Overview
This is an in-depth guide on everything Raelynn. This guide will provide newer players with a deeper understanding of Raelynn and her mechanics, offer some strategies and tips for more experienced players, and give information on how to counter or synergize with all other Nauts while playing as Raelynn.
Overview
Raelynn is a powerful long range fighter who can quickly get in and out of a brawl and leave the enemy team devastated. Considered a harasser, she can also take on several different roles depending on your playstyle. More importantly she is one of the safer Nauts to start with and incredibly powerful when mastered. Thanks to the new recruitment code system, you can begin your awesomenauts career with Raelynn immediately unlocked! Here is my recruitment code to get you started.
The Basics
Speed: Raelynn’s base speed is nothing to write home about, but with Denny’s Boots she becomes incredibly mobile. You decide when to increase her movement speed by simply stopping any combative actions. This upgrade at first seems like it would just make a good escape tool, but the possibilities are endless as it can be used offensively as well. It should be noted that Raelynn is one of the lightest Nauts and can be body blocked by just about anything. Even with her speed boost you won’t get very far if there are enemies standing in your way.
• Quickly escape a brawl when at low health by ceasing offensive actions.
• Cut off on an enemy who is retreating by using the speed boost of your boots.
• Get yourself in an optimal position to snipe.
• Catch the enemy by surprise by reaching a point on the map much faster than other Nauts.
____________________________________________________________________________
Jump: Raelynn’s only other fault is her jump which is quite short and predictable. She only gets one jump and it’s just high enough to reach platforms or utilities on the maps. Her jump is also extremely susceptible to slow and depending on the percentage of the slow can actually keep her from reaching a platform or jump pad that would otherwise allow for an easy escape. However, you can control how high she jumps by how long you hold the jump button. Use this to keep her movement unpredictable or to juke pursuing enemies. It is important to note that if you fall off a ledge without jumping you can perform a mid-air jump to either increase the distance you can travel in the air or avoid enemy attacks.
• Be wary of slows as they can severely impede mobility.
• Vary jump height to keep the enemy guessing of your intentions.
• Try to avoid jumping through a brawl or enemy Nauts.
• Use mid-air jump to increase distance traveled or to avoid enemies.
Abilities and Upgrades
Protoblaster: The Protoblaster is Raelynn’s auto attack which fires a short range projectile that deals damage upon contact with an enemy. The base damage of the Protoblaster is rather low and should only be used to finish off a low health enemy during the early game. Overall the Protoblaster should be mainly used to damage enemy droids or defensively when the enemy team is pushing in. If your other skills are on cooldown or if you’re team is pushing in then feel free to attack with your Protoblaster. Later in the game your Protoblaster will be doing considerably more damage. Using Raelynn’s mobility and other abilities, you can begin playing more offensively and take advantage of the increased damage.
• Base damage of Protoblaster can be easily outdamaged by most enemy Nauts during the early game.
• Focus on taking down enemy droids with the Protoblaster if there isn’t a team fight going on.
• Use the Protoblaster to finish off low health enemies who are in close proximity to you.
• The projectile does not reach its target instantly. Shoot ahead of your enemy’s path to land easy shots.
Protoblaster Loadout: The loadouts in this guide are by no means mandatory for every game you play. These are just the most efficient and versatile upgrades I have found to work in most situations.
• The Skull Bracelet increases the damage of the Protoblaster. This makes Raelynn more effective at close range.
• Unknown Alien Hand is an extremely useful upgrade as it gives Protoblaster projectiles a piercing effect. This allows you to hit multiple Nauts as well as droids with a single shot of the blaster. It should be noted that enemy turrets, the enemy base, and Skree’s Totem cannot be pierced. This upgrade also makes quick work of droids as you can hit both at the same time.
• Lastly the Receding Ponytail increases the damage of the Protoblaster even further. Combined with careful movement the Protoblaster can now deal considerable damage during a team fight or when chasing down a retreating enemy.
____________________________________________________________________________
Snipe: One of Raelynn’s cornerstone abilities, Snipe, allows her to dish out a great deal of damage to enemies from a safe distance. The drawback is that she’s unable to move for a few seconds while charging and firing the Snipe. A laser sight is also visible while charging the snipe that is visible to ally and enemy Nauts. The laser turns a bright orange color when there is an enemy within its sights, but it also warns the enemy of the impending snipe. Work around this by aiming at the ground to conceal your laser sight until you are ready to fire. If the area is relatively safe, then there should be no problems sniping away at a lingering low health enemy. The Minimap is a necessary asset as it allows you view enemy movement. Use this information to charge a snipe before they even see you, so you’re ready to fire as soon as they come into range.
• Choose a relatively safe location, anywhere out of an enemy’s reach, to deploy Snipe.
• Enemy stuns will interrupt your Snipe and place the ability on cooldown.
• Enemy area slows will keep you charging Snipe for much longer than usual.
• Use the laser sight to spot invisible or off-screen enemy Nauts.
• Snipe can be deployed while in mid-air.
• Aim at the ground to hide your laser sight while the Snipe charges.
• Snipe has a small knockback on enemies.
• Read enemy movements on the Minimap to prep Snipes accordingly.
Snipe Loadout:
• The Pump Rifle increases the damage of your Snipe and is extremely valuable as it allows you to finish off higher health Nauts or discourage enemies from entering your sights.
• The Laser Pointer adds a blinding effect to enemy Nauts who are within the laser sight of your Snipe. Fanning the laser sight can quickly blind an entire enemy team confusing them long enough for your team to push in.
• The Gryc Lubricator is also an extremely useful upgrade. It increases the range of your Snipe a great deal allowing it to reach enemies off-screen. Use the Minimap to your advantage as it is possible to Snipe unsuspecting enemies without them even seeing you.
