Jesse McCree by Biyanetta

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Jesse McCree

By: Biyanetta
Last Updated: Oct 23, 2018
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Jesse McCree

The Runaway Vigilante

As a long-time member of Blackwatch and a man with a hard time getting luck on his side, Jesse McCree has made quite the reputation for himself. Sometimes praised for his heroic actions and other times hunted down for his crimes, he's constantly on the move fighting for what he believes is a right cause.



Role: Ranged Assassin
Health: 1670
Health Regeneration: 3.13 per second
Mana: 500
Mana Regeneration: 2.9 per second
Basic Attack Damage: 145
Basic Attack Speed: 1
Range: 5.5
Scaling: 4%

Combat Trait

1
Peacekeeper
McCree shoots his trusted Peacekeeper while using his Basic Attacks and Fan the Hammer. He can shoot up to 6 times before having to reload for 1.1 seconds. Pressing the Trait key and mounting will cast a reload if he's missing rounds. McCree can walk while reloading, but using any ability will cancel it.

Primary Abilities

1
Fan the Hammer
Damage: 59 per shot (Physical Damage)
Fire rate: One shot every 0.22 seconds, first shot is inmediate
Cooldown: 8 seconds
Mana cost: 40

McCree empties his Peacekeeper with blinding speed and damages the closest enemy in a small cone in front of McCree, dealing Physical Damage.
2
Combat Roll
Cooldown: 11 seconds
Mana cost: 40

McCree does a quick dodge in the targeted direction, allowing him to go through Heroes and instantly reloading his Peacekeeper.
3
Flashbang
Damage: 112
Stun duration: 0.75 seconds
Cooldown: 13 seconds
Mana cost: 50

McCree launches a flashbang grenade at the targeted location, doing 90 damage and stunning enemies in a small area.

Heroic Abilities

1
Deadeye
Damage: 260/385/410
Cooldown: 70 seconds
Mana cost: 65

McCree focuses and aims to every enemy Hero within his range of vision for 6 seconds, closing a reticle on them every second they stand near him until it fully closes after 3 seconds. After firing, every enemy Hero focused at that time will recieve 260, 385 or 410 damage depending on how many seconds McCree was able to aim at them. While in Deadeye, McCree's range is increased by 1 and recieves 10 armor, but he moves 30% slower.
2
Unfair Duel
Damage: 340
Taunt duration: 1 second
Cooldown: 60 seconds
Mana cost: 80

McCree taunts a nearby enemy Hero for 1 second and shoots them at close range, dealing 340 damage and knocking them back.

Talents

LEVEL 1

(Passive) True Sharpshooter
Quest: Hit enemy Heroes with Basic Attacks without dying.
Reward: After hitting Heroes 30 times, increase McCree's Basic Attack and Fan the Hammer damage by 40.
Reward: After hitting Heroes 50 times, increase McCree's Range is increased by 0.5.

(W) Combat Maneuvers
Combat Roll's distance is increased by 15%.

(Q) Magic Hands
Fang the Hammer now does Spell Damage instead of Pshysical Damage.

(Passive) Save the Best for Last
McCree's last round in the cylinder does 30% more damage and splashes for 50% the damage dealt. This effect is not active while using Fan the Hammer.


LEVEL 4

(E) Top Notch Grenades
Quest: Hit Heroes with Flashbang.
Reward: After hitting 12 Heroes, increase Flashbang's Cast Range by 25%.
Reward: After hitting 25 Heroes, increase Flashbang's stun duration by 0.5 seconds.

(Active) Bottom's Up!
Cooldown: 40 seconds
Activate to heal McCree for 30% of his maximum health over 5 seconds.

(Z) Time to Ride Off Into the Sunset
Gain an additional 10% movement speed while mounted and attacks weaker than 210 damage (+4% per level) cannot dismount McCree.


LEVEL 7

(Active) The Good
Cooldown: 60 seconds
Activate to make your next Flashbang able to remove stuns and roots from ally Heroes, but it won't stun or damage enemies. This Flashbang has no mana cost and reduces the next Flashbang's cooldown by half.
Passive: Increase McCree's Basic Attack speed by 10%. Fan the Hammer's range is increased by 15% and it now prioritizes Heroes, dealing 50% more damage to them, but increases its cooldown by 2 seconds.

