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Raynor Builds


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I think Raynor can be played in 2 different ways:

- INT range nuker (so its standard INT burster)

- mixed dps/burst (because of his passive and high weapon damage - with all possible buffs Raynor can achieve around 1.7k weapon damage without getting same item twice)

 

First one is very easy. U stack as much INT as u can, so u can almost one-shot any squishy hero which will get into your range. Of course items like Cerebro are pretty good as well, because u will do some AA too. Raynor has huge attack range, so it isn't hard to abuse. Second one is harder, as u need to be closer enemies. Therefore its hard to play without Impact Dial for instance. U get items like Impact Dial, Flare Gun, Ocelot, Energy Saber early-mid game. And later Sunflare, BHM, Cerebro, some movement speed for kitting and so on. Once u Mark target u can do huge amount of damage. Very fun to play, but its requires a lot of farm and good positioning. Basically u become a carry

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Either go:

ez(int): Weapondmg spelldmg fitness cdr energyregen movement

Items: Duran pendant/straight cerebro nitro edge ihan(sell after stacks) warpshard +bonus slots depending on comp

 

hard(AA based): Weapondmg weaponspeed demigod fitness cdr movement

Items: Durans manchette, cerebro, nitro/coa(both work fine but coa reveals dps build sooner but is more tanky initially), stunknife, cont shard/pyre, finish timesplitter, other slots can be filled with shinobi or the one you dont have of cont shard/pyre or explosive retrofit vs bio/mule/mk

 

Both sets can work fine depending on your comp, if you have 3 tanks 1 caster like dustin i suggest going weapondmg. If you have a team with 2 of these shadow/darpa/zera/nova/tosh and 2 tanks go int. Because no matter how hard you try you wont give more dps then the real carrys any time soon ingame(unless scrubs play it ofc). And always just check what they have, if they have good tanks no point going int just get weapondmg + silence em.

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I don't really like the spell, damage talent on him, I would rather use the point to get wealth and start with pendant, because pendant allows for better harrass in lane without going oom and gives you decent damage at the start. If I'm really feeling ballsy I go with weapon damage, weapon speed, demigod, youth, cdr, and wealth, but I normally only do that when I am decently sure I can count on my team ( I'm in a premade) :). Either way I almost always start wealth on him.

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Impact Dial is very useful for escape and extends the range of your Ulti when used during it. Ihan will help with sustain and maxing hp and Int. Smoke screens will be invaluable in saving yourself against certain heroes and if you mark them before it, you can still AA and cast on them in it.

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I don't really like the spell, damage talent on him, I would rather use the point to get wealth and start with pendant, because pendant allows for better harrass in lane without going oom and gives you decent damage at the start. If I'm really feeling ballsy I go with weapon damage, weapon speed, demigod, youth, cdr, and wealth, but I normally only do that when I am decently sure I can count on my team ( I'm in a premade) :). Either way I almost always start wealth on him.

 

I never get spell damage talent on any hero ever. It simply doesn't help you enough. Even a Cypress Ult doing 3k late game will get just 150 extra damage out of it (Disregarding Yamato, Grav edge) before mitigation. It's such a waste when you could use that talent to lane more effectively. Especially Raynor, who already has an exceptionally strong lane phase. Put that into demigod, HP, Mana regen, Youth, all of which will pay for themselves with a better lane phase.

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