Raynor & Azmodan Reworks
It's time for a new round of hero reworks! As one of the oldest kits in the game, players have requested a tune-up for James Raynor a very long time, and now we're getting it. In addition, Azmodan has likewise been in need for some love for a little while. Both heroes are getting a major overhaul with the next update which is expected to go live during the week of July 10th.

Blizzard's Kevin 'cloaken' Johnson guides us through the bigger points of each rework in the videos below:





InvenGlobal had an article up for a short while with the full list of changes for both heroes. It was taken down again for unknown reasons, but Google sees everything and managed to cache the page.

Raynor

Stats
  • Health from 1302 to 1450
  • Regen from 2.71 -> 3.02
  • Damage from 122 to 92
  • Base range set to 6.5 (no longer trait driven)
  • Scaling from 4 to 5%

Abilities

(New) Acquire Weak Point (Trait):
  • Every 4th Basic Attack is empowered and deals an additional 125% damage to your target and splashes for 50% in a small area around your target (2.25 Radius)

Penetrating Round (Q):
  • Damage from 240 to 220
  • Mana cost from 60 to 50
  • New functionality:
  • Slows enemies movement speed by 20% for 2 seconds
  • Knockback range is dependent on proximity to Raynor

Inspire (W):
  • Cooldown from 10 to 12 seconds.
  • New functionality: Reset your Basic Attack. You and all nearby Minions and Mercenaries gain 30% Attack Speed and 10% Movement Speed for 4 seconds.

Adrenaline Rush (E):
  • Cooldown from 30 to 45 seconds
  • Mana cost from 0 to 75
  • New functionality: Heal for 25% of your max Health over 1 second. Basic Attacks lower this cooldown by .5 second (double vs. Heroes)

Raynor’s Raider (R2):
  • Health from 766 to 1000
  • Damage from 31 to 24
  • Attacks per Second from 0.8 to 2
  • New functionality: Raynor gains a Banshee that flies by his side and auto-acquires his Basic Attack target. The Banshee can be killed which will start a 45-second cd before another is called down
  • They gain 75 HPS when out of combat for 4 seconds


Talents

Level 1
  • Seasoned Marksman: Removed
  • Scouting Drone: Removed
  • (New) Veteran Marksman (Trait): Quest: If an enemy Hero is hit with the empowered Acquire Weak Point attack, increase the bonus damage of Acquire Weak Spot by 0.75%
  • (New) Ace In The Hole (Passive): You deal 35% more damage to enemy Heroes that are slowed or stunned
  • (New) Exterminator (Passive): Increase your Basic Attack damage against Minions, Mercenaries and Monsters by 50%. Increase this bonus to 100% if Inspire is active

Level 4
  • Focused Attack: Removed
  • Vigorous Assault: Removed
  • Confident Aim: Removed
  • Relentless Leader: Removed
  • Fight Or Flight (E): (Moved from Level 7) New functionality: Lower the cooldown of Adrenaline Rush by 10 seconds. Activating it grants 25 Armor for 4 seconds
  • (New) Behemoth Armor (Trait): Quest: Gain 250 Health. Increase this by 5 every time you hit a Hero with Acquire Weak Spot
  • (New) Sustaining Rounds (Trait): Acquire Weak Spot attacks heal for 3% of your max health. This is increased to 6% against Heroes

Level 7
  • Hamstring Shot: Removed
  • Revolution Overdrive: Removed
  • Puttin’ On A Clinic: Removed
  • (New) Heavy Slugs (Active): Activate: Your next Penetrating Round has 30% increased range and increases the slow duration of Penetrating Round by 200% (30 second CD)
  • (New) Fuel The Rush (W/E): While Inspire is active, increase Adrenaline Rush's cooldown bonus from Basic Attacks by 200%
  • (New) Unstable Compound (Trait): Increase the area of effect of Acquire Weak Point by 15%. Enemies hit by it are slowed by 10% for 3 seconds

Level 13
  • Giant Killer: Removed
  • Double-Barreled: Removed
  • Steel Resolve: Removed
  • (New) Debilitating Rounds (Q/W): Decrease the cooldown of Penetrating Round by 3 seconds. While Inspire is active, the slow amount is increased by 100%
  • (New) Rallying Cry (W): Increase the duration of Inspire by 1 second. All nearby Heroes gain 10% movement and attack speed for the duration.
  • (New) Giddy-Up (W): Gain 10% movement and Mount Speed permanently. Increase Inspire’s Movement Speed bonus to 20%.

