It’s basically just bio for most of the grinding process, right?
From what I have seen, I would level as P0 with mules. Have not seen any P1 leveling Raynors that would be useful, even when I carry for 10-15 min they still lose all army and die the moment I stop doing everything.
I prefer P1 Raynor because I can actually run out of minerals pumping weaker bio. At least, that’s what happens to me on DoN.
P0 or P1 are both good to level with; bio’s the way to go for sure, but don’t forget that you can bolster it with some mech units if the enemy comp hard counters bio. Since you aren’t getting the increased health from armour until halfway through they’re going to hit your bio harder than you might be used to. (More useful for P0 than P1, but still something to keep in mind)
P2’s useable once you unlock Afterburners, but you’re still going to be missing the splash air upgrades so it’s not always going to be as strong. I still found Bio to be the way to go here, with P0-2 all being options though, for different reasons.
P3 I don’t see generally useful for leveling personally. At lvl 15 it’s great mind, but it’s going to do as much until you get some better upgrades unlocked, and especially is much stronger with the calldown masteries.
Use P1 to grind all your Raynor prestiges. It’s nice and smooth. Pre-level 7 is a little inconvenient (no drop pods), but those 2xHP on bio are niceeeee.
Personally, until I got BCs in P3, I just went Marine/Medic every game off of 2 or 4 CC.
In P3, once you have BCs unlocked, you can afford double bumping BCs + double upgrades off of 4CC with MULEs.
Don’t ever go full mech if playing P2 against air comps, it’s not worth it.
If playing P1 then make extra medics and don’t stim your entire army for every engagement, just chunks of the units in front so you don’t run out of medic energy.
Likewise P1 is more difficult to play at the start because you have to keep your cc from going idle since it takes forever to saturate your bases and get your income flowing without mules.
If you don’t want to deal with any of this then play regular Raynor and lose your bio ball to one storm and remake it with your 20 mules.
I was going to say this. I thought Raynor was surprisingly ineffectual until the drop pods allowed instant and continual reinforcements. Once I hit level 8 though P1 started to click.
Looking at his other prestiges, P1 is probably the way to go. Even without mules I was floating a lot more resources than I do with P0. Suck it up till level 8 then it should be fairly easy.
If you use less than 3 orbitals of MULEs, that’s 3 orbitals without scan, roughly 4 totally in practice, then p1 is better. If you need more than that, p0 is better. So basically, p1 is better for people who can micro better, or who can’t macro in the first place.
A mule mines up to 300 minerals, that is 6 marines worth of dps.
P1 marines only have double life. For me it is P0 with mules for days.
Unlocking drop pods is a life changer indeed, feel handicapped without it.
Normally I’d agree with what you said 100%, but Raynor confounds the formula a fair bit because of his drops pods and mules. As long as the fight doesn’t go too far out of favour he’s able to keep the dps of his Marines up just fine with the lower health by just replacing the bodies.
Not to say that P0 is better per se. But while P1’s units get a lot more value, P0 doesn’t really care much about how valuable his units are beyond damage as long as he keeps the flood up.
But this is good! Both have their uses, it’s proper give and take.
P0 if you want faster scaling and dmg overall.
P1 if you want a very sturdy bio army.
The key here is that despite medics running out of energy frequently, at lv 4 the dmg reduction coming from healing is a huge deal for P1, you rarelly lose army unless overextension.
So play P1 mostly, go back to standard if you’re feeling bored of playing Raynor as you’re grinding levels.
Either P0 or P1 are good for lvl-ing low level.
It depends on your play style though.
P1 demands that you have better micro than p0 to keep your bio alive. P0 u can just throw them away ‘cause MULE is mineral cheat.
Since my micro isn’t silver-level, i prefer to use p0. The risk of losing an entire marines squad to reavers are too high for me.
P1 is good, but heavy AOE compositions still punish hard - mass storms, bane/viper. Thankfully haven’t encountered reaver/disruptor yet.
Isn’t it 225?
P1 till lvl8.
Once P3 is unlocked, I used it without problems from lvl 1 to 15, it is pretty good, and sole reason why I even bothered with his prestige 
This. All you need is few hellbats against Z or bunch of marauders against robo or terran mech and the rest are marines + medics. First few minutes may be tricky, but your bio is super tanky with p1 and dmg output is insane, as we all know. Just pre-split and scan if necessary, stim and profit.
As a defnitely-not-pro player - so this applies to any skill level - I’d say:
- for P1, stick with P0 at least until you get orbital drop pods (lvl 8). I’d recommend using P0 until lvl 10 when you get Vanadium plating and can actually beef up your units’ health with each armour upgrade. Always have Firebats & Marauders to tank, even against air comps.
- for P2, use P0 as above until lvl 11 when you have access to the AfterBurners upgrade (and maybe P1 until for just your level 10 match coz of vanadium plating). Before lvl 11 in P2, units cost more for absolutely no benefit. Or stick with P0/P1 till the end. The lvl 15 upgrade (15% attack speed increase) makes a big diff to mech; and stim’ed marines of P0 & P1 make the lack of that less obvious.
- for P3, you could use it from the very beginning since flying units can get to your rally point quickly. And this prestige affects your calldown cooldowns from lvl 1 onwards. But I’d say wait until you get the Medic improved+mech heal at lvl 4. Vikings without splash dmg (available at lvl 13) make enemy air comps harder than they should be. Until you have a large Viking+Banshee (or BC) army, always keep making Marines. And remember to make your way to 6-8 OC’s if you’re playing brutal. Mineral cost in P3 is 50% higher than on P0 an P1, so if you generally do Brutal with 4-6 OC’s, this one needs 6-8.
Yes, Vikings p2 are strong against all air comps but u need to supplement with marines medics.
P1 Raynor is honestly quite weak.
Bio units having double health is honestly not a replacement for having infinite minerals.
Heavy AOE Amon armies will still cause immense damage on your bio army.
P1 makes Raynor a lot simpler to play but Bio units having double health is not enough compensation for missing Mules.
Also P1 Raynor makes medics go out of mana really badly because there is double the amount of HP they need to heal.
I would recommend leveling as default raynor instead of P1.
Check out starcraft2coop website for Raynor build order (rush at least 4 Orbital Commands, spam mules).
P1 can level fine and has a lower skill floor (and lower ceiling) than P0. Brutal can be annoying before you get orbital drop pods, especially on larger maps like Malwarfare or Vermillion Problem.
P0 lets you more easily weave in non-bio answers, like mech or static defense due to the much higher income - but to capitalize on that you have to be good at replenishing your bioball constantly otherwise you won’t make it that far.