Haze vs McGinnis
Haze's team wins 52.4% McGinnis's team wins 47.6%, across 29,636 games
Written for the Haze player. Playing McGinnis? See McGinnis vs Haze →
About even
Haze usually wins 53.6% of games. Against McGinnis that is 1.2% lower, over 29,636 games.
- Whole match 52.4% −1.2% vs usual 29,636 games
- Sharing a lane 51.9% −1.7% vs usual 9,108 games
- Oracle and above 48.7% −3.0% vs usual 1,151 games
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Haze's usual win rate at that rank.
The fight at a glance
If you're Haze
Wait out Spectral Wall 50s cooldown
ThenFake an engage to force the wall, then commit when it is on cooldown.
- Watch out
- Spectral Wall drops between you and your team mid-fight, splits your team in two, and slows anyone who forces through it (+24% slow at Tier 3).
- Your edge
- Haze is more mobile than McGinnis, so you choose when to fight.
- Buy
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing Buy it against the unkillable frontline from McGinnis.
If you're McGinnis
Wait out Smoke Bomb 33s cooldown
ThenShow a fake target, make her cloak to reposition, then collapse.
- Watch out
- Haze can throw
Sleep Dagger
Sleep Dagger Throws a dagger that damages the target and puts them to sleep. Crowd Control sleep (hard CC); target wakes roughly 0.1s after taking damage. Tier 2 adds… Damage about 65 at base spirit power (deadlock.one) Defensive sleeping a chaser is her cleanest disengage, and it works from inside Smoke… 1 reduces the target's bullet resist by 10% for 6 seconds on wake-up 2 +1 second sleep duration and applies 15 Fixation stacks 5 about -17s cooldown, plus 40% movement and dash speed slow for 3 seconds after waking while invisible from
Smoke Bomb, so you may not see her before you fall asleep. - Your edge
- McGinnis has more reach than Haze, so you can trade from range.
- Buy
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power Buy it against the channelled ultimates from Haze.
The full plan for Haze, phase by phase, is below. McGinnis's side in full →
What should I do right now?
Do
- Plan for
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing — know which tier it sits in so you are not improvising at the shop. - Know what
Spectral Wall looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with McGinnis's engage range.
Do
- 0% move speed while firing and no mobility ability at all — if a dive actually reaches her she cannot leave.
- 3.29s reload is a real window; a hero who counts her magazine gets a free engage every cycle.
Smoke Bomb lets her reposition across the lane or rotate out of a losing trade with no cost
Avoid
- A 66-round magazine plus
Mini Turret
Mini Turret Places a small automated turret that fires spirit damage at nearby enemies for a limited lifetime. Damage 24 DPS per turret with 100 turret health (deadlock.one). Defensive Turrets act as a tripwire and a damage sponge; 1 +10 turret DPS, +10m attack range. 2 +25% turret fire rate, +12s turret lifetime. gives her sustained fire and turret pressure in lane.
Spectral Wall denies orb contests and safely secures her own last hits by cutting off the enemy's approach angle.
Do
- Their first real spike is
Spectral Wall unlock (level 1 priority) — respect it from that point, not before. - Your spike is ult unlock:
Bullet Dance
Bullet Dance Enters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added bullet damage. Damage added bullet damage on top of her weapon; Mobility tier 2 adds about +3 m/s move speed and +10% fire rate during the channel Defensive tier 3 grants 40% evasion, which is a substantial survivability window… 1 +10% fire rate and about +3 m/s movement speed 2 40% evasion and about -65s cooldown turns her from a single-pick threat into a fight-winning channel
Avoid
- Taking an even fight against McGinnis on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Heavy Barrage
Heavy Barrage McGinnis unloads a continuous stream of rockets that home toward a designated location for a duration. Crowd Control T1 applies a 24% movement and dash slow for 1s to targets hit, which… Damage 21 damage per rocket (deadlock.one). Mobility She keeps moving and can use stamina during the channel, but is slowed. 1 24% movement and dash slow for 1s on hit. 2 -45s cooldown, +6s duration. 5 +2m radius, +15 damage per rocket with increased spirit scaling. . Leave the marked area immediately — the rockets home but the zone does not follow you, so lateral distance beats it every time. - Melee the
Spectral Wall. It is destructible by melee attacks; a heavy melee opens a gap in seconds and is faster than the 20+ second walk around.
