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Raynor

Odehráno her:34WinRate:47.06%
Výhry:16Prohry:18

Strom talentů
#WinRatePopularitaHryVýhryProhry14710131620
1.33.33%100.00%936
Veteran Marksman
Quest: Every time the primary target of Give 'Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

Gambit: Gain 60% bonus Give 'Em Some Pepper damage. Every death reduces this bonus by 15%.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Unstable Compound
Increase the area of Give 'Em Some Pepper by 15%. Each enemy Hero hit by Give 'Em Some Pepper grants Raynor 10 Mana and reduces the cooldown of Penetrating Round by 1.5 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Rallying Cry
Increase the Attack Speed bonus of Inspire by 20%.

Passive: After every 12 Basic Attacks, cast Inspire for free.
Execute Orders
Reduce Raynor's death timer by 35 seconds. Upon death, the Hyperion is cast towards the closest enemy Hero.
2.66.67%33.33%321
Ace In The Hole
Deal 12% more damage to Stunned or Slowed Heroes.

Enemy Heroes hit by Give 'Em Some Pepper are Slowed by 10% for 2.5 seconds.
Sustaining Rounds
Give 'Em Some Pepper heals Raynor for 3% of his maximum Health, increased to 6% if the primary target is a Hero.
Fuel The Rush
Reduce the Mana cost of Adrenaline Rush from 75 to 45. While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 300%.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Giddy-Up
Gain 10% Movement Speed while mounted and unmounted. Inspire grants 10% more Movement Speed.
Paint Them Red
Increase the damage of Penetrating Round by 50% and heal for 90% of the damage Penetrating Round deals to Heroes.
Execute Orders
Reduce Raynor's death timer by 35 seconds. Upon death, the Hyperion is cast towards the closest enemy Hero.
3.100.00%22.22%220
Veteran Marksman
Quest: Every time the primary target of Give 'Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

Gambit: Gain 60% bonus Give 'Em Some Pepper damage. Every death reduces this bonus by 15%.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Unstable Compound
Increase the area of Give 'Em Some Pepper by 15%. Each enemy Hero hit by Give 'Em Some Pepper grants Raynor 10 Mana and reduces the cooldown of Penetrating Round by 1.5 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Rallying Cry
Increase the Attack Speed bonus of Inspire by 20%.

Passive: After every 12 Basic Attacks, cast Inspire for free.
Cavalry's Arrived
Give 'Em Some Pepper lowers the cooldown of Hyperion by 5 seconds if the primary target is a Hero. These Heroes are targeted by the Hyperion for 100% increased damage for 6 seconds.
4.50.00%22.22%211
Veteran Marksman
Quest: Every time the primary target of Give 'Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

Gambit: Gain 60% bonus Give 'Em Some Pepper damage. Every death reduces this bonus by 15%.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Unstable Compound
Increase the area of Give 'Em Some Pepper by 15%. Each enemy Hero hit by Give 'Em Some Pepper grants Raynor 10 Mana and reduces the cooldown of Penetrating Round by 1.5 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Rallying Cry
Increase the Attack Speed bonus of Inspire by 20%.

Passive: After every 12 Basic Attacks, cast Inspire for free.
5.100.00%11.11%110
Veteran Marksman
Quest: Every time the primary target of Give 'Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

Gambit: Gain 60% bonus Give 'Em Some Pepper damage. Every death reduces this bonus by 15%.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Unstable Compound
Increase the area of Give 'Em Some Pepper by 15%. Each enemy Hero hit by Give 'Em Some Pepper grants Raynor 10 Mana and reduces the cooldown of Penetrating Round by 1.5 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Rallying Cry
Increase the Attack Speed bonus of Inspire by 20%.

Passive: After every 12 Basic Attacks, cast Inspire for free.
Sergeant Pepper
Give 'Em Some Pepper now activates every 3 Basic Attacks.
6.100.00%11.11%110
Ace In The Hole
Deal 12% more damage to Stunned or Slowed Heroes.

Enemy Heroes hit by Give 'Em Some Pepper are Slowed by 10% for 2.5 seconds.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Fuel The Rush
Reduce the Mana cost of Adrenaline Rush from 75 to 45. While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 300%.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Giddy-Up
Gain 10% Movement Speed while mounted and unmounted. Inspire grants 10% more Movement Speed.
Paint Them Red
Increase the damage of Penetrating Round by 50% and heal for 90% of the damage Penetrating Round deals to Heroes.
7.100.00%11.11%110
Exterminator
Basic Attacks deal 50% more damage to Minions, Mercenaries, and Monsters. This is increased to 125% while Inspire is active.

Passive: Inspire does not expire on friendly Minions and Mercenaries.
Fight or Flight
Reduce Adrenaline Rush's cooldown by 10 seconds. Casting Adrenaline Rush grants 25 Armor for 3 seconds.
Fuel The Rush
Reduce the Mana cost of Adrenaline Rush from 75 to 45. While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 300%.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Rallying Cry
Increase the Attack Speed bonus of Inspire by 20%.

