages are perfect for Raynor - like I said, as long as you aren't losing, you're winning.
Late game, or more plainly, when you are teamfighting all the time, is done pretty simply with Raynor. You pop your Banshees, send them at the opponent assassins, AA the closest target, and get ready to
Bullseye some fools.
When the skirmish lines are drawn out between Warriors, your job is really just to poke at them. AA them or whatever, just don't go full ham before either your team does or your opponent does. You want to play reactively, because other Heroes move a lot faster than you do. Once they make their move, it's much easier for you to react.
More often than not, a Ranged/Melee Assassin on the other team will see you from a long ways off and think "RAYNOR...KILL...CRUSH...DESTROY...SWAG...". This does your work for you. Once they go ham on you, you have tons of tools. Your survivability is quite high, and your Q damage is immaculate.
Stun up the first squishy that gets in range, and hope your team engages on them. If they don't, check to see if the assassin you stunned is in a bad position/up against a wall. If they are, heck, Bullseye them in the face again! Stunning up an assassin for that long plus the damage you'll be doing to them just by yourself can make a teamfight.
Raynor is a great Hero to practice positioning on. Many Heroes let you 'cheat' by using abilities like
Vault,
Barrel Roll,
Run and Gun +
Frag Grenade...um, +
Overkill...+ er...
Stoneskin and
First Aid, okay, well, you get the idea. Running with Raynor is a good way to learn all dem fancy jukes, cause you'll need them to stay alive when you get dove.
Talent Build Situations Top
Yea, okay, let's be honest here. A full Q build is the only *real* viable teamfight Raynor build right now. You can mess with AA Raynor like you mess with AA Valla of course, and who knows, you might find success, but really the best build is easily the Q build in my experience.
The patch changes shifted his power to his Q by a pretty good margin, so it only makes sense to shift your talents in that direction as well.
Also, all his different builds do the same thing (Aside from Specialist raynor). They all teamfight. Q build teamfights, AA build teamfights, wonky survivability builds teamfight, the Q build just does it best. Since they're in direct competition with each other, there's 1 winner.
As far as Specialist Raynor, I legitimately think it is a fully viable build for Raynor. It's wonky, and an Assassin Main probably won't use it, but if you're a Gazlowe main, you might have fun with it. Of course, it's only really going to be good in Solo-Queue, but hey! It's fun anyway.
In-Depth Matchups Top
Alright, finally match-ups! To be completely honest there aren't too many Heroes that are a detriment to Raynor, as you can still burst enemy Assassins down in 1v1s come late game. However, I will list here the most common Heroes you will deal with (Assassins), whether they are easy or difficult to deal with, as you will encounter them most often (Rather, they will dive you). I will also list the primary Warriors you should avoid.
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Are you supposed to be able to get away from this guy? |
| [if=Wrecks you hard. 'Nuff said. Stitches absolutely LOVES targets that can't get away from him. He has the health pool to kill you 1v1 until the late game, and he has the displacement to destroy you in every teamfight. Half your job vs Stitches is to cross your fingers and hope he isn't focusing on
Hook + Gorging you, and the other half is to get fancy with the footwork and try to stay behind objects (Teammate Warriors, Gazlowe turrets, anything) and juke his hooks. Do NOT get within Stitches' AA range if you can help it since most Stitches pick up
Tenderizer +
Vile Cleaver, and post-16 if he took a
Slam build, stay away from him like the plague as the stuns on his Slam will screw up your kiting and prevent your
Adrenaline Rush from going off immediately.]Wrecks you hard. 'Nuff said. Stitches absolutely LOVES targets that can't get away from him. He has the health pool to kill you 1v1 until the late game, and he has the displacement to destroy you in every teamfight. Half your job vs Stitches is to cross your fingers and hope he isn't focusing on
Hook + Gorging you, and the other half is to get fancy with the footwork and try to stay behind objects (Teammate Warriors, Gazlowe turrets, anything) and juke his hooks. Do NOT get within Stitches' AA range if you can help it since most Stitches pick up
Tenderizer +
Vile Cleaver, and post-16 if he took a
