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Jim Raynor (Co-op Missions)

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Jim Raynor
Renegade Commander
RaynorMarineBattlecruiser SC2-LotV Art1
Unit
Race

Terran

Affiliation

Raynor's Raiders

Role

Infantry Support
Air Assault
HALO Insertion

Jim Raynor is a commander in the Co-op Missions mode of Legacy of the Void. He is meant to represent a "standard" terran commander, and his loadout is infantry-based, with access to infantry support units and abilities (such as orbital drop pods, vikings, vultures, firebats, and medics). He has the ability to summon the Hyperion to the field.

OverviewEdit

InfoEdit

  • Recommended for players of all skill levels
  • Calldown and control an elite battlecruiser, the Hyperion
  • Command an infantry army with strategic support units
  • Deploy units anywhere on the battlefield via drop pods

MasteryEdit

Power Set 1
Stimpack Duration: +2% – 60% (up to a maximum of 24s)
Speed Increase for Drop-Pod units: +2% – 60%
Power Set 2
Reduced cooldown for Hyperion *: -3s – 90s (down to a minimum of 270s)
Reduced cooldown for Banshee Airstrike *: -4s – 120s (down to a minimum of 120s)
  • (Does not affect initial cooldown at the start of the mission.)
Power Set 3
Medic heal another target: +3% – 90%
Reduced damage when healed by medic: +0.5% – 15%

Calldown AbilitiesEdit

Hyperion SC2 Coop Icon Hyperion

Summons the Hyperion to fight for 60 seconds.

Usage
Cooldown 360Time SC2 Game1
Campaign Acquisition
Unlock Initially available.
ve
AirStrike SC2 Coop Icon Air Strike

Summons five Dusk Wings to fight for 60 seconds.

Start with full energy and can stay cloaked for the full duration; hits cloaked enemy ground units even if you don't have detection.

Usage
Cooldown 240Time SC2 Game1
Campaign Acquisition
Unlock Reach Raynor Level 2.
ve

Hyperion abilitiesEdit

Blasts a target with a devastating plasma cannon, causing 600 damage to it and dealing splash damage to nearby enemies.

If Yamato fails, it will not trigger its cooldown.

Usage
Hotkey Y
Cost 3Time SC2 Game1
Range 14
Cooldown 15Time SC2 Game1
ve
JumpHyperion SC2 Icon1 Hyperjump

Hyperion warps to anywhere on the map. Does not require vision.

Usage
Hotkey Q
Cooldown 15Time SC2 Game1
ve
HyperionPDD SC2 Coop Icon Point Defense Drone

Send out a drone with timed life. The drone shoots down enemy missiles at an energy cost for its duration. Cannot shoot down special ability attacks. Can have a maximum of four drones active at once.

Usage
Hotkey R
Range 13
Duration 180Time SC2 Game1
Cooldown 5Time SC2 Game1
Campaign Acquisition
Unlock Reach Raynor Level 5.
ve
HyperionTargeting SC2-LotV Icon Advanced Targeting Systems

Friendly units near the Hyperion deal +2 damage.

Usage
Passive
Range 18
Campaign Acquisition
Unlock Reach Raynor Level 14.
ve


Hyperion UpgradesEdit

Hyperion SC2 Coop Icon Hyperion: Advanced Targeting Systems

Increases the damage dealt by friendly units near the Hyperion by 2.

Campaign Acquisition
Unlock Reach Raynor Level 14.
ve

UnitsEdit

Raynor has access to the following units and structures:

Icon Unit Details
Marine SC2 Icon1 Marine Basic infantry unit.
Firebat SC2 Icon1 Firebat High health close combat infantry.
Medic SC2 Icon1 Medic Support infantry that can heal friendly biological ground units.
Marauder SC2 Icon1 Marauder Heavy assault infantry; attack can slow enemy units and deals high damage against armored units.
Vulture SC2 Icon1 Vulture Fast skirmish unit.
SiegeTank SC2 Icon1 Siege Tank Tank armour that can transform into a stationary artillery fire-support mode, allowing it to strike targets at a greater range with high damage output.
Viking SC2 Icon1 Viking Assault transformer vehicle; can transform between a terrestrial and a aerospace modes.
Banshee SC2 Icon1 Banshee Cloaked ground-attack gunship.
Battlecruiser SC2 Icon1 Battlecruiser Capital ship of the terran fleet; fires a Yamato Cannon that deals large damage to a single target, and warps to target location with a Tactical Jump.
(Unlocks at level 6)
OrbitalCommand SC2 Icon1 Orbital Command Command Center upgrade; provides scanner sweeps to reveal troop movements through the fog of war and detect cloaked or burrowed units, and summons MULEs.
Bunker SC2 Icon1 Bunker Defensive structure that can provide protection for terran infantry.
(Upgrades with fortification and Shrike turret at level 7)
MissileTurret SC2 Icon1 Missile turret Anti-air turret that fires two missiles at a time.

