Jesse McCree by Who_You_Expect

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Jesse McCree

By: Who_You_Expect
Last Updated: Aug 19, 2016
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Jesse McCree

Just Outlaw

'It's High Noon.'
McCree, on using 'Deadeye'.

My vision for McCree as a hero is a Ranged Assassin, that I can't seem to accurately describe with words. So, just continue on.


Rough Level 1 Stats
Health - ~1550
Basic Attack Damage - ~115
Attack Speed - ~1.8

Combat Trait

1
Peacekeeper
Passive
McCree does not use mana, he instead has an ammo system(Like Tracer). He can fire 6 shots before he has to reload over ~1.5 seconds. Activate to reload early.

In addition, each shot charges your Ultimate by 1%.

Primary Abilities

1
Fan the Hammer
Active; Targeted
McCree quickly fires all remaining shots in his clip at target enemy Hero over ~1 second. Each shot deals 35% less damage, but does ability damage. Cannot be used if you have 1 shot left in the Peacekeeper. Has a ~6 second cooldown.

This ability charges your ultimate by ~.5% per shot fired.
2
Flashbang
Active; Targeted AoE
Throw a Flashbang at target location, blinding enemy heroes hit for ~1.5 seconds, and dealing ~120 damage. Has a ~10 second cooldown.

This ability does not charge your Heroic.
3
Combat Roll
Active; Movement
McCree rolls in the direction he is facing, effortlessly reloading his Peacekeeper. Has a ~15 second cooldown.

Heroic Abilities

1
Deadeye
Active; Focus, Mark, Draw
Activate to begin channeling; All enemy heroes in a large cone in front of McCree will slowly begin to be marked, taking ~1 second to mark each enemy. At any point after at least 1 enemy has been marked, you may reactivate the skill to quickly fire at every marked enemy, dealing ~15% of their maximum health instantly. You can only mark one enemy at a time. If an enemy hero leaves the cone while marked, their mark is removed.

This ability has no cooldown; It is instead charged by dealing damage with certain abilities. Takes 100% charge to be available. It also is available from level 1.

Talents

Level 10|Tier 4(Heroics[Upgrade])
Bullet With Your Name On It - Deadeye now does 30% of every hero's maximum health(That it hits).
Marksmanship - Deadeye is charged 150%(2.5x) faster from every base source that charges it.
Boots Made For Walkin' - Deadeye now allows you to move at ~60% speed. Moving will not turn McCree while he is channeling Deadeye.

Level 20|Tier 7(Storm Talents)
It's Always Noon - Deadeye now retains 10% of its charge per enemy hero hit with it.
It's Tactical! - Combat Roll now has ~3 charges.
Salt in the Wound - Hitting an enemy with Flashbang within ~2.5 seconds of hitting them with Deadeye now makes them vulnerable for ~1.5 seconds.

Skin Concepts

Empty

Possible Quotes

Using Deadeye
'It's High Noon.'
Reactivation - 'Draw!'

Changelog

6/1/2016
Uploaded

6/2/2016
Upped Attack Speed(~1.25-~1.7); Remembered Combat Roll CD; Changed a Heroic Upgrade:
'Expanding Your Horizons -

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1
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RaidRover (2) | June 1, 2016 10:24am
The reload seems really long. He doesn't have the unlimited mobility or blistering attack speed, nor a particularly strong basic attack, to warrant such a long reload.
1
[-]
Who_You_Expect (2) | June 1, 2016 5:10pm
Numbers subject to change™

Was just trying to be careful with balance. Perhaps a shorter reload would be better, or maybe a small increase to damage. Either would work, although I'm not sure which I'd prefer. Suggestions are always appreciated.

(Edit: Upped Attack Speed from 1.25 -> 1.7)
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