____________________________________________________________________________
Time Rift: Time Rift is an extremely powerful ability when used correctly in just about any situation. The Rift can be thrown in an arc path at varying distances depending on how long you hold down the button. Once the Rift lands, it will deploy a column of energy that damages as well as slow enemies that come into contact with it. But what makes this so special when compared to the usual slow debuff? Time Rift is an Area Slow meaning that it slows enemy Nauts as well as their projectiles and abilities when within the Rift. This makes the Time Rift an excellent tool to clear out droids, give you an escape route, or block off an enemy’s escape route. Multiple Nauts have a so called Time Rift Sweet Spot when using abilities that either slow their movement or stops them completely. If you land a Rift during this Sweet Spot not only will the Rift do significant damage, but the slow will give you enough time to set up a snipe or finish them off with the Protoblaster.
• Thanks to its damage and slow effect Time Rift is an excellent droid clearing tool.
• Placing the Time Rift in choke points or high traffic areas can deny enemy movement.
• Rift can be especially effective in vertical traffic areas.
• When retreating from an enemy drop the Time Rift ahead of you to discourage pursuers.
• When chasing an enemy try to toss the Rift ahead of them to give you enough time to catch up or charge a Snipe.
• Enemies attempting to pass through the Rift can be somewhat body blocked and kept from exiting the Rift.
• Rift can slow projectiles and enemy Nauts who may be charging a skill.
Time Rift Loadout:
• The Higgs Grenade increases the height of the Time Rift. This provides greater area denial and crowd control.
• The Nuclear Warhead melts away droids and can do some serious damage to enemy Nauts who find themselves stuck in the rift.
• The HC-Bomb dramatically increases the damage of the next Protoblaster shot after deploying Time Rift. This stacks with the damage upgrades of the Protoblaster. It is possible to save the high damage shot until the Rift cooldown is done. With that in mind you can land the high damage shot, deploy Rift, and immediately fire off another high damage shot.
____________________________________________________________________________
Utility Loadout:
• Power Pills Turbo is a good utility on every Naut, but due to Raelynn’s relatively small health pool makes this upgrade very valuable.
• Med-i’-can is another utility favored by most Nauts as it increases the passive regeneration of health. This upgrade may just allow you to survive a damage-over-time effect if you’re low on health.
• Denny’s Boots is a necessary upgrade as it not only increases Raelynn’s overall movement speed, but increases it to an even greater extent when out-of-combat. Out-of-combat takes effect when you use no offensive abilities for about 3 seconds. If you see the enemy team attempting to flank you or if you’re being outdamaged by an enemy, then the best option at times will be to stop attacking and run for to safety.
Naut Counters and Synergies
The following sections will detail how to deal with enemy Nauts and how to synergize with friendly Nauts when playing as Raelynn. Observing both enemy and ally movements can give you an idea of what they’re planning on doing. The Minimap is an extremely valuable tool for this very thing.
Sheriff Lonestar
Enemy:
• Avoid getting too close to Lonestar as he has high burst damage with his Dynamite.
• Keep your distance when Sniping him as you’re are quite susceptible to both his Dynamite and Hyper Bull.
• The damage of Snipe is quite considerable against his small health pool.
• Lonestar has three jumps once he’s upgraded his boots. Be aware of this when attempting to Snipe an airborne Lonestar.
• Use the Minimap to keep an eye on Lonestar. A common tactic is the attempted Bull Pin. This is where he quickly gets behind you and uses his Bull to push and hold you against a wall or enemy turret. You can be pushed by the Bull even when charging a Snipe.
• Placing a Time Rift in front of an advancing Lonestar can discourage him from getting too close.
• The Time Rift Sweet Spot on Lonestar is when he is summoning his bull. Landing a Time Rift just as he begins the summon will hold him in the summoning animation for a few more moments.
• If being pushed by his Bull don’t move against it. Instead move in the direction you’re being pushed which will give you a bit of distance between you and the Bull allowing you to get around it.
Ally:
• Stay behind Lonestar and Snipe when clear. Be careful when Sniping enemies that Lonestar is approaching as the small knockback of the Snipe can push them away from his Dynamite.
• Tossing Time Rift on enemies or behind them can give Lonestar enough time to close the distance and hit them with Dynamite.
• Quickly dispatch pinned enemies by placing a Rift under them.
• If an enemy is pushed by Lonestar’s bull, then attempt to cut off any escape routes they may have with a Time Rift. If they are low on health a Snipe would be better thanks to the predictable movement of the Bull.
Froggy G
Enemy:
• Use caution when Sniping against Froggy G as he can easily close the gap to deal a great amount of damage at close range.
• Splash Dash has a stun effect that can interrupt Snipe.
• Froggy G has invulnerability when he is performing his Splash Dash. If he is too far from you he may use this to avoid getting Sniped. Work around this by simply waiting to fire until the end of his dash.
• Be wary of Froggy G’s quick movement. Chances are he may get into a position in which he can Dash down onto your position and combo it with his Tornado while you’re stunned. Avoid him getting above you by keeping track of where he is on the Minimap.
• If Froggy G Dashes toward you, then you can drop a Time Rift just before the Dash hits. If timed right and placed correctly he’ll Dash right into it giving you time to recover from the stun or counter with the Protoblaster.
• Froggy G only has one high jump. If he recently used his Dash, then a quick Snipe should be easy to land.
Ally:
• Try to catch enemies in your Time Rift when Froggy G is nearby. If he is able to Dash enemies within the Time Rift, then the stun duration will be increased and hold them within the Rift.
• Time your Snipes with his Dash. A stunned enemy is a sitting target.
• Area denial with Time Rift is especially effective with his high mobility. A well placed Rift can allow Froggy G to quickly reach a retreating enemy and finish them off.