TalentsEdit

Raynor acquires the following talents as he levels up.

InfantrySpecialist SC2 Coop Icon Rapid Recruitment

Raynor's infantry units are able to use Improved Stim. (Increases movement and attack speeds by 75% for 15 seconds at the cost of 5 health.)

Campaign Acquisition
Unlock Initially available.
ve
AirStrike SC2 Coop Icon Air Strike

Summons five Dusk Wings to fight for 60 seconds.

Start with full energy and can stay cloaked for the full duration; hits cloaked enemy ground units even if you don't have detection.

Usage
Cooldown 240Time SC2 Game1
Campaign Acquisition
Unlock Reach Raynor Level 2.
ve
NanoProjectors SC2 Coop Icon Nano Projectors

Increases attack range of firebats and heal range of medics by 2, for a total of 4.

Campaign Acquisition
Unlock Reach Raynor Level 3.
ve
InfantryUpgrades SC2 Coop Icon Infantry Upgrade Cache

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.

Campaign Acquisition
Unlock Reach Raynor Level 4.
ve
HyperionPDD SC2 Coop Icon Point Defense Drone

Enable the Hyperion to deploy Point Defense Drone ability that shoots down enemy missles. Call down the Hyperion from the top panel

Campaign Acquisition
Unlock Reach Raynor Level 5.
ve
UnlockBattlecruiser SC2 Coop Icon Unlock Battlecruiser

Allows Raynor to build battlecruisers at the starport.

Powerful warship. Can use Yamato Cannon and Tactical Jump.

Can attack ground and air units.

Campaign Acquisition
Unlock Reach Raynor Level 6.
ve
SC2 Lab Shrike Turret Icon Battle Bunkers

Equips bunkers with automated turrets that attack ground and air units. Increases the life of bunkers from 400 to 600.

Campaign Acquisition
Unlock Reach Raynor Level 7.
ve
DropPods SC2 Coop Icon Orbital Drop Pods

Barracks, factory, and starport units are delivered directly to the structure's Rally Point via drop pod.

Campaign Acquisition
Unlock Reach Raynor Level 8.
ve
SC2 Swann AC - FactoryUpgrades Factory Upgrade Cache

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.

Campaign Acquisition
Unlock Reach Raynor Level 9.
ve
VanadiumPlating SC2CoopIcon Vanadium Plating

Armor upgrades at the armory and engineering bay increase the life of affected units in addition to increasing their armor.

Campaign Acquisition
Unlock Reach Raynor Level 10.
ve
SC2 Swann AC - ArmoryUpgrades Armory Upgrade Cache

Unlocks additional vehicle upgrades on the armory.
• Increases the attack range of all vehicles and ships by 1.
• Allow all vehicles and ships to increase their movement speed by 100% for 8 seconds.

Campaign Acquisition
Unlock Reach Raynor Level 11.
ve
OrbitalDepots SC2 Coop Icon Orbital Depots

Allows SCVs to instantly deploy supply depots from orbit, eliminating their construction time.

Campaign Acquisition
Unlock Reach Raynor Level 12.
ve
SC2 Swann AC - StarportUpgrades Starport Upgrade Cache

Unlocks additional upgrades for ships at the tech lab.
• Increases vikings' air attack range by 2 and ground attack range by 1.
• Upgrades vikings' missile attacks to deal area damage.

Campaign Acquisition
Unlock Reach Raynor Level 13.
ve
Hyperion SC2 Coop Icon Hyperion: Advanced Targeting Systems

Increases the damage dealt by friendly units near the Hyperion by 2.

Campaign Acquisition
Unlock Reach Raynor Level 14.
ve
MercMunitions SC2 Coop Icon Mercenary Munitions

Increases the attack speed of Raynor's combat units by 15%.

Campaign Acquisition
Unlock Reach Raynor Level 15.
ve

StrategiesEdit

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.

Recommended masteries

Power Set 1: Speed Increase for Drop-Pod units

Full points applies to all units and calldowns; stimpack duration only works on marines.

Power Set 2: Reduced cooldown for Hyperion

Full points equates to more opportunities for the Hyperion to reinforce units with anti-air support and exploit the +2 damage area-effect buff. Banshees are situational; best suited for rushing objectives deep behind enemy lines.

Power Set 3: Medic heal additional target

Full points allows medics to heal through storm and fungal very easily; helps offset weakness to splash damage. Damage Reduction can work very well; up to 40% reduction with the Stabilizer Medpacks upgrade. Ultimately it's personal preference: Target-damage vs. Splash-damage, and Raynor doesn't have problems with single target damage.