Level 16
  • Executioner: Removed
  • Cluster Round: Removed
  • Bullseye: Removed
  • Give Me More (E): (Moved from Level 1) New functionality: Increase the heal amount from Adrenaline rush by 50% and gain 1 additional attack range while Inspire is active
  • (New) Bounty Hunter (Active): Acquire Weak Spot attacks that hit a Hero deal an additional 3% of a Heroes max health and grant you 10 Armor for 3 seconds. Activate: Your next Basic Attack is empowered with Acquire Weak Spot (40 second CD)
  • (New) Paint Them Red (Q): Increase the damage of Penetrating Round by 50%. Heal for 100% of the damage it deals to Heroes

Level 20
  • Scorched earth: Removed
  • A Card To Play: Removed
  • Nexus Frenzy: Removed
  • (New) Indomitable Resolve (R1): Acquire Weak Spot attacks against Heroes lower the cooldown of Hyperion by 5 seconds. Casting Inspire grants 2 seconds of Unstoppable.
  • (New) Dusk Wing (R2): Banshee Health, Damage, and leash range are increased by 100%. When killed, Inspire and Adrenaline Rush are activated for free.
  • (New) Weak Spot Acquired (Trait): The primary target of your Acquire Weak Spot loses 25 Armor for 2 seconds
  • (New) Execute (Passive): Increase your attack speed by 20%. Your Basic Attack damage is increased by 25% against targets below 50% Health


Azmodan

Stats
  • Health reduced from 2738 -> 2464
  • Health regen reduced from 5.7031 -> 5.1328

Abilities

Globe of Annihilation (Q):
  • New baseline quest
    • Hitting Heroes and killing minions within 1.5 seconds of being hit by Globe grants 2 stacks of Annihilation.
    • Each stack of Annihilation increases Globes’ damage by 1, up to 400.
  • Warning splat is now created earlier in the ability cast.
  • Range decreased from 35 to 30
  • Cast time reduced from .75 -> .5625 seconds

Demon Warrior (W):
  • Can now be cast while channeling All Shall Burn.
  • No longer has charges.
  • Demon Warriors now deal a small amount of damage to nearby enemies every second.
    • Attack damage reduced from 37 -> 28
    • Health increased from 365 -> 390
    • Move speed decreased from 4 -> 3.6
    • Weapon range decreased from 1.5 -> 1

All Shall Burn (E):
  • New functionality
    • Channel for up to 2.5 seconds on a target, dealing damage every second. If the channel lasts its full duration, deal additional damage to the target. Azmodan moves at 60% speed while channeling.
  • Cooldown increased from 6 -> 8 seconds.
  • Mana cost changed from 12/sec to 30 flat mana.
  • Range decreased from 7 -> 6

General Of Hell (Trait D):
  • Renamed to Demon Lieutenant
  • New Functionality
    • Can now be cast on the mini-map and has a small slop range.
    • Spawn a Demon Lieutenant at any friendly minion, merc, or Azmodan Summon for 20 seconds. The Lieutenant will cast Demonic Smite at a random nearby minion every 7 seconds, instantly killing them. Lasts 20 seconds. Can be used while channeling All Shall Burn. 60 Second cooldown.

Demonic Invasion (R1):
  • New Functionality
    • Calls down 8 Demon Grunts in a circle around the targeted location, dealing damage to enemies in each impact zone. Demon Grunts last for up to 8 seconds and explode when they die, dealing damage to nearby enemies.
  • Demon health increased from 365 -> 750
  • Demon health now decays over 8 seconds
  • Attack damage decreased from 51 -> 42
  • Cooldown reduced from 100 -> 90 seconds
  • Mana cost reduced from 100 -> 60

(New) Tide Of Sin (R2):
  • New functionality
    • Activate to cause your next Globe of Annihilation to cost no Mana and deal 50% more damage. 30-second cooldown.