Leon Chameleon
Enemy:
• When Leon is on the enemy team, you must play the field even more carefully as he is able to move about undetected when invisible.
• If Leon is not on the Minimap or within your sights then use extreme caution when charging a snipe or nearing enemy Nauts.
• The laser sight while charging the Snipe can help you spot an invisible Leon. Fan the laser over the entire area quickly to see if he is nearby. If he is, then the laser will turn orange and a reticule will appear over his invisible form. If you already have the blind upgrade, then your allies will be able to see Leon thanks to the debuff.
• Try to keep your distance from him, as he does a lot of damage at close range with his Sword.
• Leon’s Tongue Snatch can interrupt Snipe and displace you. Chances are you’ll be put into an unfavorable position. Use Time Rift to give you a small buffer with which to reorient yourself and get to safety.
• Leon has a Time Rift Sweet Spot as he is using his tongue. If you land a Time Rift just as he activates it, then he will be stuck there for a few extra moments. Use caution as his Tongue can still grab you, albeit rather slowly.
• When escaping from a Leon who has managed to pull you in, avoid running in a straight direction as his blade hits horizontally. If possible attempt to escape vertically to avoid most of the damage.
Ally:
• Keep an eye on your friendly invisible Leon. If you see him moving in for a Tongue Snatch than you can easily charge up a Snipe as you know exactly where the enemy is going to end up.
• There will be many times where Leon will be chasing an enemy. A well placed Time Rift can allow him to finish off on an enemy before they escape.
• Placing a Time Rift near the enemy team can provide a perfect opportunity for Leon to Tongue them directly into it.
Scoop of Justice
Enemy:
• Scoop can do a surprising amount of damage at close range and he can easily get in such a range with the use of his Frozen Hammer which snares you in place.
• Remember the Frozen Hammer travels in an arc and can bounce on floors and walls until it despawns. As he releases it, quickly predict its path and move to avoid it.
• If you are snared by the Frozen hammer, then quickly drop a Time Rift in his direction. This should slow Scoop long enough to make your escape. The charging of his Binding of Justice will also be slowed and you’ll likely be out of its range before the damaging pulse reaches you.
• Scoop doesn’t have much in the way of escaping. Toss a Time Rift behind him and push in with your team to do some serious damage.
• The small knockback of Snipe can also save your team mates from a pursuing Scoop.
Ally:
• If an enemy is snared with Frozen Hammer within a Time Rift, then they’ll be stuck there for a longer duration while you and your team push in.
• This strategy is quite effective as both the Time Rift and Frozen Hammer can both be thrown quite far.
• Assist a pursuing Scoop by tossing a Time Rift in front the retreating enemy. Even if his Frozen Hammer is on cooldown he should be able to do some decent damage with his Sword and Binding of Justice.
Clunk
Enemy:
• Naturally you’re going to want to steer clear of Clunk. With his combined Vacuum Bite, Explode, and Missiles he can easily take you down from near full health.
• You should be safe enough to fire off a couple of Snipes if he is at a distance. His slow movement speed should keep him from reaching you, but placing a Time Rift in front of you should also discourage him from attempting to charge you with an Explode.
• If you do find yourself close to him and he chooses to charge in with an Explode, then quickly drop a Time Rift in front of him. This will easily allow you to move back to a safer location.
• Many Clunk players will compensate for his slow movement speed by either dropping down or using jump pads onto unsuspecting Nauts. He’ll move much faster when falling or using the jump pads and will no doubt already be charging his Explode as he does so.
• Make sure to keep track of him using the Minimap or by keeping him in your sights. If you expect him to drop down at any moment, then place a Time Rift nearby. Not only will this slow his fall, but it will also slow the charging of his Explode which just might give you enough time to avoid the damage.
• Clunk has a Time Rift Sweet Spot when using Bite. If you land a Rift just as he begins the Bite, then the animation of the Bite will take longer than usual. Be wary as you can still easily get hit by his Bite while it is slowed.
• Knowing where he is while using the Minimap you can play ahead of him by charging a Snipe in a safe location but close enough to your team to quickly Snipe him out of the air. The small knockback associated with the Snipe is sometimes just enough to save your team from receiving some serious damage.
Ally:
• Placing Time Rift anywhere near the enemy team can greatly help your Clunk drop onto or charge into the enemy team with an Explode of his own.
• Time your Snipes with Clunk’s Explode. Never fire the Snipe before he Explodes as the knockback of the Snipe could very well push the enemy out of his blast radius.
• Clunk also has an upgrade that adds a snare effect to his bite. Biting an enemy within Time Rift will increase the duration of the snare.
Voltar the Omniscient
Enemy:
• Just because Voltar is considered a healer does not mean you should relax around him. His Drones’ auto attacks, his Drone Suicide attack, and his Heal all do significant damage.
• His movement is predictable and you should be able to land most Snipes when he is within your range.
• If you’re in a safe spot, then try to Snipe his Healbot. This can easily turn the tide of a brawl as the enemy team usually crowds around the Healbot to receive its heal. Chances are you’ll even hit a few of the enemy Nauts.
• If you’re being pursued by a Voltar, simply drop your Time Rift and keep running. If he launches Drones remember that they follow a linear path and can be avoided if you jump at the right time.
• Be wary of the Cortex Tank upgrade for his Healbot. Not only will it knock you back, but it also has a small stun that can interrupt your Snipe.
Ally:
• As in most games, it benefits you greatly to protect your healer. If he is being pursued toss a Time Rift in his direction or Snipe at the enemy to keep them from chasing.
• Throwing your Time Rift behind the enemy could also allow Voltar to launch a few Drones at retreating enemies.
