Unlocks additional infantry upgrades at the tech lab. • Increases firebats' attack radius by 40%. • Increases firebats' life by 100, for a total of 200, and base armor by 2, for a total of 3. • Allow medics to heal faster as target mechanical units.
Units being healed by medics take 25% less damage.
Unlocks additional vehicle upgrades at the tech lab. • Increases the blast and trigger radius of the vulture's Spider Mine by 33%. • Reduces siege tanks' transformation time and increases their base armor in Siege Mode by 2, for a total of 3.
Raynor is a commander very oriented to the use of the infantry, the firepower of his bioball is very oriented to the units that he chooses to integrate it, marines to counter flying units and to spend the excess of minerals quickly, marauders to counter armored units and firebats to counter light units. Of requiring extra firepower has access to its calldowns and mechanical units. These can even occupy a more main role or displace bioball in special situations.
Power Set 1:
- The stimpack duration although it is an insignificant advantage in early game due to the low cost of the stimpack, its cost in health will begin to notice in later stages of the game, reason why not having to activate the stimpack so often will allow medics need less energy to heal infantry units.
- The Speed Increase for Drop-Pod units, on the other hand, affects all units and calldowns, being particularly useful for aggressive players who are constantly replenishing units during combat; Unfortunately only lasts 30 sec so this advantage between combat is lost, also the units dropped when do put many points in this option tend to lead the attacks being also the most vulnerable to die.
Power Set 2:
- The Reduced cooldown for Hyperion will allow you to use Hyperion more often, being very useful to assault enemy bases, however, because of the value of this calldown, probably do not want to waste it, if do tend to keep this calldown reserved for a long time, would be wasting points that could be used with the Reduced cooldown for Banshee Airstrike
- The Reduced cooldown for Banshee Airstrike will allow greater use of dusk wings, allowing to gain greater dps in multiple combats (due to their lower cooldown, they can be used in a more liberal way, besides that these units together have a greater dps than Hyperion), but remember that if do tend to keep this calldown reserved for a long time, you would be wasting points that could be used with the Reduced cooldown for Hyperion
Power Set 3:
- That Medic heal another target allows to recover better of the battles so it will require less energy and medics to attend a bioball allowing to have more units of combat, in addition that will help to face better splash damage of attacks and casters in area.
- Reduced damage when healed by medic will increase the life expectancy of your units in the middle of a combat, in the early game this can be appreciated as Raynor will not be able to recover from considerable losses easily and as the game progress increases Its performance against units that hit hard and that resist enough, also also allows to some extent to better face the splash damage (Better even if this is combined with the heal splash)
Raynor's primary ability is to call down the Hyperion briefly to the battlefield, with a lot of attributes (Yamato cannon with which you can end up with groups of enemies with high HP quickly, PDDs that protect your army, an aura that increases the damage of allied units and the ability to teleport to any part of the field battle, wreaking havoc on enemy lines. Summoning and warping the Hyperion does not require vision, allowing him to push distant objectives before overcoming their defenses. Its wide range allows do to snipe dangerous targets against infantry like siege tanks while its advanced area-of-effect yamato cannon deals heavy damage against high-hp units or clumped up groups. PDDs should be used to cover as much area as possible to defend both the Hyperion and surrounding units. The support passive ability of the Hyperion also allows it to buff nearby units, and works well with massed infantry.
Raynor's secondary calldown is the Dusk Wings, a group of banshees that start cloaked on the field and will attack nearb ground units. This has less of a cooldown than the Hyperion, and can be used to snipe key targets as well as add extra damage to a push. Upon initially being summoned, it will strafe the area under it, dealing damage to clumped up light units. However, its cloaking field is not permanent, and can quit intentionally before the Dusk Wings despawn to either to draw the enemy's attention or to avoid attracting Ravens; or expire due to the EMP round of the ghosts. As the Dusk Wings despawn, they will have a moment of invulnerability as they fly off the map, but they will still be able to attack while the animation plays out.
Raynor focuses primarily on infantry units in his army, with support deriving from factory and starport units. Marines, marauders and medics are a classic pairing, Although Marines possess good DPS and can attack both ground and air units, they are vulnerable to anti-light compositions while marauders are strong against armored units and have more than twice the HP than marines (which makes them less vulnerable to splash damage) but are vulnerable to air attacks and units some anti-armored units, using them together allow them to cover their weaknesses and maintain their strengths. Firebats can be very useful for killing large groups of light enemy of enemy waves (such as zerglings and zealots) as well as serving as a meat shield for bioball (their range makes them tend to lead attacks but not away from bioball), but the core damage of the infantry army should cold from the marines. Medics are can not only heal infantry, but also can be used to heal ally forces. Siege tanks provide a siege support in defensive missions, being an alternative to the effective but high-maintenance spider mines of the vultures.
