Raynor is a ranged Assassin and similarly to Gazlowe, seems to have a terrible reputation in Heroes of the Storm. His kit is almost entirely based on using your basic attack, he's played predominantly by beginners and if you encounter him in Hero League, it's up in the air as to whether he's good or not. Despite me only encountering a few good Raynor's, he's suprisingly strong in the right hands. Yes he relies heavily on his basic attacks, but he has strong self sustain, a fantastic knockback and his ultimate is effective for area denial and structure destruction. Best of all, he compliments almost any team composition as your ranged assassin, even if you take Kael'thas or Jaina. 

Guide Updated: 20 July 2016



Super easy to play but hard to master

Terrible utility outside of his knockback

He can survive for long periods thanks to his self healing 

Relies on his basic attack for most of his damage 

He has a powerful knock back that can disrupt most Heroes 

Neither of his ultimate skills are incredible, though Hyperion is useful for area denial  

His damage is very good mid to late game

He's not entirely exciting to play 


Advanced Optics (Trait) – Increased attack and sight range sound extremely useful, and in most situations, they can are. Raynor relies heavily on his basic attack damage so this is a good boost from the start as it allows him to poke from much further away that other assassin's without fear of being attacked back. 

Penetrating Round (Q) P– Several Raynor builds will focus on this ability, thanks to several useful Talents being available for it. This is your only form of crowd control, so it needs to be saved and used wisely, especially early on. Most often, you’ll want to use it for self-peel, to make sure you stay safe from any enemies jumping on you. In a situation where your team outnumbers the opponents, you can also use it to knock an enemy back towards your allies, though this is not a common use. If any enemy is super-low health, it deals more than enough damage to kill. 

Inspire (W) – Your basic attack is your focus and Inspire helps to make it more potent. The increased attack speed and range mean you can often harass or even all-in without much fear of retaliation, and giving your teammates half of the bonus can be quite useful as well. Keep in mind that this ability affects all allies, including minions and mercenaries, and should be used when you’re looking to hard-push a lane. Be sure not to use it too early in a fight. 

Adrenaline Rush (E) – You need to always be aware of the cooldown of this ability. When it’s available, you can go for trades you wouldn’t otherwise win, thanks to the strong self-heal. This can result in making you surprisingly durable, something your opponents will have to respect. However, keep in mind that this ability will not activate when you are under hard CC, so it’s still important to watch your positioning. It might feel like it for a moment, but you’re not invincible.

Hyperion (R) – While the damage to Heroes isn’t huge, this ability does have the advantage of being able to be used at the beginning of the fight, and then you can focus on laying down the DPS after that. One of the big advantages is that since the Yamato Gun has been added, Hyperion will do significant damage to structures.

Raynor’s Raiders (R) – The Banshees can be quite annoying for your enemies to deal with, and left unchecked, can actually dish out a respectable amount of damage over time. Depending on how a fight is going, you are able to select a new target for the Banshees, increasing their usefulness. If you choose to sic them on someone like Nova or Zeratul, due to constantly being attacked, they’ll be unable to enter stealth, providing your team an advantage.


Level 1: Seasoned Marksman

Seasoned Marksman allows Raynor to boost his basic attack damage based on each minion or mercenary he kills. In addition, Hero kills count as 3 minion kills and with no cap on the boost, it allows you to gain a fair bit of damage over the course of a match. 

Level 4: Focused Attack

Focused Attack boosts your next basic attack damage by 75% every 10 seconds. You can reduce the cooldown by dealing basic attack damage meaning you can keep it up almost permanently when laning. 

Level 7: Revolution Overdrive

Providing 10% movement speed when using Inspire, Revolution Overdrive also stacks the bonus by 5% based on the number of allies you affect. It's fantastic for allowing you to escape easier. 

Level 10: Hyperion

For little more than its ability to kill structures quickly, as well as area denial, Hyperion is a safe bet. It's damage is consistent, it'll zone out anyone in its path, it's good for killing Keeps and it's gaurenteed damage.

Variable: Incredibly annoying to fight against, Raynor's Raiders deal consistent damage to a single target and will continue to follow them during their duration. Lasting 22 seconds and dealing a good amount of damage, they zone out an affected player and boost your damage considerably. 

Level 13: Gigant Killer 

Giant Killer allows Raynor to deal an extra 1.5% damage based on your targets maximum health. Against a target with 2000 health, that's an extra 30 damage per shot. Quite a bump.  

Variable: Instead of one knockback, you now have two thanks to Double-Barreled. Brilliant at stopping Heroes such as The Butcher reaching your squishy allies if you're against a melee heavy team.  

Level 16: Berserk

Increasing your attack speed by 40% and your movement speed by 10% for 4 seconds, Berserker is incredible at allowing you to deal better burst damage in a short window of time. 

Level 20: Nexus Frenzy

With Nexus Frenzy your basic attacks now have an added 20% damage and range. Considering Raynor already has a long reach, this makes you even more annoying. 


These Hero Threat Levels (1 being lowest threat and 10 being highest threat) are to help you determine which enemy Heroes can give you a headache. Any Heroes that aren't on this list are easy pickings for Raynor. If a Hero is listed here, take greater care.



Illidan: His mobility combined with his shielding/evasion make him a real nuisance. Even with your knock back, he can still harrass you quite easily.  


Kerrigan: Her stun, pull and self shielding mean she can deal huge damage to you. Your heal might trigger but her shielding means she'll stick to you if you don't have your knock back. 


Murky: It might sound silly, but Murky is a nightmare. His movement, Bubble and health regen make him a real nuisance to fight against. 


Nova: She can nuke Misha down nearly instantly and turn her attention to you. If she takes Tripple Tap, you're in trouble. 


The Butcher: His health regeneration from Butcher's Brand combined with Lamb to the Slaughter mean he can tie you down.


Zeratul:  Similarly to Nova, his ability to burst from cloak means that at the very least you'll take a beating. 


Thrall: His Feral Spirit followed by Sundering can kill you near instantly. His Chain Lightning is also super annoying.  8/10


This list of tips and tricks are just a handful of things we think will help your Raynor play. We'll continue to add to the list as required and if you have any tips you'd like to share, let us know in the comments below and we'll place them here. 

1. Always use your knockback (Penetrating Round) whenever anyone gets near you. This gives you time to DPS more or run away. 

2. Your heal will automatically trigger when you get low on health. It'll save your life many times over the course of a match. 

3. Your ultimate should be aimed at squishy targets or healers that you want to zone out so that they're forced to run away. 

4. Always, always, always use Inspire. It provides a 15% attack speed buff to your team and a 30% buff to you.

5. Use Penetrating Round on a Hero that's capable of dealing high damage or one that's a threat to your squishiest team mate. The Butcher, Illidan or Thrall are good targets.

6. Try to position yourself so that you are near the back of any team fight. You need to be left alone to do as much damage as possible. 

7. Your priority targets are those that are squishy. Li Ming, Kael'thas, Jaina - even Brightwing. Anyone who is high value should be shot. 

8. Don't be afraid to use Penetrating Round to finish someone off. Its damage is significant and its range long enough to snipe someone down. 

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Last Updated: Jul 20, 2016

About The Author

Burnell 1
Lover of all things MOBA, Lewis splits his time between Heroes of the Storm, Paragon and SMITE.