Home, Hearth & Heroes
My Builds My Blog My Tiers My Concepts
Created April 5, 2019

This is Jimmy.

About Me

I am a coach for one of the current teams of Division S, CelebTV Gaming. I've noticed there's been a lack of competitive content and updates to guides so I thought I'd go over some of the more 'meta' builds. I'll try and keep them up to date as best as I can, if you have questions you can hit me up on Twitter,  @Decade_Live.

If you'd like to get to know our team as well we have a discord link anyone is welcome to join, https://discord.gg/jPgn9MV. All the players will be there, you can ask questions and feel free to join us for games. :) 

About Raynor

Since his rework he has become one of the safest and most consistent Range Assassins in Heroes of the Storm. If you're looking for a great filler pick hero in a team that pretty much can and will do everything this is your guy. There's not really a bad situation to draft him and he can fill a variety of things in a draft. He can clear camps, he deals good sustain damage, he's a durable hero, and actually can shred/burst depending on the right situation. 

If you're wanting to master a hero that feels great in any situation that is relatively easy to know then this is your guy. If you can right click like the best of them, you'll be Grandmaster in no time. 

Ace In The Hole
Deal 10% more damage to Stunned or Slowed enemy Heroes.
Verteran Marksman: If you get around 20+ Stacks you'll begin to see more damage than Ace in the Hole but it only applies to your trait.
Ace in the Hole applies to all damage including Ryanor's Raider.

Ace in the Hole: Executioner talent at level 1. This is just a bonkers talent and I usually never stray from it. Increases damage of autos, abilities, and summons.

Exterminator: I may pick this up in games of Battlefield of Eternity if our race isn't great and already have heavy damage on our team from other heroes. I wouldn't recommend it since you'll only be good at doing objectives.
Fight or Flight
Reduce Adrenaline Rush's cooldown by 10 seconds. Casting Adrenaline Rush grants 25 Armor for 3 seconds,
Fight or Flight: Reduce the CDR of your source of sustain and give it 25 armor to protect yourself from burst. This talent just has it all.

Sustaining Rounds: Trap Talent.

Behemoth Armor: I'll sometimes get this if we're going against teams with heavy frontline that lack burst damage. If you scale with it into those type of comps you're unkillable.
Unstable Compound
Increase the area of Give 'Em Some Pepper by 15%, and enemies hit by it are Slowed by 10% for 2.5 seconds.
Fuel the Rush: I know some of the EU players like this talent and for sure adds more healing. If you're dealing with long, drawn out fights this might be the pick.

Unstable Compound: Proc your Ace in the Hole (1) on every 3rd attack. This is one of Raynor's biggest power spikes and where most of his damage will come online.

Heavy Slugs: Some players that go Penetrating Round talents at (13)(16) take this talent but I think Q build is too dependent on cooldowns to be viable.
Raynor's Raiders
Summon a Banshee that assists Raynor. The Banshee deals 84 damage per second and regenerates 75 Health per second if it hasn't taken damage in the last 4 seconds. Can reactivate to retarget or move the Banshee. The Banshee respawns automatically after 45 seconds. Leash range: 14.
Hyperion: If there are games where the Raider will burn right away at the start of a fight it might be better to take Hyperion. Maps that push is key he can be fantastic on.

Raynor's Raiders: What was one obnoxious auto attacker has now become too. You can use this ability to check fog of war, tank camps, block skillshots. It has a lot of versatility while packing a huge punch with Ace in the Hole (1).
Gain 10% Movement Speed while mounted and unmounted. Inspire grants 8% more Movement Speed.
Debilitating Rounds: If you are going a pure Penetrating Round build this might be worth taking but I just think that sustain damage outweighs the burst.

Rallying Cry: if you are running a team comp with a lot of auto attackers then this talent may be worth it. Super niche and rarely ever worth taking.

Inspire: Grant yourself additional movement speed so it is easier to kite enemies. Give your team an easier way to engage with Inspire movement speed.
Paint Them Red
Increase the damage of Penetrating Round by 50% and heal for 90% of the damage it deals to Heroes.
Paint them Red: More healing and a 800 DMG burst skill if you have Ace in the Hole(1). This is what really allows you to stay alive in heated fights.

Give Me More!: Trap Talent
Bounty Hunter: If you have gone the Trait Talent from one and want to make it easier to stack or double proc off of one target for quick burst this could be picked up.
Dusk Wing
Increase the damage, Health, and leash range of Raynor's Raiders by 100%. When it dies, both Inspire and Adrenaline Rush are activated for free.
Indomitable Resolve: You'll only take this if you've taken Hyperion and are also dealing with an absurd amount of crowd control shutting you down.

Dusk Wing: Somehow you've become 2 Heroes at the same time that deal an absurd amount of damage and are pretty beefy.

Weak Spot Acquired: Trap Talent.

Execute: If you just want to deal more Damage and looking to carry through just raw Damage this might be the pick up. Also if you went Quest this will make it easier to get Trait procs off.
Balance Patch - 01/03/19
There are no comments for this build.
man I know I said this before, but I really appreciate you taking the time to do this, THANK YOU! Go Celebs!