Among Raynor's aerial units are the vikings, the banshees and the battlecruisers; his vikings are relatively inexpensive units that when properly amassed and upgraded can be some of the most powerful airforces in the game, capable of inflicting a large amount of damage in area, with a large enough range to attack from behind while other tank the frontlines. Vikings can travel long distances considerably fast for brief moments. Raynor's banshees are effective when having to counter enemy waves with a large number of ground units, and their cloak allows them to deal out heavy damage to priority targets without fear of retribution. Raynor's battlecruisers also pack a hefty punch, but can be expensive and slow to produce.
Raynor can build combat units 50% faster than average, and his orbital drop allows him to reinforce anywhere on the map instantly. A good strategy is to just create a massive army of infantry units with support units aiding the push. Aside from the occasional air threat, there is not much the biological army cannot handle. However, Raynor's army can be ground down, as such units should be reinforced and rally points should be set on top of the army. Some missions will necessitate getting higher-tier air units, however, especially if the enemy fields splash damage units (lurkers, reavers, disruptors, banelings, ultralisks, siege tanks, etc.) which can annihilate infantry units. Enemy high templars and infestors can also cause Raynor's infantry a lot of grief.
One of the most powerful units in Raynor's arsenal, particularly on maps with set defensive lanes such as "Mist Opportunities" and "Temple of the Past" is his vultures. Upgraded spider mines are powerful, recharge quickly, and can instantly wipe out most ground based attack waves. Stack them in small choke points, and the enemy will be unable to clear them before the mines are able to quickly destroy their hybrid behemoths. In defensive missions this tactic can be expensive so it is advisable to have enough extra orbital command to maintain demand. Vikings and other anti-air units should also be deployed to aid the vultures to help cover from air units the enemy may bring.
Having multiple orbital command centers will not only give Raynor a strong influx of minerals, but also give him the ability to use multiple scans whenever cloaked units attack, give sight of enemy bases or raised zones before a push, also allowing the allied player to use calldowns preemptively on previously hidden areas. Because of his MULEs, Raynor has the ability to churn out a marines and lower gas cost units with ease, so a large number of orbital commands should be met with an equally large number of factories. MULEs can also be used in situations where a unit is needed to hold a point (like "Lock & Load" or "Chain of Ascension") or to repair allied units if the medics are not close by.
Alarak is an excellent teammate for Raynor. Raynor's large anti-air support infantry increase the effectiveness of Empower Me; Alarak's havocs to boost the attack range of marines. Coordinating their cooldowns allows Raynor to warp the Hyperion to any point on the map, at which point Alarak can immediately send in the Death Fleet to support it, and thereby teleport their armies to the Hyperion en masse. Alarak's wrathwalkers and ascendants can quickly focus down powerful enemy units that pose a threat to Raynor's fragile marines.
Artanis is an excellent teammate for Raynor. Artansis' Guardian Shell and Shield Overcharge greatly extends the lifespan of Raynor's fragile infantry units, especially against enemy AoE attacks. Artanis' immortals can deal with heavy hybrid behemoths, thus compensating for Raynor's general lack of durable units. Raynor's marines provide superior anti-air capabilities over Artanis's dragoons. Medics can extend the lifespan of zealots, which tend to die rapidly otherwise.
Karax is a questionable teammate for Raynor. With the exception of powerful battlecruisers, Raynor's Rapid Recruitment talent creates redundancy with Chrono Wave. Unity Barrier can make Raynor's infantry slightly more durable. Karax's superior automated defenses allows Raynor to forgo bunkers. Reconstruction Beam may not affect Raynor's infantry, but it can help his mechanized units and bunkers, the latter of which normally have survivability issues at higher difficulties. Vikings and marines compensates for Karax's weak anti-air capabilities.
Vorazun is a questionable teammate for Raynor. Vorazun is fully capable of annihilating even the toughest enemy forces on its own. Corsairs can be very useful to Raynor by disabling the attacks of dangerous waves or fortified bases, so that he can attack without fear of reprisals. Raynor's scanner sweeps are invaluable towards her detection issues; Vorazun's oracles have a higher tendency to die than observers. Emergency Recall can be useful to Raynor if Vorazun uses her Dark Pylon smartly, saving his fragile infantry from death. Lastly, Raynor's marines are generally better at anti-air than Vorazun's stalkers, so he can cover against air attacks in her stead while she focuses more on ground forces, also can take advantage of the dark pylons to transport the troops quickly .