Call In Air SupportEdit

Raynor's primary ability is to call down the Hyperion briefly to the battlefield, wreaking havoc on enemy lines. His secondary ability summons a banshee airstrike, which will provide area-of-effect damage during the calldown, as well as putting several Dusk Wing mercenaries on the field temporarily. Among its aerial units are the Vikings, the banshees and the battlecruisers; Their vikings are relatively inexpensive units that when being made in sufficient amounts and when acquiring their upgrades become one of the strongest antiaircraft units there are, capable of inflicting a large amount of damage in area, with a range so large as to attack from behind while other units handle the damage like bioball or battlecruisers and can travel long distances considerably fast for brief moments, their banshees are effective when you have to counter enemy waves aimed at the almost exclusive use of land units, and can be helped by the dusk wings and their battlecruisers that thanks to their Yamato gun are able to inflict a great deal of damage to their targets and also thanks to their armor and high HP they are able to withstand a great deal of damage.

Toughest Frag MagnetsEdit

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, while firebats can be added to the mix to make short work of light ground units. Vultures can be useful for their spider mines to guard areas where the player knows enemy attack waves will pass, or to great effect against the trains and their escorts in oblivion express. Siege tanks are particularly useful in Temple of the Past in combination with supply depots, missile turrets, and bunkers. However, outside of this mission you will find little use for them unless you efficiently micro them between siege mode and tank mode.

This Is My RifleEdit

Raynor can build combat units 50% faster and orbital drop them anywhere on the field faster than any other commander. The best strategy is to just create a massive army of infantry soldiers supported by either Siege Tanks or Battlecruisers. Aside from the occasional air threat, there's rarely a reason to make any other units when playing as Raynor. Just make sure to back up your units with plenty of medics and to have many barracks ready to reinforce your army quickly. Some missions will necessitate getting higher-tier air units, however, especially if the enemy fields splash damage units (i.e. 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.

Show Me The Money Edit

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. Because of his MULEs, Raynor has the ability to churn out a marines and lower gas cost units with ease, so if the Raynor player goes for a large number of orbital commands a good number of barracks should be put down to compensate for the increased income.

SynergiesEdit

Protoss CommandersEdit

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. Her stealth upgrade is negligible as Raynor's banshees are rarely used; Vorazun's airforce is superior to Raynor's in virtually every situation. 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.

Terran CommandersEdit

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.

Zerg CommandersEdit

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.

AchievementsEdit

GameplayEdit

CoopRaynor SC2-LotV AchieveIcon1 Feels Good, Man
Points

10 Achievement SC2 Game1

Criteria

Heal 10,000 life on allied units.

Edit
CoopRaynor SC2-LotV AchieveIcon2 Hyperion Alert
Points

10 Achievement SC2 Game1

Criteria

Kill 500 units with Raynor's Hyperion.

Edit
CoopRaynor SC2-LotV AchieveIcon3 The Thunder
Points

10 Achievement SC2 Game1

Criteria

Kill 25 units with a single Air Strike on Hard difficulty.

Edit
CoopRaynor SC2-LotV AchieveIcon2 Hyperactive
Points

10 Achievement SC2 Game1

Criteria

Kill 25 units with a single Hyperion calldown on Hard difficulty.

Edit
CoopRaynor SC2-LotV AchieveIconMaster Master and Commander
Points

20 Achievement SC2 Game1

Criteria

Complete all the Commander Raynor achievements.

Rewards
RaynorCoop SC2Portrait2 Raynor portrait
Edit

LevelsEdit

CoopLevel SC2-LotV AchieveIconRaynor1 Raynor: Level 5
Points

10 Achievement SC2 Game1

Criteria

Reach level 5 with Jim Raynor.

Edit
CoopLevel SC2-LotV AchieveIconRaynor2 Raynor: Level 10
Points

10 Achievement SC2 Game1

Criteria

Reach level 10 with Jim Raynor.

Edit
CoopLevel SC2-LotV AchieveIconRaynor3 Raynor: Level 15
Points

10 Achievement SC2 Game1

Criteria

Reach level 15 with Jim Raynor.

Edit

DevelopmentEdit

  • Prior to Patch 3.1, 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 not reduce the damage taken by units being healed; this passive behavior is called "Safeguard".
  • 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.

Removed TraitsEdit

InfantrySpecialist SC2 Coop Icon Infantry Specialist

Infantry units train 20% faster. Barracks build 50% faster.

Campaign Acquisition
Unlock Initially available.
ve
SC2 Swann AC - EngineeringBayUpgrades Engineering Bay Upgrade Cache

Unlocks bunker upgrades at the engineering bay.
• Equip bunkers with automated turrets that attack ground and air units.
• Increases bunkers' life from 400 to 550.

Campaign Acquisition
Unlock Reach Raynor Level 7.
ve
ImprovedCalldown SC2 Coop Icon Improved Calldown: MULE

Increases the number of MULEs called down by the Orbital Command by 1, for a total of 2.

Campaign Acquisition
Unlock Reach Raynor Level 10.
ve

ReferencesEdit

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