Passive: After every 12 Basic Attacks, cast Inspire for free.
8.100.00%11.11%110
Veteran Marksman
Quest: Every time the primary target of Give 'Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

Gambit: Gain 60% bonus Give 'Em Some Pepper damage. Every death reduces this bonus by 15%.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Unstable Compound
Increase the area of Give 'Em Some Pepper by 15%. Each enemy Hero hit by Give 'Em Some Pepper grants Raynor 10 Mana and reduces the cooldown of Penetrating Round by 1.5 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Bounty Hunter
If Give 'Em Some Pepper's target is a Hero, it deals an additional 3% of their maximum Health as damage and grants Raynor 10 Armor for 3 seconds.

Activate Give 'Em Some Pepper to apply it to Raynor's next Basic Attack.
9.100.00%11.11%110
Ace In The Hole
Deal 12% more damage to Stunned or Slowed Heroes.

Enemy Heroes hit by Give 'Em Some Pepper are Slowed by 10% for 2.5 seconds.
Fight or Flight
Reduce Adrenaline Rush's cooldown by 10 seconds. Casting Adrenaline Rush grants 25 Armor for 3 seconds.
Fuel The Rush
Reduce the Mana cost of Adrenaline Rush from 75 to 45. While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 300%.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Rallying Cry
Increase the Attack Speed bonus of Inspire by 20%.

Passive: After every 12 Basic Attacks, cast Inspire for free.
Raiders Roll
Adrenaline Rush grants Unstoppable and continues healing for an additional 2 seconds. The additional duration ends upon reaching 70% Health.
10.100.00%11.11%110
Ace In The Hole
Deal 12% more damage to Stunned or Slowed Heroes.

Enemy Heroes hit by Give 'Em Some Pepper are Slowed by 10% for 2.5 seconds.
Fight or Flight
Reduce Adrenaline Rush's cooldown by 10 seconds. Casting Adrenaline Rush grants 25 Armor for 3 seconds.
Heavy Slugs
Increase Penetrating Round's Slow by 15% and its duration by 2 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Giddy-Up
Gain 10% Movement Speed while mounted and unmounted. Inspire grants 10% more Movement Speed.
Paint Them Red
Increase the damage of Penetrating Round by 50% and heal for 90% of the damage Penetrating Round deals to Heroes.
11.100.00%11.11%110
Ace In The Hole
Deal 12% more damage to Stunned or Slowed Heroes.

Enemy Heroes hit by Give 'Em Some Pepper are Slowed by 10% for 2.5 seconds.
Sustaining Rounds
Give 'Em Some Pepper heals Raynor for 3% of his maximum Health, increased to 6% if the primary target is a Hero.
Fuel The Rush
Reduce the Mana cost of Adrenaline Rush from 75 to 45. While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 300%.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Giddy-Up
Gain 10% Movement Speed while mounted and unmounted. Inspire grants 10% more Movement Speed.
Paint Them Red
Increase the damage of Penetrating Round by 50% and heal for 90% of the damage Penetrating Round deals to Heroes.
12.100.00%11.11%110
Ace In The Hole
Deal 12% more damage to Stunned or Slowed Heroes.

Enemy Heroes hit by Give 'Em Some Pepper are Slowed by 10% for 2.5 seconds.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Unstable Compound
Increase the area of Give 'Em Some Pepper by 15%. Each enemy Hero hit by Give 'Em Some Pepper grants Raynor 10 Mana and reduces the cooldown of Penetrating Round by 1.5 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Rallying Cry
Increase the Attack Speed bonus of Inspire by 20%.

Passive: After every 12 Basic Attacks, cast Inspire for free.
Cavalry's Arrived
Give 'Em Some Pepper lowers the cooldown of Hyperion by 5 seconds if the primary target is a Hero. These Heroes are targeted by the Hyperion for 100% increased damage for 6 seconds.
13.0.00%11.11%101
Ace In The Hole
Deal 12% more damage to Stunned or Slowed Heroes.

Enemy Heroes hit by Give 'Em Some Pepper are Slowed by 10% for 2.5 seconds.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Unstable Compound
Increase the area of Give 'Em Some Pepper by 15%. Each enemy Hero hit by Give 'Em Some Pepper grants Raynor 10 Mana and reduces the cooldown of Penetrating Round by 1.5 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Rallying Cry
Increase the Attack Speed bonus of Inspire by 20%.

