Raynor build used in HGC and other Heroes of the Storm eSports events by the top pro gamers in the United States, Europe and Asia. Raynor is a ranged assassin in Heroes of the Storm.
Penetrating Round (Q)Deals 250 damage and knocks enemies back.
Cooldown: 12 sec
Inspire (W)Gain 30% bonus Attack Speed for 6 sec. Nearby allies gain half of the bonus.
Cooldown: 10 sec
Adrenaline (E)Automatically activates to heal for 458 when Raynor is below 30% Health.
Cooldown: 40 sec
Advanced Optics (Trait)Raynor's Basic Attack range is 1 further than most other ranged Heroes, and his vision radius is 1 further as well.
Ex-Confederate Marshall James Raynor has stood against whatever the universe can throw at him and survived. He stands as a bright beacon of hope among enigmatic aliens and monsters, still fighting for justice in a cold uncaring universe.
A resilient hero that knocks back enemies and buffs allies. Able to regenerate health quickly when in trouble.
Role: Ranged Assassin
Jim Raynor was a Confederate marshal on Mar Sara at the time of the first zerg incursions on that world. Despite bravely fighting the alien aggressors and saving many lives, he was arrested by Confederate forces on the pretext of destroying Confederate property at Backwater Station. When he was subsequently liberated by Arcturus Mengsk’s Sons of Korhal, an anti-Confederate revolutionary group, Raynor chose to fight alongside them.
Mengsk’s hunger for power and his growing lack of scruples soon began to trouble Raynor. Eventually Mengsk’s betrayal of his own lieutenant Sarah Kerrigan and his ruthless manipulation of the zerg to attack Confederacy-held worlds showed Raynor that Mengsk was no better than the oppressors he sought to overthrow. Raynor led a revolt within the ranks of the Sons of Korhal and seized Mengsk’s personal flagship, the Hyperion, and a small fleet of ships. While attempting to rescue Kerrigan from the zerg planet Char, Raynor encountered protoss there and gained the respect of the valiant Executor Tassadar. Raynor’s frank honesty enabled him to forge a bond between Tassadar and the dark templar Zeratul.
“It may not be tomorrow, darlin’. It may not even happen with an army at my back. But rest assured: I’m the man who’s going to kill you some day. I’ll be seein’ you.”
Raynor and his troops went on to fight alongside the protoss in several campaigns and played a key role in battling the United Earth Directorate incursion that followed. A twist of fate found Raynor temporarily allied with Arcturus Mengsk and the Queen of Blades, the being reforged from Sarah Kerrigan by the zerg Overmind. Although these two tyrants fought against a common foe, it was only a matter of time until their tenuous alliance collapsed. In the end Kerrigan was the one who turned against her erstwhile allies and struck the first blow, and many of Jim Raynor’s comrades died to her treachery.
Raynor escaped the massacre and vowed vengeance. Even so, against the full strength of the zerg Swarm and the vast psionic powers of the Queen of Blades, his chances seemed slender at best. Eventually, exhausted and disillusioned, Raynor returned to terran space to lead a resistance movement against the spreading power of Arcturus Mengsk’s Terran Dominion. Over the years this fight hasn’t gone well. Arcturus Mengsk has used his greatest weapons – oratory, the media, and propaganda – to marginalize Raynor’s efforts.
Raynor’s Raiders remain public enemy number one to the powerful Terran Dominion. Mengsk sees Raynor’s continuing existence as a challenge to his authority. However, Mengsk is also wary of creating a martyr by having Raynor assassinated, and so he has taken steps to keep Raynor and his followers constantly hunted and harried, denying them any chance to gain a respite and build their strength.
Years of skirmishing with the inexhaustible resources of the Dominion has whittled down Raynor’s forces to a shadow of their former selves. Raynor has had to resort to occasional mercenary work just to garner enough funds to repair and rearm in the short term. Keeping his outfit running means that additional mercenary jobs will likely be needed in the future. Freedom isn’t free.
Today Raynor seems to be losing faith: he drinks heavily and blames himself for Kerrigan’s fate. His hatred for Arcturus Mengsk has become a festering wound. Raynor’s first officer, Matt Horner, still believes in him and in the revolution even though some of Raynor’s doubts are spreading to his crew. Horner has done a lot to keep things going over the years, always having faith that Raynor’s innate heroism will resurface and lead the rebels to victory.