Talents

Level 1
  • Taste For Blood (Q): Removed
  • Sieging Wrath (Q): Removed
  • (New) Greed (Q): Increases the timeframe that minion kills will grant Annihilation from 1.5 to 3 seconds. After gaining 200 stacks of Annihilation, Globe of Annihilation deals 20% increased damage to minions and mercs.
  • Gluttony (Q): (Moved from Level 4) New functionality: The amount of Annihilation granted for hitting Heroes is increased by 1. After gaining 200 stacks of Annihilation, each enemy hit by Globe reduces its cooldown by .25 seconds, doubled against heroes
  • (New) Wrath (Q): Basic Attacks against Heroes under 75% health grant 1 stack of Annihilation. After gaining 200 stacks of Annihilation, Heroes hit by Globe of Annihilation take additional damage from your next Basic Attack equal to your Annihilation stacks. Lasts 4 seconds.

Level 4
  • Hellish Hirelings (Trait): Removed
  • Army of Hell (W): New Functionality: Summon Demon Warrior summons an additional Warrior but its cooldown is increased by 10 seconds.
  • Hellforged Armor (W): (Moved from Level 13) New Functionality: Demon Warriors and Lieutenants gain 35 armor and last 4 seconds longer.
  • Battleborn (Passive): (Moved from Level 16) New Functionality: Basic Attacks reduce the cooldown of Summon Demon Warrior by .5 seconds and Demon Lieutenant by 1 second.

Level 7
  • Infernal Globe (Q): Removed
  • Bound Minion (Trait): Removed
  • Gluttonous Ward (Active): Removed
  • (New) Art of Chaos (Q): If Globe of Annihilation hits 2 or more Heroes, 25 mana cost is refunded. If it hits 3 or more Heroes, you gain 5 Annihilation.
  • Master of Destruction (E): (Moved from Level 1) New Functionality: All Shall Burn’s final damage hits all enemies in a large area. Each hero hit grants 2 stacks of Annihilation.
  • (New) Bombardment (Q): Casting Globe Of Annihilation increases your Basic Attack Range by 50% and can hit 2 additional targets for 3 seconds. Each hero hit by Basic Attacks empowered by Bombardment generate 1 Annihilation.

Level 13
  • Hedonism (Q): Removed
  • Infused Power (E): Removed
  • (New) Brutish Vanguard (W): Demon Warriors gain 25% increased health and slow the movement speed of nearby enemies by 20%.
  • (New) Cydaea’s Kiss (Q): Reduces the channel time of All Shall Burn by .5 seconds. If All Shall Burn channels for its full duration on a Hero, Azmodan is healed for 5% of his maximum health.
  • (New) Chain of Command (D): Demon Lieutenants increase the damage of nearby non-heroes by 25%.

Level 16
  • Demonic Smite (Trait): Removed
  • Sin for Sin (Active): Removed
  • Forced Recruitment (D): Removed
  • (New) Total Annihilation (Q): Globe Of Annihilation deals additional 3% max health damage to Heroes.
  • Sin’s Grasp (E): (Moved from Level 4) New Functionality: Increases the range of All Shall Burn by 20%. If All Shall Burn channels for its full duration on a Hero, its cooldown is reduced by 4 seconds.
  • (New) Hell Rift (E): If the channel lasts its full duration, a Demon Warrior is summoned at your target and your Demon Warriors deal 100% increased damage for 4 seconds.

Level 20
  • (New) Siegebreaker (R1): Azmodan’s summoned units deal 50% increased damage to Structures
  • (New) Black Pool (R2): Tide Of Sin creates a Black Pool at the impact location, dealing light damage and reducing armor over 5 seconds to enemies in the area.
  • (New) Pride (Q): After reaching 400 stacks of Annihilation, Globe Of Annihilation’s area is increased by 15% and its damage is increased by 100.
  • (New) Trample (Active): Activate to dash a short distance, dealing damage and slowing enemies in the path. 60 second cooldown.
This article was originally published in forum thread: Raynor & Azmodan Reworks started by Nerraw View original post
Comments 61 Comments
  1. rogoth's Avatar
    so to summarise, azmodan nerf, raynor buff, GG
  1. NoiseTank13's Avatar
    Raynor looks interesting and fun, can't wait to see what the numbers are.

    Azmodan I'm more unsure of, I'm loving everything except for the increased visual of where the Globe will land.