Passive: After every 12 Basic Attacks, cast Inspire for free.
Execute Orders
Reduce Raynor's death timer by 35 seconds. Upon death, the Hyperion is cast towards the closest enemy Hero.
14.0.00%11.11%101
Veteran Marksman
Quest: Every time the primary target of Give 'Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

Gambit: Gain 60% bonus Give 'Em Some Pepper damage. Every death reduces this bonus by 15%.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Heavy Slugs
Increase Penetrating Round's Slow by 15% and its duration by 2 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Giddy-Up
Gain 10% Movement Speed while mounted and unmounted. Inspire grants 10% more Movement Speed.
Paint Them Red
Increase the damage of Penetrating Round by 50% and heal for 90% of the damage Penetrating Round deals to Heroes.
15.0.00%11.11%101
Veteran Marksman
Quest: Every time the primary target of Give 'Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

Gambit: Gain 60% bonus Give 'Em Some Pepper damage. Every death reduces this bonus by 15%.
Sustaining Rounds
Give 'Em Some Pepper heals Raynor for 3% of his maximum Health, increased to 6% if the primary target is a Hero.
Fuel The Rush
Reduce the Mana cost of Adrenaline Rush from 75 to 45. While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 300%.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Giddy-Up
Gain 10% Movement Speed while mounted and unmounted. Inspire grants 10% more Movement Speed.
Paint Them Red
Increase the damage of Penetrating Round by 50% and heal for 90% of the damage Penetrating Round deals to Heroes.
Execute Orders
Reduce Raynor's death timer by 35 seconds. Upon death, the Hyperion is cast towards the closest enemy Hero.
16.0.00%11.11%101
Veteran Marksman
Quest: Every time the primary target of Give 'Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

Gambit: Gain 60% bonus Give 'Em Some Pepper damage. Every death reduces this bonus by 15%.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Unstable Compound
Increase the area of Give 'Em Some Pepper by 15%. Each enemy Hero hit by Give 'Em Some Pepper grants Raynor 10 Mana and reduces the cooldown of Penetrating Round by 1.5 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
17.0.00%11.11%101
Ace In The Hole
Deal 12% more damage to Stunned or Slowed Heroes.

Enemy Heroes hit by Give 'Em Some Pepper are Slowed by 10% for 2.5 seconds.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Fuel The Rush
Reduce the Mana cost of Adrenaline Rush from 75 to 45. While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 300%.
Raynor's Raider
Summon a Banshee that assists Raynor. The Banshee deals 84 (+4% per level) damage per second and regenerates 75 (+4% per level) Health per second if it hasn't taken damage in the last 4 seconds. Can reactivate to retarget or move the Banshee.

The Banshee respawns automatically after 45 seconds.
Giddy-Up
Gain 10% Movement Speed while mounted and unmounted. Inspire grants 10% more Movement Speed.
18.0.00%11.11%101
Veteran Marksman
Quest: Every time the primary target of Give 'Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

Gambit: Gain 60% bonus Give 'Em Some Pepper damage. Every death reduces this bonus by 15%.
Sustaining Rounds
Give 'Em Some Pepper heals Raynor for 3% of his maximum Health, increased to 6% if the primary target is a Hero.
Heavy Slugs
Increase Penetrating Round's Slow by 15% and its duration by 2 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Giddy-Up
Gain 10% Movement Speed while mounted and unmounted. Inspire grants 10% more Movement Speed.
Paint Them Red
Increase the damage of Penetrating Round by 50% and heal for 90% of the damage Penetrating Round deals to Heroes.
Sergeant Pepper
Give 'Em Some Pepper now activates every 3 Basic Attacks.
19.0.00%11.11%101
Veteran Marksman
Quest: Every time the primary target of Give 'Em Some Pepper is a Hero, permanently increase its damage bonus by 0.75%.

Gambit: Gain 60% bonus Give 'Em Some Pepper damage. Every death reduces this bonus by 15%.
Behemoth Armor
Gain 200 bonus maximum Health.

Quest: Every time Give 'Em Some Pepper's primary target is a Hero, gain an additional 8 maximum Health.
Unstable Compound
Increase the area of Give 'Em Some Pepper by 15%. Each enemy Hero hit by Give 'Em Some Pepper grants Raynor 10 Mana and reduces the cooldown of Penetrating Round by 1.5 seconds.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Paint Them Red
Increase the damage of Penetrating Round by 50% and heal for 90% of the damage Penetrating Round deals to Heroes.
Cavalry's Arrived
Give 'Em Some Pepper lowers the cooldown of Hyperion by 5 seconds if the primary target is a Hero. These Heroes are targeted by the Hyperion for 100% increased damage for 6 seconds.
20.0.00%11.11%101
Exterminator
Basic Attacks deal 50% more damage to Minions, Mercenaries, and Monsters. This is increased to 125% while Inspire is active.

Passive: Inspire does not expire on friendly Minions and Mercenaries.
Fight or Flight
Reduce Adrenaline Rush's cooldown by 10 seconds. Casting Adrenaline Rush grants 25 Armor for 3 seconds.
Fuel The Rush
Reduce the Mana cost of Adrenaline Rush from 75 to 45. While Inspire is active, increase Adrenaline Rush's cooldown reduction from Basic Attacks by 300%.
Hyperion
Order the Hyperion to make a strafing run for 12 seconds, hitting up to 4 enemies for 66 (+4% per level) damage every second. Every 4 seconds, it can fire its Yamato Cannon at a Structure, dealing 794 (+4% per level) damage.
Give Me More!
Increase Adrenaline Rush healing by 50%. While Inspire is active, gain 1 Basic Attack range.
Hry
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