Swann is a good teammate for Raynor. Both commander's armies can function perfectly well without the other; Swann's vespene gas production bonus is rarely an issue for Raynor's biorganic infantry, but it is very helpful if Raynor wants to field higher-tech units. Swann's superior automated turrets allows Raynor to forgo bunkers. True-synergy lies with Swann's tech reactors being constructed for Raynor's buildings, allowing Raynor to double-produce higher-tier units like marauders, siege tanks, and battlecruisers. Raynor's mechanized units can also benefit from having Swann's science vessels to repair them, or have Swann's SCVs perform repairs without costing anything.
Nova can be a powerful teammate with Raynor. Raynor possesses the larger force, while Nova's more small tactical force can clear key targets. Air strike entrenched positions as Raynor pushes forward. In addition, medics, especially with the ability to heal mechanical units, augment their already powerful force Nova has and makes them even harder to kill during combat. Raynors going the vulture/spider mine build can focus their efforts on specific attack paths, as Nova's forces can take out most attack waves on their own.
Abathur is an excellent teammate for Raynor. Abathur's mend ability can aid in large engagements when used alongside Raynor's medics. Raynor's marines can also cover Abathur's lack of early game anti-air. In mid-late game, Abathur's heavy units and high area of effect damage goes well with heavy infantry support from Raynor. Mend can also heal Raynor's infantry in huge numbers, saving his medics precious energy.
Kerrigan is an excellent teammate for Raynor. Kerrigan benefits from medics' healing; her zerglings and ultralisks can lead charges while "meat shielding" for Raynor's infantry. Unfortunately, Raynor rarely benefits by Kerrigan's Assimilation Aura due to his MULEs and low gas requirements for infantry, and Orbital Drop Pods creates redundancy with Kerrigan's Omega Worm.
Zagara is a questionable teammate for Raynor. Zagara benefits from medics' healing, but it is generally redundant as her army tends to be suicidal. Her aberrations can lead charges while "meat shielding" for Raynor's infantry. Zagara's Mass Frenzy can push Raynor's infantry to absurd speeds and attack rates when they also use stimpacks.
Stukov and Raynor have fairly minimal synergy. Both rely on large, more disposable armies, but Stukov can still screen for Raynor's infantry. Medics will often waste their energy on disposable infested, putting their further ahead and at risk during attacks. Both have high damage global abilities, but both have high cooldowns.
Prior to Patch 3.1.3, Raynor's initial talent Rapid Recruitment was named Infantry Specialist, and had different effects. Additionally, the Improved Stim ability was the standard Stimpack ability in terms of usage; it had to be researched, provides 50% boosts to movement and attack speed, and needed 10 HP to use. The Stabilizer Medpack upgrade also did reduce the 25% damage taken by units being healed; this passive behavior is called "Safeguard".
Prior to patch 3.3.0, Raynor’s level 8 upgrade, Orbital Drop Pods, did not applies to Starport units.
Prior to patch 3.3.2 Mastery: Medics heal a nearby additional target for X% of heal. Only increase 2% per level (Now is 3%)
Prior to patch 3.4.0, the bunkers only had 400 HP, to gain + 150HP and shrike turret needed to be investigated. Developer Comments: Bunkers are not getting a lot of use. They have some upgrades available but they don't help in the early game and have questionable value in terms of cost and time investment later on. Instead of unlocking research at level 7, Raynor will now be able to build upgraded Bunkers at level 7. The life bonus has also been increased slightly. Instead of Level 10 Armor upgrades in the Armory and Engineering Bay increased life in addition to increasing armor there was Level 10 Double Mule. Developer Comments: The double M.U.L.E. upgrade is currently encouraging a mass Orbital Command strategy which allows Raynor to make an endless stream of only Marines. Players not employing this strategy gain a fairly minor power increase. We decided to replace this upgrade with a powerful combat upgrade instead which should help Raynor against area damage and increase his overall survivability. This upgrade also effects all unit types including mechanical, so it should also help to make Factory and Starport units viable, rather than just allowing Raynor to simply make more Marines. In addition, the bonus of speed of attack of Level 15 only affected to the infantry units and there was not a clarification on the masters that affected the calldowns. Developer Comments: We also want to change this upgrade to affect all units including mechanical, again to open up Raynor's strategic options. While Raynor's core strength is his biological army, it was important to us not to discourage the use of the other units. We want to supplement his army with the right tools depending on the situation, and we were sending the wrong message by having this upgrade affect only his Barracks units.
Prior to patch 3.6.0, the battlecruisers had a energy bar, their skills had no cooldown and only had 450 HP. Developer Comments: Battlecruisers have increased life and no longer have energy. Yamato Cannon is now a cooldown based ability and can be used more often.
Prior to patch 3.7.0, the Medic's Stabilizer Medpacks upgrade only allowed medics to heal faster. Developer Comments: We're changing this upgrade to enable Medics to target Mechanical units. We're continuing to look at how Raynor can both be a better partner as well as open up additional army compositions. This also makes his Medic mastery bonuses viable for players who choose to go heavy mech.