McCree by Cooler39140

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McCree

By: Cooler39140
Last Updated: Dec 31, 2016
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McCree

the Bounty Hunter

"Justice ain't gonna dispense itself."


Greetings everyonbe! It's Cooler39140 here - a mostly casual player who likes to create characters. I have a pretty fair amount of custom heroes for both Heroes of the Storm and League of Legends. Allthough I stopped playing LoL (it's nearly four months now), I still enjoy playing HotS, and now I've also found a new love to Overwatch after I've got it under the christmas tree. And without further adieu, we... I mean, I, present you McCree! ;D

This version of him doesn't really stand out and is similar to pretty much most of other McCree concepts on this site, but that was my point during his development, and will probably be for future Overwatch hero concepts made by me. I didn't want to make McCree more unqiue, but to make him FEEL Overwatch-y. All skills serve nearly the same function as in Overwatch, even some numbers are similar to ones in that game! That was my point once again, to make him FEEL like he's from Overwatch, so everybody playing either that game or HotS can feel the OW champ similarly.

Combat Trait

1
Peacekeeper
McCree's Peacemaker is his trusty weapon that stores 6 ammo. The amount of ammo means he can do that much basic attacks before needing to reload his weapon. Reloading your Peacemaker takes 1,5 seconds.

Additionaly, McCree's basic attacks deal 5% more damage to enemies in 250 range and can be done while moving. Also, you can press this ability to automatically reload, even if you have still some ammo left.

Primary Abilities

1
Fan the Hammer
Active: McCree shoots all of his remaining bullets in a conic 45 degree spread that has 550 range. Each bullet deals 20% less damage than when using them by basic attacks and is shot every 0,3 seconds. McCree is stationary during the effect.


(Shares CD with your Peacemaker's reload time)
2
Combat Roll
Active: McCree quickly rolls onto direction he is walking in. The roll has 300 range and doesn't ignore terrain. Additionally, McCree reloads his Peacekeeper instantly after rolling.


(8 CD)
3
Flashbang
Active: McCree throws a grenade as a linnear skillshot in 275 range after a 0,5 second delay. Upon impact, the grenade deals 137 (+3% per level) damage to the first enemy hit and all enemies around him in 200 circular range. All enemies damaged this way are stunned for 0,75 seconds.


(10 CD)

Heroic Abilities

1
Deadeye
Active: McCree channels for 6 seconds, during which he moves at 20% of his normal movement speed. While channeling, all enemies that are or will be in front of McCree take a second to be marked. Enemies don't see the mark and cannot be marked if behind the McCree or behind the terrain, redagless of if they are in front of McCree. Enemies can also force McCree to stop channeling by using hard CC on him, in which he will not shoot bullets.

Cast this ability again to stop channeling. If so, McCree shoots bullets to all enemies that were marked, dealing 468 (+5% per level) damage. These bullets don't use ammo.


(Has no CD, but cannot be cast unless you charge it up to 100% by auto attacking, much like Tracer's Pulse Bomb. After stopping channeling, you need to charge again. Also, this ability is avaliable straight from level 1.)

Talents

Level 1


[D]Sharpened Bullets - Each bullet you shoot deals 2% more damage for each ammo missing. Applies to bullets shot by basic attacks and Fan the Hammer.
[Q]Shooting Cows - Quest: Every time a bullet from your Fan the Hammer hits a hero, reduce it's damage reduction by 1%, up to 30%.
[D]I've Got a Bullet with Your Name on It - Quest: Each basic attack against heroes increases the basic attack damage by 0,4. The bonus stacks up to 40.

Level 4


[E]Who's Got the Hot Hand? - Increases the damage of Flashbang by 25%.
[E]Sleight of Hand - Flashbang has a 25% increased range for 3 seconds after using Combat Roll.
[Q]Hammer the Fan - Increases the damage of Fan the Hammer by 30% against stunned targets.

Level 7


[W]Combat Roller - Increases the range of Combat Roll by 25%.
[W]Swift Cowboy - The first 6 basic attacks after using Combat Roll reduce it's cooldown by 0,4 seconds.
[W]Read 'Em and Weep - Combat Roll allows McCree to do a basic attack on the nearest enemy hero upon starting to roll.

Level 10


[R]Like Shootin' Fish in a Barrel - Enemies hit by Deadeye are slowed by 60% for 2 seconds.
[R]Did Someone Call the Undertaker? - Reduces the enemy marking timer by 50%.
[R]Like Sittin' Ducks - McCree now can move at 50% of his movement speed while channeling.

Level 13


[Q]Wild West Rounds - Reduces the cooldown between firing eaach shot by 50%.
[Q]Peace Maker - Increases the range of Fan the Hammer by 30% and reduces it's cone width to 40 degree.
[D]The Closer They Are... - Bullets now deal 10% more damage, increased to 20% to enemies in 250 range.

Level 16


[E]FLASHbang - Increases the stun duration and circular range by 25%.
[E]You Done? - Enemies stunned by Flashbang are Vureable for 2 seconds.
[W]Whoa There! - Your bullets deal 20% more damage for 10 seconds after rolling. Using Combat Roll refreshes the duration.

Level 20


[D]Pinning Bullets - Identical to Nexus Blades
[D]Step Up Right - Identical to Nexus Frenzy
[R]It's High Noon - Every enemy marked by Deadeye is Vureable for the duration of channeling and a second after it, causing them to take 15% more damage.

Gameplay


McCree is a powerful duelist, capable of dealing huge damage with his tricks he has up to his sleeve. It's specifically not the easiest task due to RNG element involved in his powerful Fan the Hammer, which makes McCree better at closer range instead. Also, his range of Flashbang is not really impressive, and he can't roll really that far. If he manages to combo his abilities well and deal nice amount of damage, tho, then he's one of the most powerful burst heroes in the entire game. The damage bonus provided to enemies in close range is also powerful and the fact he has an attack speed worth Valla's, it makes him great even if his abilities that provide much more burst are on cooldown.

We also can't regret the talents he has got. They provide more variety to our Cowboy Stereotype. You can go for more basic attack-oriented build that provides burst damage outside of abilities. You can go for Q build if you have success with dueling and if RNG is on your side, of course. You can even go for the more teamfight-focused build thanks to two Flashbang talents at level 16 and Deadeye talent at level 20. There's a very nice variety, and pretty much anyone will find their favourite path of the true cowboy.

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