Raynor is a good leader and an excellent tactician, although he lacks any formal training or background. He has learned his skills through experience, and so he is unfettered by preconceived notions of what “the book” says is the right or wrong approach. Raynor will seldom plan things out in very much depth, but he has an excellent ability to improvise and turn the tables in a situation by using whatever he has at hand.
Raynor is also a man with a past. He is a known associate of notorious convict Tychus Findlay; the pair of them served together in the 321st Colonial Rangers Battalion “Heaven’s Devils” toward the end of the Confederacy/Kel-Morian Guild Wars. Raynor and Findlay first met in Fort Howe on Turaxis II after Findlay had finished a three-month stint in a military correctional facility for assaulting a ranking officer.
“Guess you wouldn’t be a Confederate if you weren’t a complete pain in the ass.”
In the last phase of the Guild Wars, Raynor and Findlay were accused of committing manslaughter during an ill-fated mission on Turaxis II. For their part, Raynor and Findlay knew that their superiors were to blame for the operation’s disastrous failure and resulting deaths. The two men fled from the military soon after, well aware that they would never receive a fair trial if it meant tarnishing the reputation of Confederate commanding officers. The pair remained outlaws together for years until Tychus was captured by Confederate law enforcement and sentenced to life in cryogenic incarceration. Exactly how Raynor managed to avoid Findlay’s fate and land a job as a marshal on Mar Sara is unknown.
Jim Raynor is the main hero character of the StarCraft (1998) video game series. He was a marshall in planet Mar Sara working for the Confederacy of Men in the Koprulu Sector.
Betrayed by his own people, Jim Raynor was rescued by Korhal rebel leader Arcturus Mengsk. Jim fell in love with Mengsk's right hand and ghost assassin Sarah Kerrigan.
After toppling the Confederacy, and protecting the innocent from zerg attacks, Mengsk betrayed him by leaving Sarah Kerrigan behind during a mission gone wrong.
Sarah Kerrigan was captured by the zerg and turned by the Overmind's genegineer Abathur into the Queen of Blades.
Jim Raynor was pivotal in StarCraft II: Wings of Liberty to do the right thing. He listened to Zeratul's warning and with the help of Prince Valerian Mengsk cured Kerrigan to a degree.
This cure was short-lived after Mengsk's forces led by Nova captured Jim Raynor. News reached Kerrigan that Raynor had been executed. With the help of Zeratul, Kerrigan embraced a path that would ensure her revenge against Emperor Mengsk.
Kerrigan was transformed back into the Queen of Blades by entering the primordial pool where the original zerg first evolved. Free of the taint of Amon and that of the Xel'Naga, the new Queen of Blades freed Jim Raynor from a mobile prison.
Jim Raynor was pissed at Kerrigan for giving up on her humanity, becoming the Queen of Blades once more. Giving up on their love. However, he was moved by her new attitude and respect for life when she agreed to spare the lives of Valerian's men and protect them where possible as she advanced toward Emperor Mengsk's headquarter. Together, they defeated New Korhal's defenses and killed Emperor Mengsk.
Jim Raynor saw Kerrigan ascend into the sky to meet her destiny as prophesied by Zeratul. In the end, Raynor knows she is the only chance for the entire universe to survive the coming oblivion that Amon and his hybrid will bring.
In Heroes of the Storm, Jim Raynor is a playable character. With his impaling rifle and his Summon Hyperion ability he is an asset to any team.
Jim Raynor has appeared in the following media:
- StarCraft (1998) / StarCraft: Brood War (1999) - both available in the StarCraft Battle Chest
- StarCraft II: Wings of Liberty
- StarCraft II: Heart of the Swarm
- Starcraft: Queen of Blades by Aaron Rosenberg (Novelization of the StarCraft game)
- StarCraft II: Flashpoint by Christie Golden (Heart of the Swarm prelude)
- StarCraft II: Heaven's Devils by William C. Dietz
- StarCraft II: Devils' Due
- Starcraft: Frontline vol. 4 - Homecoming by Chris Metzen
”This is Jimmy.”
“Alright, sell me.”
“Don’t mess with Mar Sara.”