    All the damage in the world won't account for shit if the enemy team get's an email two weeks prior of when and where it will land.
  1. The Stormbringer's Avatar
    Not sure how I feel about the Azmodan changes. I liked to go laser build and use it to take down enemy buildings from long range. Won't be able to do that anymore.

    And the Jimmy changes... did they remove his knockback? That means you'll have to rely heavily on the heal to survive from now on.

    EDIT: Nevermind, Knockback is still in.
  1. Nerraw's Avatar
    All ability and talent changes added to the OP!
  1. mmoc00f573e3be's Avatar
    Interesting changes. Really want to try them out, they're both still in my top 5 lvl heroes even though I rarely played them over the last year. (Azmo was cool on Hanamura though )
  1. DesoPL's Avatar
    It's happening boiz! Raynor rework!
  1. Rexosaurus's Avatar
    I'll have to play the Az changes to see for myself.

    Globe being telegraphed earlier looks like it's a kick in the pants. I'm also not sold on the black pool changes either.
  1. Aeluron Lightsong's Avatar
    I did prefer the Hyperion ult :/
  1. ThatsOurEric's Avatar
    Looks like Azmo is going to need to be either in team fights or paired with CC characters in order to get the maximum benefit
    of his Globe.
  1. Nikkaszal's Avatar
    Raynor changes look pretty baller, some of those talents are going to make him INCREDIBLY hard to kill (looking at Fight Or Flight specifically). Not sure how I feel about the new Banshee ult seeing as it will probably just get insta-killed, and doesn't synergise with basically any of his kit, but could be good if it allows proper move micro to keep it safe and raise its skill cap.

    All in all, really looking forward to playing Raynor + Morales again =)
  1. skorpio's Avatar
    R.I.P. laser build. I will miss burning illidan or stealthers to death.
  1. Nerraw's Avatar
    Raynor is getting Executioner at level 1. Let that sink in for a moment.
  1. Nikkaszal's Avatar
    Interestingly, Raynor is LOSING single target base damage with the new trait, compared to live, since his base AA damage is being reduced.

    At level 1 with the rework, with base damage 92, he will deliver 483 damage total over four attacks to a single target (taking into account the empowered fourth shot).

    On live, with base damage 122 at lvl 1, he deals 488 damage over 4 shots.

    His AA damage has been nerfed by almost 25%, with all of that nerf then funnelled into the powered shot.
  1. KainneAbsolute's Avatar
    I wish laser build will keep existing because the new choices for Azmodan are interesting, specially the right click azmo haha
  1. Tenjen's Avatar
    I like these changes a lot. They let the heroes offer a larger variety of things to bring to the table for different given situations.
  1. ophion1990's Avatar
    Raynor actually looks insane. Ace in the Hole with heroes like, well, a whole lot of them. A bunch of supports are stacked with CC now, in addition to the CC your tank will bring. His survival looks crazy too, when you look at the level 4 talents. Can't wait to dust him off.

    Azmo looks really good too, I like that they're changing the laser to be more... fun and interactive, as compared to its previous iteration. I'm really happy they didn't just give him TfB baseline, like some people wanted. It would have killed the hero for me (granted that I rarely play him as it is, so it's not like it would have been a big loss). I do agree with the general consensus that his Q "splat" zone appearing sooner is a bit worrying.
  1. caervek's Avatar
    Hmm, the new Raynor re-work definitely has a lot more changes than the last one did, not sure how I feel about it though. It seems it will be of great benefit to the low skill cap Raynors who just use the cookie cutter AA build in every situation, but it could end up being a nerf to actual good Raynor players who knew how to build him based on the team comps/map. I.E I'm not sure that a Q build Raynor will be able to out-duel a Butcher anymore (which was always hilarious when they focused you expecting free meat and won a trip back to the spawn xD).

    I do really like the idea of the banshee as a permanent pet, however making it focus your AA target instead of obeying commands is a nerf to its ability to zone out targets.

    Adrenaline Rush change is a straight buff.

