Armed with his Peacekeeper revolver, McCree takes out targets with deadeye precision and dives out of danger with eagle-like speed.
Combat Trait
1
Peacekeeper
McCree fires off a round from his trusty six-shooter. McCree must reload every 6 shots.
Primary Abilities
1
Combat Roll [Q]
McCree dives in the direction he’s moving, effortlessly reloading his Peacekeeper in the process.
2
Flashbang [W]
McCree heaves a blinding grenade that explodes shortly after it leaves his hand. The blast blinds the first target it hits for 2 seconds.
3
Hammer Fan [E]
Fan the Peacekeeper’s hammer to swiftly unload the entire cylinder. Your bullets will travel in a random direction within a 40 degree cone in front of McCree.
Heroic Abilities
1
Deadeye
Focus. Mark. Draw. McCree takes a few precious moments to aim; when he’s ready to fire, he shoots every enemy hero in his line of sight for (x) damage. Enemy heroes below 20% health are killed instantly.
2
Stick o' Dynamite
Throw a stick of dynamite that explodes after a 2 second delay, dealing (x) damage to all targets in the blast area.
Talents
Level 1:
Steady Aim:Your attack speed is reduced by 20%, but your attack range is increased by 20%.
Stunbang:Your flashbang now stuns the target for 0.5 seconds.
Seasoned Marksman:Quest: Every Minion killed near you grants (x) Attack Damage, and Takedowns grant (x) Attack Damage.
Reward: Upon gaining (x) bonus Attack Damage, you can also activate Seasoned Marksman to increase your Attack Speed by 40% for 3 seconds. 60 second cooldown.
Level 4:
Focused Attacks:Every 10 seconds, your next Basic Attack against a Hero deals 60% additional damage. Basic Attacks reduce this cooldown by 1 second.
Spurrs:Combat roll deals (x) damage to all enemies in the roll's path.
Vigorous Assault:Basic Attacks heal for 0% of the damage dealt to the primary target.
Level 7:
One in the Chamber:After using an Ability, your next Basic Attack within 3 seconds deals 80% additional damage.
Double Roll:Combat roll gains an extra charge.
Quick Reload:Reload is 20% faster.
Level 10:
Deadeye
Stick O' Dynamite
Level 13:
Shake it Off:Combat roll can be executed during stuns and roots, removing the effect.
Last Stand:When your health is reduced to 0, you activate Hammer Fan before dying.
Giant Killer:Basic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's maximum Health.
Level 16:
Get Down!:Extends the range of Combat Roll by 50%.
Swift Gunfighter:Successful takedowns increase your movement speed by 20%.
Manticore:Every 3rd Basic Attack against the same target deals an additional 5% of their maximum Health as damage.
Level 20:
I Never Miss:Deadeye deals an extra 50% damage to the first enemy hit.
Fistful of Dynamite:Throw a clump of dynamite instead, increasing the blast radius and damage dealt by 40%.
Master Gunslinger:Reduces the cone of Fan Hammer to a 10 degree area, increasing the accuracy. Cooldown is reduced by 3 seconds.
A Card to Play:Whenever a Hero (ally or enemy) is killed, the cooldown of your Heroic Ability is reduced by 15 seconds.
Nexus Frenzy:Increases Attack Speed by 20% and Attack Range by 1.1.
Discussion
I think McCree would be a great addition to the Nexus. He could tie into the skins that Raynor and Valla have. This would create a nice theme, especially if they had 2 more characters with western skins (Rexxar as a Native American style chief and Tyrande as a Native hunter would be perfect).
For his play style he is a swift bursty killer, being able to poke his enemies before rolling in and unloading his Peacekeeper for big damage. This would tie in very well with a lot of his talents. Alternatively he could hide in grass before unloading and using his roll as an escape. The flashbang is for harassing enemies for your team or as a defensive measure against danger.
His first ult is the same as the Overwatch one, but slightly modified so it doesn't kill the whole team instantly. His second Stick O' Dynamite just felt fitting for a cowboy style hero. His level 20 talent 'A Card to Play' just felt appropriate, staying true to the old west theme.
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