• It helps to stay nearby or move toward him if you are in need of healing. In no time you’ll be back at decent health and be able to keep the fight going without having to return to base.
Gnaw
Enemy:
• Gnaw can be rather troublesome to deal with at first. His constant Spit wreaks havoc on your small healthpool during the early game. Take care to avoid getting hit by or touching it.
• His Weedlings can also quickly eat away at your health if left unchecked. Position yourself so that your Snipe can hit as many as possible.
• Seeing as Gnaw deals the most damage at close range, make sure to keep him away with well placed Time Rifts.
• Gnaw has a Time Rift Sweet Spot when he is planting his Weedlings. Try and toss a Rift just as he plants a Weedling to hold him in place for a few moments.
• The small knockback of a Snipe can also give your team some breathing room or to push him off one of your allies.
Ally:
• Slow down enemies with your Time Rifts to allow Gnaw to get close enough and deal some damage. The Rift will also let him get back safely with little risk.
• Snipe enemies at the last second if Gnaw is pursuing them. The small knockback could push them just out of his range. Even if the Snipe doesn’t kill them chances are that Gnaw’s damage-over-time will finish the job.
Coco Nebulon
Enemy:
• Coco’s Ball Lightning is an ability that must be played around. If she is nearby, she can most likely hit you if you stop to charge a Snipe.
• Lightning Ball can travel through any solid object and be detonated at her will. This means Sniping from behind your turret at low health could very well be a death if Coco is near.
• The upgrade Thunder Striker for Ball Lightning can also prove to be a bit difficult to handle. Not only will it interrupt your Snipe, but it will knock you back greatly depending on where she detonates the Ball.
• Wait for her Ball Lightning to be on cooldown before you go in for a Snipe. Simply move around and focus on using your Rift and Protoblaster.
• The upgrade Silver Coating for Blaze can also further increase Coco’s mobility. Chances are she will use this to either position herself to hit with Ball Lightning or to Escape. Throwing down a Time Rift could slow her down just enough to avoid getting hit or at least adjust the angle to avoid getting knockbacked into enemies.
Ally:
• Use Time Rift to keep enemies from moving so much to allow Coco an easy shot with her Ball Lightning.
• If she has the Thunder Striker upgrade, then attempt to catch the knockbacked enemy with your Rift to keep them from escaping.
• Time your Snipe with Coco’s Ball Lightning. Hit it as soon as the ball detonates for some decent damage.
Ayla
Enemy:
• Ayla is a very mobile Naut as she can enter and exit her Rage ability whenever she chooses. When in Rage she can fly and move about freely around the map at the cost of her health.
• Rage creates a high damage field around her that can quickly chip away at Raelynn’s health. Combined with her Evil Eye she can easily make short work of most Nauts.
• If being pursued by Ayla avoid running from her in a straight line. It will be difficult to outrun her and you will sustain damage the entire time. Attempt to lose her by escaping in a vertical direction. Quickly changing location could also give you a bit of space between her and yourself.
• A Time Rift can slow her down, but there is no way to body block her as she loses collision when in Rage.
• Be careful when attempting to Snipe when she is nearby. She can easily close the gap and deal plenty of damage in a short amount of time.
Ally:
• Ayla’s focus is to get within range of enemies to do the most of her damage. Help her have an easy out by placing a Time Rift in her vicinity.
• I wouldn’t recommend Sniping at an enemy she is chasing unless they are close to death. The knockback of the Snipe may very well push them out of range of her Rage.
• Timing the Snipe with her Evil Eye will also deal a great deal of damage which she may be able to follow up on with her Rage.
Skolldir
Enemy:
• Much like Clunk, Skolldir will attempt to fall down onto an unsuspecting team from above. Keep track of his location and be ready with a Time Rift in the event that he does come from above.
• Skolldir’s Throw is incredibly powerful as it not only displaces you but throws you behind him which will most of the time be into an enemy turret or other enemy Nauts. Steer clear of standing directly in front of him as that is where he will be able to throw you.
• If you do end up being thrown do not panic. Use your Time Rift to create a small buffer until you see an opening with which to escape back to the safety of your side of the map.
• The upgrade Rubber Ducky Choker to his Bash adds a stun effect to his third punch. Naturally this punch interrupts your Snipe and should be avoided as it sets up for a throw.
• Only initiate a Snipe if Skolldir is a decent distance away. If he is too close then he will just charge right at you no matter if there’s a Time Rift in the way and throw you.
Ally:
• Keep an eye on your Skolldir if he’s approaching the enemy. In the event that he is able to throw an enemy toward your turret, or just in your general direction, quickly toss down a Time Rift to close any escape attempts. With your combined efforts the enemy will be quickly dispatched.
• Same thing with Snipe. If a low health enemy is thrown, charge up a Snipe and follow the arc of the throw for an easy kill.
• If Skolldir is in a brawl, then toss a Time Rift into the mix. If he hits somebody with a stun punch inside of the Time Rift, then they will be stunned for longer than usual allowing him to quickly finish them off.
Yuri
Enemy:
• Yuri excels at lane control. Use team work to keep him out or push him out of mid.
• Be aware of Mines placed on high traffic areas such as choke points or at the end of jump pads.
• Yuri can use his Mines as burst damage by simply running into you and deploying a Mine.
• Be wary of charging a Snipe near Yuri as his Time Warp ability is an Area Slow as well. If you’re caught charging a Snipe within a Time Warp, then you’ll be unable to move or Snipe for a while.
• Use careful movements to avoid Mine traps and stay out of his range to set up a Snipe or place a Rift under him.
• Yuri’s movement is predictable for the most part, but keep in mind that he can shut off his jet pack and quickly fall downward.
Ally:
• Having two Area Slows on the same team can prove a bit difficult for the enemy team to deal with in a team fight.
