MCCREE

Role: / HP: 200 / Difficulty:

OVERVIEW

McCree is a powerful aim-reliant Offense Hero from the Doc Holliday quick draw duels days of the past. McCree’s shot hit for impressive burst damage, and burns through the health of any foe he can land headshots on. While comfortable at long range, he’s also adept at fighting up close with his potent kit focused on outmaneuvering and disrupting in solo duel settings.

McCree’s role in a fight is to avoid damage as long as possible, picking enemies off with lethal shots, throwing Flashbangs to stun targets in place, and performing Combat Rolls to evade his enemy and confirm eliminations in style. What he lacks over his Hitscan counterpart (Soldier 76) is the ability to sustain constant damage and self-healing in a battle contesting his location. Highly accurate aim and well timed shots with McCree puts you in the shoes of a gunslinging Cowboy from the Wild West.

OVERVIEW

McCree is a powerful aim-reliant Offense Hero from the Doc Holliday quick draw duels days of the past. McCree’s shot hit for impressive burst damage, and burns through the health of any foe he can land headshots on. While comfortable at long range, he’s also adept at fighting up close with his potent kit focused on outmaneuvering and disrupting in solo duel settings.

McCree’s role in a fight is to avoid damage as long as possible, picking enemies off with lethal shots, throwing Flashbangs to stun targets in place, and performing Combat Rolls to evade his enemy and confirm eliminations in style. What he lacks over his Hitscan counterpart (Soldier 76) is the ability to sustain constant damage and self-healing in a battle contesting his location. Highly accurate aim and well timed shots with McCree puts you in the shoes of a gunslinging Cowboy from the Wild West.

ABILITIES

Damage 21-70

Damage Fall-Off: 22-45m

Rate: 2s

McCree’s primary fire shoots a single, perfectly accurate bullet down the crosshairs. He has greater fall-off compared to his hitscan counterpart, Soldier 76, but makes up for it with the capability of quickly bursting down squishy 200HP heroes with a consecutive headshot and bodyshot. McCree players tend to utilize ‘flicking aim’ as opposed to ‘tracking aim’ that Soldier 76 players may use.

Damage 13.5-45

Rate: 6.9/s

McCree’s secondary fire “fans” the Peacekeeper’s hammer, causing him to unload the remaining rounds in the Peacekeeper’s cylinder at lightning speed. The bullets from the secondary fire cannot headshot and has low accuracy due to the speed the gun is discharged, making this ability optimal only in a close range. This ability is unable to land headshot damage.

Damage 25

Range: 5m

Duration: 0.7s stun

Cooldown: 10s

When activated, McCree hurls a small grenade in an arc, which detonates after traveling a short distance. Enemies caught in the explosion are dealt a small amount of damage and briefly stunned. You can also purposely detonate this grenade against surfaces such as walls or the floor, which can be greatly useful against a deflecting Genji or pesky Tracer. This ability is designed to counter flankers.

Range 6m

Duration: 0.5s

Cooldown: 8s

When activated, McCree rolls a short distance in the direction he’s currently moving. He also fully reloads his Peacekeeper during the roll. This ability can interrupt his Fan the Hammer, allowing McCree to use Fan the Hammer, quickly reload with his roll, and then use Fan the Hammer again, for 540 total damage at close range.

Damage ~250/s

Rate: 0.2s casting, ~0.1s delay fire

Duration: Up to 6s

McCree’s Ultimate ability. When activated, McCree enters a special targeting mode for a short duration, during which time he is dramatically slowed and cannot use his other abilities. Enemies are gradually highlighted with a red bullseye as long as they are within McCree’s vision and range. McCree can press the primary fire button at any point during this time to shoot a bullet at all highlighted targets, with the damage increasing the longer they were within McCree’s vision. This ability will immediately end if McCree is hit by a stun.

ABILITIES

Damage 21-70

Damage Fall-Off: 22-45m

Rate: 2s

McCree’s primary fire shoots a single, perfectly accurate bullet down the crosshairs. He has greater fall-off compared to his hitscan counterpart, Soldier 76, but makes up for it with the capability of quickly bursting down squishy 200HP heroes with a consecutive headshot and bodyshot. McCree players tend to utilize ‘flicking aim’ as opposed to ‘tracking aim’ that Soldier 76 players may use.

Damage 13.5-45

Rate: 6.9/s

McCree’s secondary fire “fans” the Peacekeeper’s hammer, causing him to unload the remaining rounds in the Peacekeeper’s cylinder at lightning speed. The bullets from the secondary fire cannot headshot and has low accuracy due to the speed the gun is discharged, making this ability optimal only in a close range. This ability is unable to land headshot damage.

