McCree by Sabretooth

20 Votes

McCree

By: Sabretooth
Last Updated: Feb 3, 2016
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McCree

The Bounty Hunter

Armed with his PeaceKeeper revolver, the outlaw Jesse McCree doles out justice on his own terms.

Combat Trait

1
PeaceKeeper
McCree must reload his PeaceKeeper after six shots. Can be activated to reload before all six shots are fired. Reloading takes 0.5 seconds.

Primary Abilities

1
Quick Draw
Mana Cost: 10 mana per shot (e.g. 6 shots costs 60 mana)
Cooldown: 6 seconds

McCree fires off all shots in his PeaceKeeper at an enemy. Quick Draw does bonus damage (50 +10/level) if PeaceKeeper is fully loaded. Cannot be used if PeaceKeeper only has one shot.
Each Quick Draw shot does the same damage as basic attacks. 
2
FlashBang
Mana Cost: 50
Cooldown: 10 Seconds
Area of Effect

McCree heaves a blinding grenade that explodes after leaving his hand, shortly stunning for 0.5 seconds and blinding for 1 second any enemies in the area.
3
Combat Roll
Mana Cost: 75
Cooldown: 10 seconds

McCree rolls harmlessly to target area, reloading his Peacekeeper in the process. Combat Roll cannot be used through terrain.

Heroic Abilities

1
Deadeye
Mana Cost: 100
Cooldown: 90 seconds

McCree takes aim at the enemies in a cone in front of him and marks them. After a 2 second charge up, McCree deals large damage to all marked enemies for 900 (+50/level) damage. Enemies can see the area of McCree's Deadeye including the mark on themselves and can remove it by leaving the area.
2
12 Shooter
Passive

McCree is passively granted a second barrel for his PeaceKeeper, increasing his amount of ammunition to 12 shots. McCree can fire all 12 shots before having to reload, but Quick Draw will still only fire six shots. When activated, McCree's attack speed is increased by 25% for 10 seconds.

Statistics

HP: 1273

Tier 1 Talents

Seasoned Marksmen:

Tier 2 Talents

Vampiric Assault: Basic attacks heal for 15% of the damage dealt to the primary target.

Duck and Roll: The distance Combat Roll covers is increased by 50%.

Strong Arm: Range on Flashbang is increased by 100%.

Big Bang:

Tier 3 Talents

Searing Attacks: Activate to increase basic attack damage by 50% for 5 seconds. Each attack costs 15 mana.

Tackle: Combat Rolling into an enemy hero will briefly stun them.

That's gotta Smart: Damage bonus on a six shot Quick Draw is doubled.

Tactical Option: Reloading before Peacekeeper is empty will grant McCree a brief shield.

Tier 4 Talents

Deadeye:

Tier 5 Talents

Giant Killer: Basic attacks against enemy heroes deal bonus damage equal to 1.5% of the heroes maximum health.

In and Out: Using Quick Draw immediately after Combat Roll resets Combat Roll's cooldown.

Duel: Quick Draw does bonus damage to an enemy hero if no other enemy heroes are near by.

Slug Rounds: Quick Draw slows the target by 50% for 1 second.

Tier 6 Talents

Hidden Arsenal: Flashbang can be cast a second time for free if use immediately after the first time.

Whoa There: The stun and blind on Flashbang is doubled.

Stoneskin: Activate to gain 30% of your maximum health as a shield for 5 seconds.

Tier 7 Talents

This Town ain't Big Enough: Deadeye's charge up time is reduced to 1 second.

Sleight of Hand: 12 Shooter's passive also reduces Quick Draws cooldown by 50% and the attack speed increase is increase to 50%.

Nexus Frenzy: Increases attack speed by 20% and attack range by 20%.

Bolt of the Storm: Activate to teleport to nearby location.

Additional Information

HP/HP Regen:

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2
[-]
TheHereticOne (10) | January 10, 2016 11:53am
Little Correction on a possible problem : Deadeye does 2900 damage at level 20. I know the channel time may seem long but... No other ability does that. Paired with a mosh pit, it's imbalanced. Sure, mosh pits may seem hard to hit and all and so it'd balance out but no. 2900 damage to EVERY target in an area is just... way too much.
1
[-]
StarF | April 14, 2016 10:54pm
Li mings ult feels like that
1
[-]
TheBukoJoe | January 4, 2016 11:43am
I really like this concept and I love to see this in the game but I just find the 2nd heroic ability a little problematic. Maybe add an activatable skill for the 12 Shooter like Cho'Gall's Twilight Hammer. It has a passive buff and an activatable swing to stun. Sleight of Hand talent is also more of a talent for Quick Draw and not 12 Shooter.
1
[-]
Sabretooth (1) | January 6, 2016 4:50am
Thanks for the suggestion. To be honest I was never truly happy with his second ultimate and was wondering how to change it. I really like your suggestion and will likely change the ultimate in the future 😀
1
[-]
sean2562 | May 18, 2016 3:28am
You could remove the second ult and make him a bit more like tracer, not necessarily giving him his ult from level 1 but giving him 2/3 different ways to build his ult.
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