Slam build, stay away from him like the plague as the stuns on his Slam will screw up your kiting and prevent your
Adrenaline Rush from going off immediately.[/if] |
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WOW SO SCARY SUCH HORROR |
| In essence, the ultimate Raynor counter. Not only is the Hero capable of punishing poor positioning, a good Kerrigan player is able to punish all but the very best positioning in a teamfight. I've played vs some Kerrigans that there was just no escape from, I was going to die regardless of how the fight went (Pre-20), I just tried to take her with me. Played well, you can bait Kerrigan into eating a Bullseye so your team can follow up before she kills you. Since she dives into your face, it's very easy to stun her up with your Double Bullseyes. It's not impossible to side-step a good Kerrigan combo, but you have to be very quick, and sometimes you can't even due to body-blocking or terrain, so it's easier to just Q them away the moment they land on you. |
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Do I wanna pick the Snowman? Or should I choose Ring of Frost? You won't be moving anymore, I've slows galore, you won't get away! |
| Despite Jaina's low health pool for a non-stealth Hero, and the fact you have the potential to dispatch her quickly, if you aren't careful she can kite you really really hard. She's very similar to Raynor actually, the only difference is she has higher kite potential and lower survivability. This means if you can penetrate her zone, you will kill her quickly, but if she shuts you out like Elsa, her Snowman + Frostbolts will own you...kinda like in Frozen...made by a company called Blizzard...I'm pretty sure the illuminati had something to do with this. Anyway, I digress - the point is, dodge her
Frostbolt and never stand in her
Blizzard. You can kill her
Summon Water Elemental just like you can kill Raynor's Banshees. You'll want to do this as it Slows, Chills, and does significant damage while ignored. In a teamfight you can melt her snowman (ba dum tss) between you and your teammates, so be sure to do so. |
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Waitin' on you, precious. Us. Yes we, we meant on us. GOLLUM. GOLLUM. |
| Pretty annoying guy. He moves so much while in combat he'll make your kiting look like you're sitting still - and sometimes walking backwards. With good positioning he won't be able to get close to you since your team should be between you - however, if he [Run and Gun]s forward and starts channeling
Overkill give him a Q to the face to put his
Overkill on a really long CD. Once you do this, he only has his
Frag Grenade to kite you with, as his normal AAs make him very immobile - you have the upper hand at this point. If he pops Odin, do NOT Q him while he's channeling. It won't move him even if it deals the damage, and he is very vulnerable to disengage once he pops Odin. Get in a few pot-shot AAs while he's 'suiting up' or if you can't kill him, just walk away till you're at max Q range (Or as close to that as you can get) and Q him the moment he is able to move, then head for the hills. He won't be able to chase you. |
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Cold as Ice |
| Arthas isn't as threatening as Stitches since he can't get to you as easily, but once he's on you he can be similarly deadly. In the early game, watch for Arthas' roams. His high damage and strong CC make him as good at roaming as an Assassin. ESPECIALLY levels 4-7. You'll want to get practice avoiding
Howling Blast. It's slow enough to see it coming and dodge it, and even before it comes out he will point his sword at you - it has the readability to be reliably dodged...unless you're forced to walk in a certain direction for any number of reasons. This ability is the only way he can realistically walk on top of you. Once he does that you're never getting away without your team peeling for you, because even if you Q him the slow will last long enough for him to get back on you (Pre-13). If he catches you with a
Howling Blast, be sure to Q him before he gets to have
Frozen Tempest tick on you a couples times. In the late game you are actually really good at killing Arthas. His lower base HP means he has to get his
Army of the Dead/
Death Coil on him before he can start really tanking a bunch of damage. With
Bullseye you can do a large chunk of his health while he's CC'd - with some follow-up from your team you can instantly shut him down. If you can, it may be a good idea to catch Arthas in a bad position (E.G. while he's rotating to an objective alone) and get your team to follow-up with some damage to kill him while he's CC'd - any bonus CC on your team will just make Arthas' life harder. |