• Try and toss your Time Rift at the enemy team and as they scramble to get out of it Yuri can come in with his Time Warp and keep the slow on them.
• Keep an eye on any friendly Mines. Chances are that if an enemy hits one, then they may be low enough on health to finish off with a Snipe.
Raelynn
Enemy:
• The best part of matching up against another Raelynn is you already have a pretty decent idea of what to expect.
• Snipe is especially effective against her lower health pool.
• Keep an eye on the enemy Raelynn and remember that Snipe is a linear shot. Always have a wall or floor to put yourself between the two of you.
• If engaged with Protoblasters never be the first one to begin charging Snipe. Dropping a Time Rift against a Raelynn charging a Snipe will not only hold her there for a while, but deal significant damage to her as well. You can either continue firing your Protoblaster or safely charge a Snipe in such a situation.
• If there’s a big distance between you and the enemy Raelynn, then you can most of the time safely get a Snipe off. If both of you begin charging at the same time remember that you are also an easy target.
• Lane denial and body blocking with Time Rift are especially effective against Raelynn thanks to having the same weight.
Derpl Zork
Enemy:
• Avoid Derpl while he is in Siege mode. The combined damage of his machine gun and nuke while in Siege Mode can quickly eat away at your health.
• Keep an eye on his habits more specifically where he sets up Siege Mode. With this information you can deny him setting up there with a Time Rift.
• Tossing a Time Rift at him while he is in Siege Mode will quickly discourage him for remaining in Siege Mode there for too long.
• Like Clunk, a common tactic is to drop down onto an unsuspecting team while charging a Nuke. Deal with it much the same way by keeping an eye on him on the Minimap. Remember he can only fall straight down in Siege Mode so just place a Time Rift accordingly to allow your team enough time to avoid massive damage.
• Be careful within a confined location near Derpl. If he transforms into Siege Mode with you against the wall, then it is possible for him to pin you against it.
• Use caution when chasing Derpl as he can leave Grid Traps directly behind him.
• If caught in a Grid Trap, then immediately begin scanning the area for a possible escape route. Drop a Time Rift to give you some time for the Grid Trap to let go and give you a higher chance of survival. Take note that the upgrade Lead Casing for Grid Trap also gives it a silencing effect which prevents you from dropping down a Time Rift.
Ally:
• Try throwing a Time Rift when Derpl is in Siege Mode. Chances are the slow of the Rift may just allow a Nuke to reach the enemy team.
• Throwing a Time Rift near Derpl while he is in Siege Mode can also help keep him relatively safe as he is immobile.
• Keep an eye on friendly Grid Traps. If an enemy falls into one, then quickly place a Time Rift under it. The slow will also affect the duration of the grid trap and hold them there even longer.
• Time your Snipe with Nuke to avoid knocking them back before it explodes.
Vinnie & Spike
Enemy:
• Watch out for Spike Dive. The burst damage is quite considerable during the early game.
• Keep moving and be aware that it is a linear Dive. Try to avoid putting yourself in a position where he can Dive in on you and then easily get back to safety.
• If you feel an impending Dive coming in, then quickly drop a Time Rift. He may just dive into it giving you time to counter.
• When Vinnie Dives in it is highly likely that he will also deploy his Smoke Screen. If you’re blinded while charging a Snipe, then quickly look over at your Minimap. You should be able to line up a sight by judging your location against any enemies that may appear.
• Vinnie’s Bubble Gun also does significant damage and shouldn’t be challenged with the Protoblaster unless he is already at low health.
Ally:
• A well timed Snipe and Spike Dive could leave an enemy Naut near death if not kill them outright.
• If the enemy team is blinded by Smoke Screen, then feel free to charge up a Snipe and fire away.
• A Time Rift in the smoke screen could also prove to be quite troublesome for the enemy team as it doesn’t appear on the Minimap. The slow could also give Vinnie enough time to move in and finish them off with his Bubble Gun or Dive.
Genji the Pollen Prophet
Enemy:
• Genji’s Butterfly Shot does a surprising amount of damage and hits twice as the projectile returns to him. Avoid close quarter combat.
• His Cocoon ability is also very effective at singling out allies and giving his team enough time to surround and quickly finish them off.
• If you are Cocooned while charging a Snipe, then the Snipe will still be active when the Cocoon despawns. Be ready to Snipe as soon as you’re released and quickly begin making your escape. The enemy will likely position themselves in your escape route, so either use a Time Rift to weave between them or find another route entirely.
• Chances are that every time you’re about to Snipe, he will activate Monarch Blessing which gives the enemy team a damage reduction among other buffs depending on the upgrades he has chosen. Don’t let this discourage you from Sniping, they’ll have to recover at some point giving you time to push in or finish off any stragglers.
Ally:
• Genji’s excellent auto attack damage benefits greatly from the area denial and slow of a Time Rift.
• If your Genji Cocoons an enemy, then quickly place a Time Rift onto it. This will severely limit the enemy’s chances of escape and should also give you enough time to charge a Snipe aswell.
• You can feel safer to push in with your Protoblaster thanks to the damage reduction of Monarch Blessing.
Admiral Swiggins
Enemy:
• Swiggins’ abilities deal large amounts of damage. Avoid putting yourself in a position where he has an open straight shot at you.
• His Anchor Hook travels in a linear path and stuns you which can interrupt a Snipe. If you manage to Snipe him before the Anchor reaches then you, then you can actually interrupt it and stop it from reaching you.
• Remember that he is quickly pulled toward his Anchor whether he hits a Naut or not. Use this to your advantage by dropping a Time Rift directly where he’ll be pulled to.