Avoid
- Spending your own escape before
Spectral Wall is on cooldown.
McGinnis’s abilities
-
Heavy Barrage Ultimate Area denial as a win condition. It makes a chokepoint, an objective, or a downed team's escape route simply unstandable for several seconds, and forces a retreat even when it does not kill.
- Leave the marked area immediately — the rockets home but the zone does not follow you, so lateral distance beats it every time.
- Do not try to fight through it toward her; that is exactly the trade the ability is priced for.
- She is slowed during the channel and cannot reposition quickly — this is a window to dive her personally.
-
Spectral Wall Ability 3 The tool that keeps you inside everything else McGinnis throws — slow on anyone passing through, increased by +24% at T3.
- Melee it. Spectral Wall panels break to melee attacks, and a heavy melee opens a hole faster than walking around.
- Blink, teleport or displacement ignores it outright — Pocket's
Flying Cloak
Flying Cloak Pocket sends a living cloak flying forward, damaging enemies it passes. Damage 60 damage. T2 grants +5 weapon damage for 6s. Mobility Teleport to the cloak's live position, so the distance is chosen after the… Defensive Can be thrown backward as an escape route rather than forward as an engage. 1 +70 damage. 2 +5 weapon damage for 6s. 5 +1.6s cloak lifetime, -10s cooldown. , Mirage's
Traveler
Traveler Mirage designates a spot on the minimap and, after a 3s wait, teleports there and gains a barrier. Damage No damage. 140s cooldown. Mobility Global relocation, the split-pressure tool in his kit. Defensive Every Traveler grants a 400 barrier on arrival, so he lands into a fight… 1 +3m move speed and +20% fire rate for 12s on arrival (the 12s now comes from the base… 2 -65s cooldown. 5 damage can no longer cancel the channel, and the barrier gains 0.8 spirit scaling. and
Paradoxical Swap
Paradoxical Swap Paradox fires a bolt that, on hitting an enemy hero, trades her position with theirs. Crowd Control The displacement itself is the control effect — there is no stun attached at… Damage 150 damage, scaling with spirit power. Mobility It relocates her to the target's position, which is simultaneously a… 1 200 barrier for 8s (scales with Spirit). 2 -30s cooldown, +13m cast range. 5 swaps all enemies within 7m of the hit target, +10% max health damage. all bypass a wall. - Pre-commit before she can place it; the wall is reactive, so the punish is engaging on the cooldown, not through the wall.
-
Mini Turret Ability 1 Free area denial and chip damage she does not have to aim. In lane they secure the wave and punish anyone who walks into her half; in fights they add damage she keeps producing while reloading.
- Shoot them. At 100 HP a turret dies to a fraction of a magazine or any AoE ability, and killing them costs her the charge for the full cooldown.
- Approach from outside turret attack range and force her to re-place them under pressure rather than pre-placed.
- Turrets are static: break line of sight behind a pillar and they stop contributing entirely.
-
Medicinal Specter
Medicinal Specter Summons a spirit at a location that heals McGinnis and nearby allies for a duration. Damage No damage. Heals +25/sec (deadlock.one). Mobility None, though T2 grants +100% stamina recovery inside it. Defensive Primary defensive tool; 1 +1.5s duration. 2 -20s cooldown, +100% stamina recovery. 5 +2% max HP regen, +3m heal radius, +40% spirit resist. Ability 2 The reason she can hold a lane or a choke indefinitely. It turns a defensive stand into a war of attrition she wins, and later becomes a full team sustain and spirit-resist station.
- Apply anti-heal (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing /
Toxic Bullets
Toxic Bullets -40% Incoming Healing ) before committing; the specter is a heal-over-time, so reducing the rate breaks the attrition math rather than the burst. - The specter is placed at a fixed point — force the fight to move, or displace her out of it (a Bebop hook or a Paradox swap drags her off her own healing).
- Attacking from a flank that makes her step out of the radius to return fire wins the trade for free.
- Apply anti-heal (
- 1
Spectral Wall Spectral Wall first, always. Fake an engage to force the wall, then commit when it is on cooldown — everything else in her kit is survivable without it.