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Anything you can do, I can do better. |
| [if=She will out-teamfight you, and can easily kite you in fights. If for some strange reason she goes aggressive in your face, you can out-1v1 her post-16. Pretty sure pre-16 the 1v1s will go in her way -- in fact, before your powerspike, she is simply stronger in every way, even if not by a huge margin. If she took
Strafe, she'll probably walk up to get it off on as many people as possible. This often gives you an opening to Q her and interrupt it.]She will out-teamfight you, and can easily kite you in fights. If for some strange reason she goes aggressive in your face, you can out-1v1 her post-16. Pretty sure pre-16 the 1v1s will go in her way -- in fact, before your powerspike, she is simply stronger in every way, even if not by a huge margin. If she took
Strafe, she'll probably walk up to get it off on as many people as possible. This often gives you an opening to Q her and interrupt it.[/if] |
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Trinity Force Incarnate |
| Zeratul has it all - Courage, Power, and Wisdom...ok yea I've used that line before...Anyway, Zeratul isn't very strong pre-16 anymore, so he's very similar to you. Thanks to his mobility, he will be very difficult to lock down, and will never (Outside of
Shadow Assault) commit to the death in a 1v1. Otherwise, he'd be much easier...but he has a tendency to bounce around causing havoc when you least expect it. In the early game he won't be too much of a hassle unless he catches you at low HP, but later into the game you will want to try to hit
Bullseye on him ASAP to put out the most damage you can. Executed well, you will not only force Zeratul to
Blink out but will also render him low so he can't pop in and out of the fight. Maybe a chained double Bullseye can even lock him down long enough for your team to kill him. |
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Seems scary, not really all that scary. |
| [if=Previously, Nova would just 1-shot you before you could do anything. Now however, she cannot burst you from 100% at any given time, and the lowest CD she has is her AA (3 seconds). You can do many things if she tries to open on you. If she tries to all-in, your Q will interrupt her
Triple Tap. If she's poking you, you can interrupt her combo with your Q...or stun-lock her with
Bullseye and let your team destroy her. Ta-da! Problem solved. Come to think of it, post-16 you may be able to burst her faster than she can. As an addendum, even though if you're healthy you can kill her, please do watch out for her when you're running around at 40% HP.]Previously, Nova would just 1-shot you before you could do anything. Now however, she cannot burst you from 100% at any given time, and the lowest CD she has is her AA (3 seconds). You can do many things if she tries to open on you. If she tries to all-in, your Q will interrupt her
Triple Tap. If she's poking you, you can interrupt her combo with your Q...or stun-lock her with
Bullseye and let your team destroy her. Ta-da! Problem solved. Come to think of it, post-16 you may be able to burst her faster than she can. As an addendum, even though if you're healthy you can kill her, please do watch out for her when you're running around at 40% HP.[/if] |
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Specialist? You mean Ranged Assassin with poision? |
| [if=Basically this guy is really annoying, but typically not lethal by himself outside of his Heroic,
Ravenous Spirit. However, if you are slow to react, you can easily get caught in a
Zombie Wall that may mean the end of your life. His
Plague of Toads does decent damage along with his AAs, but mostly what you have to fear is him having any teammates around when you get stuck. If you DO get caught in a Wall, you have to make a tactical decision. You have 3 options. 1: Wait for the wall to go down - apply pressure by AAing Nazeebo while you're stuck, then attempt to walk away. 2: Q Nazeebo so he messes up his frogs, but know that if he has a teammate nearby you're probably dead. 3: Q the Zombie Wall in front of you so you can walk through it. Onto his Heroic, 9/10 times you will not be in rage to interrupt it with your Q. This essentially means you have to rely on your teammates to save your life/your team's life, ergo, you're screwed. But be aware of where Nazeebo is nonetheless so that if he panic-uses it in a poor position you can reach him with your Q (Your Q goes through walls if you didn't know).]Basically this guy is really annoying, but typically not lethal by himself outside of his Heroic,
