McCree by Arghund

4 Votes
Rating Pending

McCree

By: Arghund
Last Updated: Feb 12, 2018
Quick Share

McCree

Old-Fashioned Bounty Hunter

(Ranged Assassin) An assassin that, together with his trusty six-iron, excels versus mobility and heroes that like to dive in close.

Yes, a scary Overwatch hero. Fear not, he isn't friends with the walls, and his dash isn't all that incredible. With those pesky Shimadas, Australian demolitionists, and British pilots all over the shop, I figured another character focused around anti-mobility was in order, preferably without much of it himself. I knew straight away I wanted to do an ammo mechanic for McCree, as a more-involved take on Tracer's trait, with his various associated talents also being an involved take on Jhin's 4th-shot mechanic, requiring management to inflict certain effects.

STRENGTHS
-High single-target damage
-High burst in close quarters
-Extensive crowd control options
-Great duelist
-Discourages mobility/dive compositions
-Gets to keep his cigar...maybe

WEAKNESSES
-Requires careful management of his ammo mechanic
-Limited self-sustain
-Limited mobility
-Limited waveclear and multi-target damage
-Ranged damage done almost purely through basic attacks; counterable by physical armor and shut down by blinds
-Expensive mana costs on utility abilities

STATISTICS
Medium Difficulty
1660 health
145 basic attack damage
1.5 attack speed
5.5 attack range
450 mana
4% scaling
https://heroeshearth.com/concepts/heroes/Malkav/mccree/ for talent breakdown; much prefer the format there

Combat Trait

1
Big Iron
McCree's Peacekeeper holds 6 rounds, and each of his basic attacks consume 1 round. Once depleted, McCree must spend 1.25 seconds reloading to continue attacking. Pressing your trait key manually reloads his gun. (Does not attack while moving, by the way.)
2
If You're Not First, You're Last (Lvl1 Talent)
The first and sixth rounds in the cylinder deal 60% additional damage. Effect reduced to 20% additional damage for Fan the Hammer.
3
Set 'Em Up, Knock 'Em Down (Lvl7 Talent)
The third round in the cylinder roots the target for 0.9 seconds. 75% reduced effect on Fan the Hammer.
4
Double-Tap (lvl13 Talent)
The second round in the cylinder ignores positive armor and deals an additional 7% of the target's maximum health. 50% reduced effect on Fan the Hammer.
5
FOUR! (Lvl16 Talent)
The fourth round in the cylinder deals 1.3% additional damage for every 1% health the target is missing. 25% reduced effect for Fan the Hammer.
6
Straight Hand (Lvl 20 Talent)
The fifth round in the cylinder stuns targets for 0.55 seconds. Who's counting? Effect preserved for Fan the Hammer.

Primary Abilities

1
Fan the Hammer
Cost: All Remaining Rounds
Cooldown: 0 seconds
Unload all remaining rounds from your cylinder, firing up to 6 small projectiles in a cone in front of you, starting out narrow and spreading greatly at longer ranges, up to 6.5 range, dealing 70 physical damage per shot. Counts as a basic attack.
2
Flashbang
Mana Cost: 75 mana
Cooldown: 12 seconds
Toss out a flashbang at the target location, exploding in a small area for 60 spell damage and stunning targets affected for 1 second.
3
Combat Roll
Mana Cost: 75 mana
Cooldown: 10 seconds
Roll a short distance in the target direction, becoming unstoppable for 0.75 seconds and reloading your revolver. Does not cleanse roots, stuns, and other hard crowd control

Heroic Abilities

1
Deadeye
Mana Cost: 60 mana
Cooldown: 70 seconds
Channel and lower your movement by 30% as you pick out your targets, preparing a single volley of shots over 4 seconds that deals up to 480 damage to each enemy hero within 8.5 range in front of you. Reactivate to fire early. If no enemy heroes are within range when firing, refund half the cooldown.
2
Dead or Alive
Mana Cost: 50 mana
Cooldown: 45 seconds
Places a bounty on an enemy hero within vision, revealing them, lowering their armor by 15, and increasing the duration of Flashbang's stun on that target by 0.25 seconds. Bounty lasts for 4.5 seconds, and your team gains 25% increased experience if the bounty is claimed. Cast range of 10.5

TALENTS

Full talent breakdown can be seen here.
https://heroeshearth.com/concepts/heroes/Malkav/mccree/

ADDITIONAL NOTES

-Deadeye automatically goes off after 4 seconds
-His reload and BAMF talent work similarly to Tracer's counterparts, indicator and all
-Deadeye has the same indicator as Overwatch to indicate its damage output
-*Double-Tap changed to ignore positive armor, as to not create negative value with Dead or Alive. Still one of the most bizarre interactions in this game.
-*Adjusted most of the cylinder talents to have a minor effect on Fan the Hammer, so you have a tangible reason to use it while running those talents
-*Dead or Alive's base cast range nerfed down to 10.5; does too much to be global
-Deadeye in this concept is designed to mainly be a wombo heroic; less effective without setup or into crowd control, but devastating if you're able to deal full damage, or close to it. The killshot property from Overwatch was immediately thrown out and made a lvl20 upgrade to minimize its frustration.
-Movement commands while channeling Deadeye would work similarly to D.Va's emitter; you can still move in all directions, you're just unable to turn
-You cannot reload a full cylinder
-*Added some sample talents related to his trait

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
1
[-]
BossProBlade | October 1, 2018 7:53pm
Absolutely LOVE This!
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved