"I'm Jim Raynor, and this is my favourite Guide on Heroes Fire" - Raynor himself
Listen,
here's the run-down - Raynor is a
versatile hero that contributes great
DPS to his team, attack speed to surrounding allies with
Inspire, and
lane push, by coercing mercenaries with
Raiders Recruitment and blasting forts with
Hyperion. While he doesn't have the manoeuvrability of other Assassins, Raynor is no less of a
threat if he is left unchecked in any team-fight.
Halfie's guide is a damn stim-pak to your game that'll have you singing your favourite tune as you win countless games all the way to rank 1. So sit back, grab a drink, dress your friend up as
Kerrigan, and keep on readin', cause this'll be one heck of a ride!
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Auto attack is your so-called "Right-click". Great range due to
Advanced Optics combat trait. Many traits will make this crucial to your DPS. Your auto-attack damage scales from 40 starting damage (+12 per level) which is very high.
 Attack Speed Comparison
Your starting attack speed is 1.25 attacks per second. Compared to
Illidan and
Valla's 1.67, 1.25 is quite low. However with
Inspire, your attack speed will be 1.56. With
Inspire and
Nexus Frenzy, Raynor's attack speed will be 1.81. Combine those two with
Berserk for a whopping 2.31 attacks per second, if you choose the talent. (Credit to DIZZYMONGOOSE for the exact numbers)
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Basic Abilities
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Penetrating Round (Q)
Cooldown: 12 seconds
Penetrating Round(Q) is an immediate high damage burst that deals 249.60 (+4% per level) damage and knocks enemies back. It can hit multiple targets in a straight shot that is aimed.
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This is your tool to disengage from a fight, especially if enemies are converging upon you.
Important: This skill only
dazes enemies and cannot be used to break any channelled ability like Nazeebo's
Ravenous Spirit or ETC's
Mosh Pit. This ability can also be used to strategically push your enemy towards your team but to do this, you must be in the risky position of being
behind the enemy.
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Inspire (W)
Cooldown: 10 seconds
Inspire(W) provides an attack-speed increase of 30.00% to Raynor and 15.00% increase to allies within a large AOE radius for 6 seconds.
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The bonus this provides to a minion wave is not that noticeable but it shines with Siege Giants and other Mercenaries.
TIP: Consider using this near allied units such as
Zagara's minions,
Azmodan's General of Hell or any other summoned unit!
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Adrenaline Rush (E)
Cooldown: 40 seconds
Adrenaline Rush(E) is a fast heal-over-time effect for 457.60 (+4% per level) that automatically activates when you are below 30% Health. The heal is not instantaneous either, so be careful not to get bursted down before you can reap the full heal.
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New players may be fooled into thinking that they can down you, then you actually just heal up and kill them. But experienced players will expect this ability and may harass you just to get it out of the way.
Be more cautious when this ability is in cooldown.
Combat Trait
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Advanced Optics(Passive) boosts your attack range to a comfortable place. With this skill, you can often hit ranged enemies before they can hit you. Therefore, you must abuse this ability by kiting your enemies. Basically, you shoot the target and move in such a way that they do not have the range to retaliate against you, keep your distance from the target while attacking it so that you take little- if any -damage from the target.
The vision increase is there to aid your attack range, otherwise you'd be unable to attack your target unless some other ally granted sight. Extra vision is always useful, especially in a map like
Haunted Mines. Keep in mind that you can often shoot over walls, a fact that is extremely useful on maps like
Cursed Hollow.
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- Take the lane closest to the Siege Camp
- Luckily, Raynor is one of the few heroes without mana issues, allowing you to use his abilities frequently
- Use
Inspire when the opposing minions meet. Take advantage of the attack speed to auto attack the enemy
- Harass enemy heroes by using
Penetrating Round to zone them out or by hitting heroes along with their minions
- Soak up exp by making every lane is covered.
- As soon as you have a minion count of 30 on
Raiders Recruitment, use it on the Siege camp and push,
using
Inspire with the Siege Giants
- Pay attention to Map Objectives, they take precedence over your push.
- Lastly, rotate to other lanes whenever necessary even if it'll lower your minion counts. Be careful of enemy heroes trying to gank you. Don't over-extend and use the mercenaries to push effectively.

Lane either bot or top. Use Penetrating Rounds to push enemies into Demon/Angel's AOE, if you are defending.
Inspire is amazing when your whole team is attacking the Angel/Demon, allowing your team to win a race.
Raynor's Raiders is the recommended Heroic because the middle is highly contested. Therefore, Battlefield of Eternity is a
contesting-oriented map.