“I never look for trouble, but it always seems to find me. Usually in a bar.”
“It’s funny, I ain’t been a marshal for years, but I always feels like there’s a magistrate lookin’ over my shoulder.”
“Wh-he-hell, ooh, what is it about girls with dreads?”
“I find that whenever I’ve got a split decision in my life, the first option is usually the canonically correct one.”
“Well, I’m bored. Who needs something kicked into overdrive?”
“When the goin’ gets tough, well the tough… call on the good old Hyperion and blast the hell out of everything!”
“‘scuse me, gettin’ a little dry over here.”
“So, you ever hear what happens when you play StarCraft backwards? I get my Vulture back, I get my girl back, my planet isn’t glassed by the Protoss and things are peachy keen.”
“Startin’ to miss my jukebox.”
“(singing) Shotgun… Zerg… you, I got a Zerg and a shotgun, and I’m bringing ’em home to you.”
“(music) Hey, is that Liberty Rock? Yeah! Well, turn it up man!”
|Gime Me More!||Increases Adrenaline Rush healing by 50%.|
|Seasoned Marksman||Quest: Every Minion killed near you grants 0.2 Attack Damage, and Takedowns grant 0.5 Attack Damage.
Reward: Upon gaining 40 bonus Attack Damage, you can also activate Seasoned Marksman to increase your Attack Speed by 40% for 3 sec. 60 sec cooldown.
|Scouting Drone||Places a Scouting Drone at target location, granting vision and revealing a large area around it for 45 sec. This drone cannot be hidden and is killed by enemies with 2 Basic Attacks.
Stores up to 2 charges.
|Focused Attack||Every 10 sec, your next Basic Attack against a Hero deals 60% additional damage. Basic Attacks reduce this cooldown by 1 sec.|
|Vigorous Assault||Basic Attacks heal for 15% of the damage dealt.|
|Confident Aim||Lowers the cooldown of Penetrating Round by 4 sec if it hits an enemy Hero.|
|Relentless Leader||Being Stunned or Rooted knocks away nearby enemies.
This effect has a 8 sec cooldown.
Passive The cooldown of Adrenaline Rush is reduced by 15 sec.
|Hamstring Shot||Enemies hit by Penetrating Round have a 20% Movement Speed slow for 3 sec.|
|Revolution Overdrive||Gain 10% Movement Speed while affected by Inspire. Increase this bonus by 5% for each allied Hero nearby when Inspire is cast.|
|Fight or Flight||Whenever Adrenaline Rush activates, it gives 25 Armor, reducing damage taken by 25% for 4 sec. Adrenaline Rush can also be manually activated.|
|Puttin' On a Clinic||Whenever an enemy Minion Raynor has recently damaged is destroyed, his Ability cooldowns are reduced by 1.5 sec.|
|Hyperion||Order the Hyperion to make a strafing run dealing 98 damage a sec, hitting up to 4 enemies. Also occasionally fires its Yamato Cannon on Structures for 1176 damage. Lasts 12 sec.
|Raynor's Raiders||Summon two Stealthed Banshees that attack an enemy. Each Banshee deals 73 damage a sec and lasts 22 sec. Can reactivate the Ability to retarget the Banshees.
Cooldown: 80 sec
|Giant Killer||Basic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's max Health.|
|Double-Barreled||Penetrating Round gains a second charge.|
|Steel Resolve||Increases Inspire's duration by 50% and causes Adrenaline Rush to also apply Inspire.|
|Executioner||Attacking a hero that is slowed, rooted, or stunned increases your Basic Attack damage by 30% for 3 sec.|
|Cluster Round||Penetrating Round damage is increased by 20% for each additional target hit up to 100% and the width is increased by 50%.|
|Bullseye||The first enemy hit by Penetrating Round is stunned for 1 sec.|
|Scorched Earth||An additional set of lasers blast the ground 5 times per sec, dealing 88 damage in an area.|
|Dusk Wings||Banshees remain Stealthed while attacking and fire 50% more frequently.|
|A Card to Play||Whenever a Hero (ally or enemy) is killed, the cooldown of Raynor's Heroic Ability is reduced by 15 sec.|
|Nexus Frenzy||Increases Attack Speed by 20% and Attack Range by 1.1.|