Ravenous Spirit. However, if you are slow to react, you can easily get caught in a
Zombie Wall that may mean the end of your life. His
Plague of Toads does decent damage along with his AAs, but mostly what you have to fear is him having any teammates around when you get stuck. If you DO get caught in a Wall, you have to make a tactical decision. You have 3 options. 1: Wait for the wall to go down - apply pressure by AAing Nazeebo while you're stuck, then attempt to walk away. 2: Q Nazeebo so he messes up his frogs, but know that if he has a teammate nearby you're probably dead. 3: Q the Zombie Wall in front of you so you can walk through it. Onto his Heroic, 9/10 times you will not be in rage to interrupt it with your Q. This essentially means you have to rely on your teammates to save your life/your team's life, ergo, you're screwed. But be aware of where Nazeebo is nonetheless so that if he panic-uses it in a poor position you can reach him with your Q (Your Q goes through walls if you didn't know).[/if] |
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YOU...WERE PREPARED |
| [if=So, Illidan can destroy you, or not really do much. Illidan isn't very strong early game, which is great for you, because you aren't either! Early you have few tools to fight him, you have to use your Q very wisely to break his chase. The easiest way is to use DA YUNG JOOKES! Your ultimate goal is to get him BEHIND you with his Dive ON CD. How? Like so: When Illidan goes aggressive on ya with a
Dive, turn around and walk straight back. This messes his chase up, and he will most likely
Sweeping Strike toward you, AA you a couple times, and Dive you again. This is right where you want him - behind you with his Dive on CD. Q him the instant he lands from his Dive, and he will not be able to chase. Now late, you can obliterate Illidan because his weaknesses are Burst and CC.
Bullseye is both. Just wait till he goes ham into your team and stun him up instantly, preferably against a wall. Follow-up with another Bullseye and he should be dead just by your teammates Auto-Attacking him. If he has a Support or two, your teammates might have to actually use their abilities on him. Care for an Illidan who initiates with
Metamorphosis and takes
Demonic Form post-20. You will have to Q him much faster to chain your CC once he gets the 50% reduction.]So, Illidan can destroy you, or not really do much. Illidan isn't very strong early game, which is great for you, because you aren't either! Early you have few tools to fight him, you have to use your Q very wisely to break his chase. The easiest way is to use DA YUNG JOOKES! Your ultimate goal is to get him BEHIND you with his Dive ON CD. How? Like so: When Illidan goes aggressive on ya with a
Dive, turn around and walk straight back. This messes his chase up, and he will most likely
Sweeping Strike toward you, AA you a couple times, and Dive you again. This is right where you want him - behind you with his Dive on CD. Q him the instant he lands from his Dive, and he will not be able to chase. Now late, you can obliterate Illidan because his weaknesses are Burst and CC.
Bullseye is both. Just wait till he goes ham into your team and stun him up instantly, preferably against a wall. Follow-up with another Bullseye and he should be dead just by your teammates Auto-Attacking him. If he has a Support or two, your teammates might have to actually use their abilities on him. Care for an Illidan who initiates with
Metamorphosis and takes
Demonic Form post-20. You will have to Q him much faster to chain your CC once he gets the 50% reduction.[/if] |
Changelog -
12/10/14 - Yay! Finally released the Guide, had it in the factory for several days...had some coding problems. Matchups coming soon!
12/10/14 - Decided it might be a good idea to elaborate on Talent Builds, so I added in a section for that. Matchups still coming soon.
12/13/14 - W00T! Added match-ups! I hope they are insightful (and comedic), and I especially hope you enjoy the
Jaina one!
1/15/15 - No real changes to Raynor for the Closed Beta build, so I'm just bringing this up to present date. He did get a cool new AA animation though.
1/17/2015 - Revamped the "Where to Find Me" section to be more terse, and put it where it probably belongs (introductory). Also, added a completely new build!
2/24/2015 - Sorry it took so long to update the guide! Took me a while to get around to ol' Jimmy boi. Updated everything in the guide...hopefully. If I missed anything let me know!
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