Damage 25

Range: 5m

Duration: 0.7s stun

Cooldown: 10s

When activated, McCree hurls a small grenade in an arc, which detonates after traveling a short distance. Enemies caught in the explosion are dealt a small amount of damage and briefly stunned. You can also purposely detonate this grenade against surfaces such as walls or the floor, which can be greatly useful against a deflecting Genji or pesky Tracer. This ability is designed to counter flankers.

Range 6m

Duration: 0.5s

Cooldown: 8s

When activated, McCree rolls a short distance in the direction he’s currently moving. He also fully reloads his Peacekeeper during the roll. This ability can interrupt his Fan the Hammer, allowing McCree to use Fan the Hammer, quickly reload with his roll, and then use Fan the Hammer again, for 540 total damage at close range.

Damage ~250/s

Rate: 0.2s casting, ~0.1s delay fire

Duration: Up to 6s

McCree’s Ultimate ability. When activated, McCree enters a special targeting mode for a short duration, during which time he is dramatically slowed and cannot use his other abilities. Enemies are gradually highlighted with a red bullseye as long as they are within McCree’s vision and range. McCree can press the primary fire button at any point during this time to shoot a bullet at all highlighted targets, with the damage increasing the longer they were within McCree’s vision. This ability will immediately end if McCree is hit by a stun.

PLAY STYLES, & COMPOSITION

For the most part, there is not too much room for variation in a McCree’s playstyle. As McCree your main objective is to stay alive, which allows you to dish out as much damage as possible. Playing flanker style is very risky, and normally not advised. While you may be able to sneak behind and get a Flashbang and Fan the Hammer combo on a support, you are then stranded behind the enemy team, making an even trade that is overall unfavorable.

The best positioning for McCree is farther back from the fight, playing close to healers or defensive tank shields to block incoming frontal damage. In addition, this gives enemy flanking characters such as Genji or Tracer a lot more trouble engaging McCree and allied healers. Being in a formation with static playstyle tanks also provides them with McCree’s Flash Bang support. He is able deny the enemy frontline the usage of various abilities which his Flash Bang can stun, interrupt, or even disable (like a Flash Bang over top of Reinhardt’s shield). McCree’s impact towards his team’s success is largely dependent on how well the team can find positions that give him time and clear lines of sight where he can easily shoot uncontested.

McCree is best played with a large amount of support from his team. Though he is adept at close range combat while his cooldowns are up, once he uses them he’s quite vulnerable. Reinhardt and Orisa are great tanks to pair up with McCree, allowing him to shoot uncontested. McCree is the contradiction of “dive”, meaning he has trouble playing with the rest of his more mobile team but also acts as viable counter. However, he shines in Deathball compositions with a more gradual paced playstyle.

Quick Composition Terminology:
321 Tank = 3 Tanks, 2 Supports, 1 Damage Dealer
222 Standard = 2 Tanks, 2 Support, 2 Damage Dealers

Deathball style compositions like 321 Tank, and 222 standard are common compositions where McCree is used. Surrounded by protective barriers and high output utility healing (Reinhardt & Ana as an example), the well protected McCree with high accuracy can easily become the bane and additional objective for his enemies. Activating Deadeye requires McCree to keep targets in line of sight before he can pull the trigger. While activating his ultimate, McCree’s movement speed becomes slow like a Live Statue performer. This makes him very vulnerable to incoming stun, and interrupt abilities which instantly shut down the Deadeye activation.

MCCREE QUICK TIPS

Using Flash Bang sparingly at the right moment is crucial, as it can decide the outcome of an enemy tank’s death, or locking down an attempting flanker to be focused upon.

Deadeye continues charging to a maximum of 1500 damage even past Red Skulls being activated on targets! Multiple enemies hiding behind defensive barriers can still be eliminated. I.E. Initial Deadeye shots at full charge can destroy an enemy Reinhardt’s Barrier Field, followed with swift eliminations of the Red Skull targets.

Using high ground positioning with healing support teammate is strong during defensive setups. This makes contesting McCree difficult and forces the enemy team to allocate cooldown resources and multiple Heroes contest the location.

Communicating usage of Deadeye to allow teammates to provide protection is crucial because McCree’s movement speed becomes extremely slow, leaving him vulnerable.

PROS & CONS

Pros

  • 1. Can deal impressive damage with good aim
  • 2. Can excel in solo duels against flankers and airborne targets
  • 3. Very high burst damage, can easily take down a hero with 250 HP
  • 4. Versatile interrupt with Flashbang can disrupt ultimates or save teammates

Cons

  • 1. No healing, relies on medpacks and healers entirely
  • 2. Limited mobility, be very careful with positioning
  • 3. Very aim reliant, missing shots equals having nearly ZERO impact
  • 4. Deadeye leaves you very vulnerable compared to other DPS ultimates

WE'RE WAITING FOR YOU

GET IN TOUCH WITH BROOKLYN

We welcome you to contact us for more information
about any of our products or services.

FOLLOW US

LET'S GET IT.

We welcome you to contact us anytime.