• The Anchor Hook combos directly with Drop Anchor which will hold you in place for an uncomfortably long time unless the Anchor is destroyed. At times it will be beneficial to ignore enemies and destroy the Anchor first to give you a chance of escape.
• If an ally is Anchored, then a quick Snipe is enough to break the Anchor aswell as hit any enemies that may be harassing your ally.
Ally:
• If your Swiggins Anchors an enemy, then toss a Time Rift over in his direction. If placed correctly the enemy will be even more limited in movement or even be stuck between Swiggins and your Rift.
• Time your Snipes just as Swiggins is able to grab an enemy and pull himself towards them. His Anchor will keep them from receiving knockback.
• If you’re close enough to an Anchored Enemy, then simply join Swiggins with your Protoblaster to quickly deal some damage. If they still manage to survive, they’ll most likely head to escape while you charge a Snipe to finish them off.
Rocco
Enemy:
• Rocco has pretty decent damage on his Rapid Arrows. Avoid getting within range of his Arrows especially during the early game.
• His Precision Shot can be quite predictable and easy to avoid. Just remember he can fire them off from across the map, so keep an eye out for them.
• Vengeance shouldn’t be much of a problem as long as you stay out of his range. You should never be slowed by it unless you’re purposely moving in for a kill.
• If he does get the jump on you with Vengeance, counter with Time Rift. He will most likely not follow past the Rift.
• Rocco only has one predictable jump. If he is at low health you should be relatively confident on landing an easy shot to finish him off.
Ally:
• Take advantage of Rocco’s high damage Rapid Arrows by landing a Time Rift near an enemy close to him.
• Be ready to provide Rocco an escape route with a Time Rift if you notice him pushing into the enemy.
• Timing a Snipe with his Precision shot can deal great amount of damage from long range.
Ksenia
Enemy:
• She should be treated the same way as Leon regarding invisibility. Quickly fan the laser sight while charging a Snipe to spot her.
• If you already have the Blinding effect on your laser sight, then you can allow your allies to see her while she is invisible aswell.
• Be wary of charging a Snipe when you don’t know where she might be. Her Scissor Throw wreaks havoc on a sitting target and could most likely finish you off with her Cut and Trim.
• When she uses Vanish she will roll to one side. Try and predict her movement by placing a Time rift down. It could alert you of her presence if you see the Rift inflicting damage.
• Time Rift can give you or an ally a necessary buffer to escape a pursuing Ksenia.
Ally:
• Watch Ksenia closely when she invisible. If it looks like she’s going for a kill quickly toss a Time Rift in her direction. The enemy will be surprised to suddenly find themselves between a Time Rift and Ksenia’s Scissors.
• A Time Rift could also be used to limit an enemy’s escape from ksenia and hold them long enough for her to do some serious damage.
• Many enemies will turn and run if Ksenia catches them by surprise. Charge a Snipe to do a big chunk of damage. Most likely Ksenia will be able to finish them off with Scissor Throw.
Ix the Interloper
Enemy:
• Ix is a Naut with great mobility and amazing survivability. He has two jumps and the ability to hover a short distance after each jump. It may take a bit of practice to get used to his jumps before you can consistently land Snipes.
• His auto attack, Radiate, does significant damage when paired with Psionic Bond. Avoid fighting Ix with the Protoblaster as he can easily outdamage you.
• Ix has two forms of invulnerability. Refract gives Ix a few moments of invulnerability while Psionic Bond only grants invulnerability during the Displace.
• His psionic Bond travels in a linear path and if it lands Ix can swap places with you. If you’re displaced, drop a Time Rift and begin looking for an escape route.
• When charging a Snipe, wait for him to do either of his invulnerability skills before firing.
Ally:
• Keep a close eye on Ix. If he manages to link his Psionic Bond to an enemy move into position to show that you’re ready to deal with the Displacement. A common Displacement will most likely leave the enemy near friendly turrets.
• Placing a Time Rift near a Bonded Ix will most likely cause him to Displace the enemy directly into the Rift.
• Charging a Snipe near him will also most likely cause him to Displace the enemy within your range. The Displacement is incredibly predictable and is a guaranteed hit if you Snipe from a safe location.
Deadlift
Enemy:
• What Deadlift lacks in damage output he more than makes up for it with his moblility and survivability.
• His Protective Pose creates a shield around him that negates any damage done to any of his allies within the shield. Even if the damage is enough to overkill the shield all damage will be negated.
• Common strategies have Deadlift move in with a Power Lunge and negate all damage with his Protective Pose. Try throwing down a Time Rift to not only eat away at his shield, but keep him from getting back to safety.
• Power Lunge travels in an ark toward the direction he is facing. The ability is quite fast, but can be predicted depending on his movements.
• Try to limit Snipes for when Protective Pose is on cool down or when Deadlift isn’t near any other enemies.
Ally:
• If your Deadlift is chasing an enemy give him some assistance in the form of an escape-blocking Rift or well timed Snipe.
• In the event of a team fight and Snipe being on cooldown feel free to join the fray with your Protoblaster. The Protective Pose should leave you relatively safe, but make sure to keep an eye on the shield’s health. If it begins dropping too low begin moving back toward a safer distance.
Nibbs
Enemy:
• Nibbs has invulnerability when she is teleporting with her Orb of Omicron. A common tactic is to teleport to avoid taking damage, but work around this by holding your Snipe until she reaches her destination.
• Do not charge a Snipe alone with a Nibbs nearby. Not only will she instantly get within range with her teleport, but also deal a large amount of damage with her Flame Breath.
• Nibbs has a Time Rift Sweet Spot when she is using her Flame Breath. If placed under her she will be stuck breathing flames at a slower rate for a while all while taking damage. Take note that if she launches an Orb of Omicron before using Flame Breath, then she can interrupt her own Flame Breath by teleporting out of it.
Ally:
• Blocking off enemy escapes with a Time Rift can allow Nibbs to teleport to another escape route and use her Flame Breath to finish off retreating enemies.
• If Nibbs has the upgrade Beryl Scale Cloak, then enemies are pulled toward her when teleports to her Orb of Omicron. If she does this near a Time Rift she can pull an enemy Naut into the Time Rift where she can easily follow up with Flame Breath.
Penny Fox
Enemy:
• Penny is another very mobile Naut. Not only does her Pounce let her cross long distances quickly, but it also has a stun effect that can interrupt your Snipe.
• Use Time Rift to avoid being pursued by Penny as her Claw and Energy Pulse can quickly drain your health.
• Toss a preemptive Time Rift in an attempt to catch Penny after her pounce.
• Penny has a Time Rift Sweet Spot when she is using her Energy Pulse. Drop down a Rift just as she uses the pulse and she will be stuck in the animation for a few extra moments.
• Charge Snipes when at a great distance from her. She may use her pounce to avoid the Snipe, but attempt to read the situation to predict where she may pounce to.
Ally:
• Keep an eye on Penny using your Minimap. If she looks like she may jump down to pounce enemies toward you or your turrets, then be ready to place down a Time Rift to keep them from making it back to their turrets.
• When charging a Snipe wait for Penny to land an Energy Pulse on the enemy team. They will receive extra damage if you hit them in the few moments after the Energy Pulse.
• Penny has a relatively small health pool. Throwing down a defensive Time Rift when she engages enemies can give her an easy out.
Sentry X-58
Enemy:
• Dealing with Sentry up close is rather difficult as his Photon Mine Launcher has decent enough range to keep your Protoblaster away.
• Sentry deploys a damage absorbing shield to build charge on his Black Hole Sun. The more damage he absorbs the more damage his Black Hole will deal. With this in mind, avoid Sniping at Sentry while he has his shield up unless he is at very low in health.
• The Black Hole itself has a gravity effect that pulls enemies toward its center before detonating. If you find yourself within the pull of the gravity, then turn and quickly drop a Time Rift directly in the center of the Black Hole. The Time Rift will actually slow the Black Hole as well as its gravity effect allowing you and any teammates to easily escape.
• Also be sure to keep an eye on Sentry’s Teleport Beacon. Remember that he can teleport to the Beacon at any time possibly even having a fully charged Black Hole. If you feel as though he may come through any moment simply drop a Time Rift in the center of it. The slow of the Time Rift will give you and your team a bit of reaction time to his sudden appearance.
Ally:
• Always take a mental note whether your Sentry has a charged Black Hole ready. A simple Time Rift can give him the opening he needs to catch a few enemies within its gravity.
• Enemies caught within the Black Hole will be immobile long enough to charge and fire a Snipe. Take advantage of any successful Black Holes.
• If Snipe is on cool down, then drop a Time Rift in the center of the Black Hole. Not only will this keep them from ever escaping the gravity effect but damage them over time until the Black Hole detonates.
• Using the Protoblaster on trapped enemies should also be relatively safe and allow you to deal a bit extra damage.
Skree
Enemy:
• Skree’s auto attack, Lightning Rod, has pretty sizeable range and instantly reaches its target if he is aiming it in their direction. It is quite difficult to dodge this, so close quarter combat with Skree should be limited for when he is at Low Health.
• The Sawblade does a sizeable amount of damage when launched in a direction. It then does chip damage when it stops and spins in one place before doing another sizeable hit on its return to Skree. Avoid being on the same horizontal level as Skree as it is very possible for him to hit you with both of the more damaging hits of the Saw Blade.
• Exercise caution when deploying Snipe near a Skree. He can easily send a Saw Blade while you’re charging a Snipe and quickly chew away at your health.
• He only has one jump and can hover on the same horizontal level indefinitely. Use this predictable movement to land a Snipe on him when he is retreating or lingering in one place for two long.
• Skree’s Totem of Power can completely stop a Snipe from reaching its target. Keep an eye out for Skree and keep mental notes of his cool downs to keep your Snipe from being blocked.
• The Totem also has priority over Time Rift. If the Totem lands on top of the Rift then it will push the Rift to one side before deploying.
• The piercing effect of Unknown Alien Hand on the Protoblaster cannot pass through the Totem.
Ally:
• Watch the Sawblades and remember that they do significant damage when moving away from or coming back to Skree. Time your Snipes just as the Sawblades hit any enemy Nauts to deal a quick amount of damage.
• Remember that the Totem is also a form of area denial. Combo it with the Time Rift to put enemies between a rock and a hard place.
• If Skree is chasing enemy Nauts with his Lightning Rod try and keep the enemies within his range by cutting them off and placing a Time Rift directly in their escape route.
Ted McPain
Enemy:
• Ted’s Machine Gun and Shotgun deal very high damage at close range. Try and keep your distance and Snipe or approach him with a Time Rift.
• When using his Machine Gun Ted can fire off an Airstrike that will hit a designated location a few moments after it is launched. It is strongly advised to avoid charging a Snipe in an area where Ted has free movement. The time it takes to charge a Snipe is more than enough time to fire the Airstrike and have it land directly onto you.
• When using his Shotgun Ted can activate a Stimpack that increases his attack speed along with other buffs depending on the upgrades he buys. The best counter against this is to run in the opposite direction until the Stimpack duration is over.
• If Ted has somewhat low health when using the Stimpack you can drop a Time Rift as he chases you and quickly turn to body block him inside of it. You may even have time to counter with a Snipe if he begins to retreat.
Ally:
• Try and time your Snipes with Ted’s Airstrikes to deal a sizeable amount of damage.