First treasure chest is at 50 seconds. Use Penetrating Rounds to zone and secure it for your team.
Maintain control of Pirate Captain area, using the middle maze area to get behind the enemy or attack from afar.
Help team-mates with a surplus of coins, focus enemy heroes with coins.
Raynor's Raiders is the recommended Heroic because treasure chests, merc/coin camps, and middle are all highly contested. Therefore, Blackheart's Bay is a
contesting-oriented map. The Pirate Captain pushes enough so that
Hyperion is just unnecessary.

Utilize your range, vision and Raynor's Raiders to contest the curse.
Stay grouped with your team for the objectives. Heavy pushes utilizing Raynor's Raiders when enemy is cursed.
Capture opponent Mercenary camps.
Hyperion is the recommended Heroic because this is a
push-oriented map where huge level advantages can be gained during the Curse phase. Despite the contesting of curses themselves, Raynor's Raiders is weakened by the fact that heroes typically group up around the curses, making Banshee's easy targets.

Dragon Knight is prioritized over anything.
Save Raynor's Raiders to capture moon or sun shrines.
Use
Penetrating Round to push enemies out of shrines for you to take.
Raynor's Raiders is the recommended Heroic because this is a
contesting-oriented map (they can help you hold a shrine or contest dragon capture in middle lane) and the Dragon's ability to push late-game reduces
Hyperion's neccessity.

Given the frequent use of the Giant Terrors (Merc camps disable during this time), you might find that your
Give Me More! is more useful than Seasoned Marksmen
Your range is amazing on this map, allowing you to hide behind walls and attack enemies trying to kill the Giant Terrors in the middle of the map.
Hyperion is the recommended Heroic because this is a
push-oriented map, contesting is limited to the Terrors and even then, the Terrors are often split up by team.

Start bottom lane and use
Raiders Recruitment on a Siege Merc camp just before the mines open.
Raynor's DPS is useful for taking down the enemy Siege Golem
The small golems in the mines will add to both
Raiders Recruitment and
Puttin' On a Clinic
Hyperion is the recommended Heroic because this is a
push-oriented map, contesting is limited to the Mines themselves, and the small tunnels of the Mines reduce Raynor's Raiders effectiveness.

This map has the tendency to snowball quickly due to the strength of the Infernal Titans. This is heavily a
contesting-oriented because of the Shrines' importance and frequency so you want to maximize contest traits such as Raynor's Raiders and
Fight or Flight.
Give Me More! may also be preferred but
Raiders Recruitment can really maximize the 6 Merc camps on the map.
Cluster Round is amazing on this map because of how many minions there are at the shrines - allowing you to hit more people (wider shot) for more damage (almost always 100% more).

Penetrating Rounds will help you contest the Temples as well as breaking the Anubis Guardian's push ability.
The placement of the Siege camps allow you to capture them easily as well.
Your range will allow you to even attack enemies from behind the Temples' adjacent walls.
Raynor's Raiders is the recommended Heroic because the Temple zones and boss camp are
contesting-oriented. The Temple pushes enough so that
Hyperion is just unnecessary.

Inspire is great for increasing the push potential of the spiders or the Spider Queen and her summons.
Don't get caught out alone, I recommend taking bottom lane or middle lane for the mercs.
Turn in the Spider Gems frequently but don't turn in near enemies.
Hyperion is the recommended Heroic because this is a
push-oriented map, contesting is limited, and the close lanes diminish Raynor's Raiders effectiveness.

The map is relatively small so you want to be rotating from bottom lane to middle lane and have top lane solo. Pumpkin mercenaries on this map do a large amount of damage to the forts so
Raiders Recruitment is even more effective. Taking enemy mercenaries now has an even greater effect, not only does it rob them of the mercenaries on their side but they will go straight for the fort. Raynor's Raiders is the recommended Heroic because the zones are
contesting-oriented and you can only push so far which reduces
Hyperion's effectiveness.
v1.1-1.5 - Various talent changes from rigorous testing and other updates to the guide such as threats. A more comprehensive recording is located in the comment section.
v2.1-2.5- Updated talents based on Raynor Patch changes (notably in v2.1 and v2.3). Updates to guide with additions of new heroes and maps. Comprehensive Recording of v2-2.5 located in comment section.
v3.1-3.5 - Updated talents to reflect the changes to the Focused Attack (4), Executioner (16), and Bullseye (16) talents. New heroes were added to the threat list.
V4.1 - Guide reflects changes to Focused Attack (4), Executioner (16) and Bullseye (16) talents. Thanks go out to Arihuss.
V4.1 - Added all current heroes to the threat list and updated the entire list based on current meta.
V4.2 (Current) - It's a sad day...Blizzard removes Raiders' Recruitment Talent from Raynor and now the guide reflects that. I don't understand why they made this change since Raynor use to be an assasin/specialist and still has many talents that aid pushing. Whereas Falstad received a version of
Bribe but he isn't designed for pushing at all. Once again, I feel the cold chill of the Blizzard
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