(Active) The Bad
Cooldown: 60 seconds
Activate to mark an enemy Hero for 30 seconds. Hitting the marked Hero with Basic Attacks deals 30% more damage and gives McCree a stack of Bribe. Killing the marked Hero gives 20 stacks and reduces the cooldown of The Bad by 50 seconds.
Bribe
McCree can store up to 50 stacks, and use 25 to bribe.


(W) The Ugly
Combat Roll can now go through terrain and obstacles.
Passive: If McCree recieves damage below 30% of his maximum health, his Movement Speed is increased by 15% for 5 seconds. This effect has a cooldown of 30 seconds.
Passive: Both his Basic Attacks and Fan the Hammer's speed are decreased by 10%, but their damage is increased by 10%.


LEVEL 13

(E) Lights Out
After Flashbang's stun wears off, affected Heroes are blinded for 3 seconds.

(W) The Extra Mile
After using Combat Roll, McCree's movement speed is increased by 10% for 3 seconds. Hitting enemy Heroes with Basic Attacks while this effect is active will increase its duration by 0.5 seconds, up to 2 seconds.

(Z) Loyal Companion
Mounting no longer has to be channeled and drops an untalented Flashbang at McCree's location that explodes after 0.5 seconds (This effect has a cooldown of 40 seconds).


LEVEL 16

(Passive) Run n' Gun
McCree can now use his Basic Attacks while moving.

(Z) On the Road
McCree can now use his Basic Attacks while mounted. After dismounting, McCree's next Basic Ability will deal 10% more damage.

(W) No Sweat
McCree can now store an extra charge of Combat Roll, with a 2 second cooldown between uses.


LEVEL 20

(R) Reach for the Sky
McCree can now aim to whoever he has vision of, and fully focusing an enemy Hero will now deal an extra 20% of the target's maximum Health.

(R) The Method of Choice
Unfair Fight's deals an extra 50% of the target's missing Health. If McCree's target dies while taunted, he's able to use Unfair Duel again for free within the next 10 seconds.

(Passive) This Gunslinger's Loaded!
Hitting enemy Heroes with Basic Attacks and Fan the Hammer reduces the cooldown of both his Basic and Heroic abilities by 1 second. Additionaly, the mana cost of all his Basic Abilities is reduced by 10.

(Active) I Count Six Shots...
Cooldown: 120 seconds
Activate to give McCree a second Peacekeeper, doubling his magazine size and increasing his Basic Attack Speed by 50% for 15 seconds. This effect can be casted while mounted.

Personal Thoughts

I've always felt McCree is one of the most important characters in Overwatch both lore-wise and gameplay-wise. Because of this, his appearance into the Nexus would be a pleasant surprise and a nice addition for those who like skill-based Heroes.

Why give him mana?
Characters that don't rely on mana are a bit tricky to balance, as they can be left behind by new mechanics or metas (Chen and D.Va are good examples of this) or can become a big threat in the proper situation (Tracer, Fenix and even Junkrat are examples of this). In the case of McCree, his powerful burst-damage potential and AoE Crowd Control effects as well as a goood mobility tool could make him a serious threat should he never run out of skills to use, as he can be more durable than similar characters like Raynor or Cassia.

Why the long cooldowns?
It comes down on how useful his Abilities are. What if Fend only had a 5 second cooldown? What if Valla could use Vault every 6 seconds? Aren't AoE stuns usually attatched to Heroic Abilities? If you give a Hero short cooldowns, you'll make them a whole lot powerful by being able to do more damage and secure kills more easily.

Did you just make a Mount build?
Yep. I think that the best part of HotS is the ability to play your character the way you want, so I've tried my best to create a wide build variety for every player. AoE cleanses, a tormentous challenging quest for experienced players, and the ability to kill someone while riding a happy cloud.

Why does Fan the Hammer deal Physical Damage?
The key to playing McCree effectively is making the most out of his shots. If one were to use Fan the Hammer whenever it's on cooldown because they get blinded very often, either they locked McCree too early while drafting or they need to improve their stutter steping. I added a talent at level 1 to help overcoming this issue (as well as a build of some sort) but it comes with a cost of not choosing a better escape tool or more damage potential and even a better solution for this problem.

In conclusion, McCree is supposed to be as enjoyable as possible by giving him good tools and talent variety, as well as rewarding skillful plays. I wanted to finish this before BlizzCon breaks my heart, so I hope you all like this concept! Any feedback is appreciated.

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