by Lewis Burnell on Nov 06, 2017
Raynor is a ranged Assassin and is capable of dealing rapid basic attack damage from afar. His kit is almost entirely based these and he is primarily known as a beginner friendly hero. Despite that, he's capable of dealing very high and rapid damage while having a kit that allows him to survive all by himself.
Although Raynor isn't in high demand, he is an incredibly safe pick. His solid damage, long range, self-healing and knockback make him a nuisance hero that's difficult to pin down. If left to deal damage, he can easily compete with most ranged assassins.
What I will say about Raynor is that despite him being labelled as a hero for beginners, he still requires exceptional positioning and as long as he can maintain his basic attacks on squishy targets, he can carry most teams.
Guide Updated: 11 November 2017
Super easy to play
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 Heroic abilities 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 absolutely 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) – Several Raynor builds will focus on this ability, thanks to some 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. 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 is 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 or at the start of a team fight. 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.
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.
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. Against other heroes, the damage boost is also significant.
Variable: Against stun heavy compositions, take Relentless Leader. It allows Raynor to knock back enemies when he is stunned or rooted, and also lowers the cooldown of his heal by 10 seconds.
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.
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.
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.
Bullseye allows Raynor to stun the first enemy he hits with Penetrating Round. It's amazing for ensuring a kill, preventing any chanelled heroics and generally causing a nuisance.
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.
The Butcher: His health regeneration from Butcher's Brand combined with Lamb to the Slaughter mean he can tie you down and kill you very quickly.
Zeratul: His ability to burst from cloak means that at the very least you'll take a beating and be forced to use your knockback/heal.
9/10Thrall: His Feral Spirit followed by Sundering can kill you near instantly. His Chain Lightning is also super annoying. 8/10 Varian: Colossus Smash combined with his slow/Charge can cause real problems for Raynor. 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. It's incredibly important as Raynor that you use your range to your advantage. You can attack from further away than most enemy players - use this to poke high value targets.
2. 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.
3. Your priority targets are those that are squishy. Li Ming, Kael'thas, Jaina - even Brightwing. Anyone who is high value should be shot.
4. 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.
5. If you can, try to save Penetrating Round to interrupt or to peel for an ally under attack. It's also your only form of personal defence.
6. 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.
7. Always, always, always use Inspire. It provides a 15% attack speed buff to your team and 30% to you.
8. Your heal will automatically trigger when you get low on health. It'll save your life many times over the course of a match. Don't worry too much if youre under pressure.
9. With Hyperion, try to aim it towards a structure as well as enemy players. At the very least it will zone them out the way.