    Overall I think this is probably a net gain for the character, it will help newer Raynor players to be more useful with him without reducing the overall usefulness of skilled Raynors.
  1. Nikkaszal's Avatar
    Quote Originally Posted by caervek View Post
    Hmm, the new Raynor re-work definitely has a lot more changes than the last one did, not sure how I feel about it though. It seems it will be of great benefit to the low skill cap Raynors who just use the cookie cutter AA build in every situation, but it could end up being a nerf to actual good Raynor players who knew how to build him based on the team comps/map. I.E I'm not sure that a Q build Raynor will be able to out-duel a Butcher anymore (which was always hilarious when they focused you expecting free meat and won a trip back to the spawn xD).

    I do really like the idea of the banshee as a permanent pet, however making it focus your AA target instead of obeying commands is a nerf to its ability to zone out targets.

    Adrenaline Rush change is a straight buff.

    Overall I think this is probably a net gain for the character, it will help newer Raynor players to be more useful with him without reducing the overall usefulness of skilled Raynors.
    Wut? Benefit to low-skillcap Raynors?

    Raynor is currently the lowest skillcap hero in the game. No viable build exists since the Bullseye nerf except AA. The best option in 90% of cases is to build as the stand and turret AA build.

    Good luck as a Q build Raynor against a Butcher who just tosses LTTS on you when he engages. You can't pushback when he's charging, and you can't after either since you're silenced and hooked and he just moves back in to eat you.

    The rework version actually adds some nuance to him. Not much, but some.
  1. caervek's Avatar
    Quote Originally Posted by Nikkaszal View Post
    Wut? Benefit to low-skillcap Raynors?

    Raynor is currently the lowest skillcap hero in the game.
    No.

    Raynor is the lowest skill-floor hero in the game, but there are many with lower skill-caps.

    For reference a skill-floor is the minimum skill required to play X decently, a skill-cap is the skill required to play X to its maximum potential. Raynor is currently the lowest skill floor character, anyone can use his standard AA build and as long as they have multiple brain cells they will perform acceptably. He is also a moderate skill cap character, if you are able to build depending on the teams/map and know which builds/talents will give the best result in the situation you find yourself in then Raynor will perform a lot better for you than many other heroes.

    Put simply if anyone thinks this rework is a straight buff then they are a low-skillcap raynor, if they can see the nerfs as well as the buffs but think it's an overall improvement to the hero then they were higher skillcap Raynors (I.E the type who were winning the Butcher duels beforehand).
  1. Frozen Death Knight's Avatar
    Quote Originally Posted by Nikkaszal View Post
    Raynor changes look pretty baller, some of those talents are going to make him INCREDIBLY hard to kill (looking at Fight Or Flight specifically). Not sure how I feel about the new Banshee ult seeing as it will probably just get insta-killed, and doesn't synergise with basically any of his kit, but could be good if it allows proper move micro to keep it safe and raise its skill cap.

    All in all, really looking forward to playing Raynor + Morales again =)
    The way I see it, Raynor's two ulties will enable two types of play: 4 man/team fights with Hyperion and solo lane/1v1 fights with Raynor's Raiders. His rework is definitely going to enable him to go into the solo lane and could potentially be quite oppressive to popular solo laner picks such as Sonya and Malthael by bullying them out of the lane with his range, self-heal, and ability to push away people quite far when in melee. The Banshee is going to make him more dangerous in 1v1 situations, while Hyperion has too long of a cooldown to be a reliable tool for that type of game play.

    - - - Updated - - -

    Quote Originally Posted by Nikkaszal View Post
    Interestingly, Raynor is LOSING single target base damage with the new trait, compared to live, since his base AA damage is being reduced.

    At level 1 with the rework, with base damage 92, he will deliver 483 damage total over four attacks to a single target (taking into account the empowered fourth shot).

    On live, with base damage 122 at lvl 1, he deals 488 damage over 4 shots.

    His AA damage has been nerfed by almost 25%, with all of that nerf then funnelled into the powered shot.
    If you only look at the changes in a vacuum, yes. However, he gets some really powerful dps tools immediately at lvl 1 (i.e. Executioner which is a lvl 16 talent for other Assassins). He also has superior scaling to other Heroes (5% instead of 4%), which will make him deal absolutely insane amounts of damage in the late game as well being quite sturdy with lots of health (he even has a talent that increases his health pool at lvl 4 which also scales based on the amount of Trait procs).

    Raynor's rework is quite scary when you consider his huge scaling potential as well as the talents backing those base stats up.

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