• Placing down Time Rifts behind enemies should give Ted enough time to move in and launch a successful Airstrike or finish them off with either his Machine Gun or Shotgun.
Professor Milton Yoolip
Enemy:
• It’s best to stay clear of Yoolip for the most part. The Robo Dinos he summons are able to deal a large amount of damage to anything on the ground. Charging a Snipe in the path of Robo Dinos will surely be a near death experience.
• Yollip’s Gripping Gaze will not only hold you in place, but also interrupt Snipes. Gripping Gaze combos directly with Robo Dinos and will surely lead to a death if both of his abilities manage to land.
• Stay out of his range and on higher ground. If higher ground is not available then jump multiple times to avoid most of the damage from Robo Dinos.
• Yoolip has a Time Rift Sweet Spot when he uses Gripping Gaze as he also is immobile through the duration of the ability. Keep in mind that this will also increase the duration that your ally will be stunned aswell.
• With only one jump, Yoolip is an easy target and can be Sniped quite consistently.
Ally:
• Yoolip needs to get in close to grab an enemy with Gripping Gaze. Placing a Time Rift on an enemy traffic spot could give him the opportunity he needs. A Gripping Gaze landed within the Time Rift will allow it to do decent damage before they can get out of it.
• Enemies caught in Gripping Gaze are sitting ducks and should be Sniped with no trouble.
Chucho Krokk
Enemy:
• When on his Hyper Bike Chucho can fly around freely much like Yuri’s jetpack. The Bike Blaster projectiles pierce all enemies and have a decent range/damage. Avoid taking on Chucho while on his Hyper Bike with the Protoblaster.
• The Hyper Bike can greatly increase speed when Nitro Boost is used, but other than that the path of the bike is still somewhat predictable for any Snipes. Be wary of him jumping off his Hyper Bike when you try to line up a shot.
• If Chucho is on foot his move speed is reduced, but he is able to deploy a Sticky Bomb that follows an arc path. The Sticky Bomb attaches itself to a Naut and detonates after a few moments in a large area. Avoid allies if you have a Sticky Bomb stuck to you to avoid any further unnecessary damage.
• Avoid the Sticky Bomb by predicting its path and quickly countering it with a Snipe of your own.
• Chucho has a Time Rift Sweet spot when he is mounting his Hyper Bike. If you toss a Time Rift just as he begins mounting his bike, then the animation will take longer than usual and he will be left momentarily vulnerable.
Ally:
• If Chucho manages to land a Sticky Bomb on an enemy attempt to Snipe them before they retreat out of range. If they were low enough health, then the Sticky Bomb should finish the job.
• Avoid Sniping enemies before Chucho deploys his Sticky Bomb. The knockback of the Snipe will surely be enough to push the enemy far enough to avoid it.
• Placing the Time Rift in high traffic areas aids Chucho a great deal as he can quickly close the distance and either toss a Sticky Bomb or body block with his Hyper Bike.
Jimmy and the Lux5000
Enemy:
• Jimmy can deal insane amounts of damage at close range. Stay as far as possible from him unless you’re going in for a sure kill.
• If Jimmy is chasing you dropping a quick Time Rift at your feet should discourage him from continuing or at least give you a head start to keep running.
• Missile Barrage can deal a decent amount of damage, but the Missles travel in a linear and predictable path. Do your best to jump over or weave through them as you retreat.
• Be very wary of the LUX Charge. Much like Lonestar’s Bull, the LUX Charge will push you for as long as he keeps you in front of him. This will most likely end up at an enemy turret wear he can easily finish you off with Rattle Smash.
• Keep an eye on Jimmy’s location using the Minimap. Avoid having him above you or behind you as this could very easily lead to a LUX Charge.
• If you’re at a decent range from him, then a Snipe should be good harassment with little to no danger.
Ally:
• Feel free to follow Jimmy around, but remain behind him when engaging the enemy team.
• A Time Rift combos greatly with Jimmy’s Rattle Smash. The slow of the Rift can allow for a few extra hits that could lead to a kill.
• If Jimmy manages to pin somebody and push them onto your side of the map or against your turret, then drop a Time Rift to prevent their escape and charge a Snipe. If they manage to somehow survive they won’t for much longer with Jimmy’s Rattle Smash.
Max Focus
Enemy:
• Max can fly around freely in any direction. His movements are quite predictable and should be easy to track for a Snipe.
• Avoid Sniping in front of Max as his Scene Illumination will deal a great amount of damage to a stationary target. Snipe him from above, below, or form a hidden area on the map.
• Another reason to avoid Sniping near Max is his Slo-mo Shot. Like Time Rift, this is an area slow that will hold you charging your Snipe for longer than your comfortable with. It also combos with Scene illumination, so the best course of action is to simply run away or avoid his Slo-Mo Shot entirely.
• Place Time Rifts in vertical traffic areas to severely limit his movement and to keep him inside of Rift for as long as possible.
Ally:
• The slow of a Time Rift can allow Max Focus to deal a great amount of damage with his Scene Illumination as enemies attempt to avoid the Rift.
• Enemies caught in Slo-mo Shot can be Sniped quite easily if you charge your Snipe before the orb moves passed them.
• As with the Time Rift, enemies within the Slo-mo Shot can be somewhat body blocked. Attempt to do so while unloading on them with your Protoblaster.
Conclusion
You’ve made it to the end of this excessively long guide! The information provided here should give anyone a pretty good idea as to how Raelynn is played. More importantly the bulk of this guide should offer a way to counter every Naut in the game as well as work together with other Nauts who happen to be on your team.
Im more than happy to answer any questions or receive any criticisms one may have regarding the guide. Im also more than happy to accept any friend requests that will hopefully lead to a couple of matches of Awesomenauts together.
This guide will be continually worked on and updated.