- 2
Medicinal Specter Medicinal Specter second: make her drop it defensively on a trooper wave or a poke trade, then fight her when her attrition tool is gone.
- 3
Mini Turret Mini Turret charges third — destroy them as they are placed so she cannot hold charges for the actual fight.
The matchup in detail
- Zero mobility and zero escape. There is no button that saves her from a successful engage. Strong evidence
- Low burst — she cannot punish a mistake quickly, only grind. Strong evidence
- Loses to heroes who ignore her geometry: blinks and teleports walk through her entire kit. Strong evidence
- Read this matchup as one where the early deficit sticks. McGinnis is a top-tier laner, and the 09-16-2026 patch removed the fixed bonus souls for being modestly behind in net worth on both hero kill bounties and Rift bounties, with the notes explicitly naming early-to-mid game as the most affected window. What is left is a redistribution inside your own team, not a handout. The practical consequence is that a lane you lose 0-6 minutes no longer self-corrects — you have to not lose it, or take the game somewhere else quickly. Documented
-
Spectral Wall drops between you and your team mid-fight, splits your team in two, and slows anyone who forces through it (+24% slow at T3). Strong evidence - She walls your retreat and then drops
Heavy Barrage on the pocket you are trapped in — homing rockets mean strafing does not save you. Strong evidence - A 66-round magazine plus 2-3 Mini Turrets means the total DPS pointed at you in her zone is far higher than the 72 DPS of her own minigun suggests. Strong evidence
-
Medicinal Specter with T3 gives her team +40% Spirit Resist and a constant heal, so spirit-burst compositions simply fail to kill anyone inside it. Strong evidence -
Spectral Wall T1 amps her own damage +20% against anyone the wall touched, so being clipped by the wall makes the follow-up minigun burst hurt far more. Strong evidence
- Melee the
Spectral Wall. It is destructible by melee attacks; a heavy melee opens a gap in seconds and is faster than the 20+ second walk around. Strong evidence - Bring a blink, teleport or displacement. Pocket's
Flying Cloak, Mirage's
Traveler,
Paradoxical Swap and similar ignore her walls entirely — this is why mobility burst heroes beat her. Strong evidence - Count her magazine and engage on the 3.29s reload. She has 0% move speed while firing and no escape ability, so a dive landed on reload is usually a kill. Strong evidence
- Kill the Mini Turrets on sight — 100 HP each, and each kill puts a charge on full cooldown while she has no other chip damage. Strong evidence
- Force fights away from her prepared ground. She cannot rotate quickly (6.7 m/s, 2 stamina), so take an objective on the opposite side of the map and she arrives late and un-set-up. Strong evidence
- Apply anti-heal before engaging into
Medicinal Specter; the zone is a heal-over-time, so cutting the rate breaks it more cleanly than trying to out-damage it. Strong evidence -
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale is the right shape of answer to McGinnis's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their
Toxic Bullets bleed,
Silencer
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Documented - McGinnis adds barrier, not health, and barriers behave differently enough to change how you spend your combo. Resists apply before the barrier depletes, so a barrier multiplies with their resist rather than bypassing it — and it decays on its own. Overflow damage carries straight through to health, so one large hit does not stop at the barrier boundary. That argues for landing your whole burst in one window rather than chipping: chip is exactly what a decaying pool is designed to absorb. Strong evidence
- Her 3.29s reload, with 0% move speed while shooting — she cannot fire and cannot flee simultaneously. Strong evidence
- Immediately after
Spectral Wall is spent or broken by melee: she has no other way to stop a gap-close. Strong evidence - During
Heavy Barrage, when she is slowed and channel-committed to a target area away from herself. Strong evidence - Any rotation. Moving between lanes she has no turrets down, no wall placed and no heal zone, and at 6.7 m/s she cannot get away from a flank. Strong evidence
- The first seconds after she places
Medicinal Specter, since that zone anchors her to a known point you can pre-aim. Strong evidence - Your headshots already carry the trade, so the shred rider is where the value compounds against a target like McGinnis.
Weakening Headshot
Weakening Headshot -12% Bullet Resist +12s Debuff Duration +60 Bonus Health applies −12% Bullet Resist as of 09-16-2026, down from −13% — and because shred is subtracted from their total resist after all their resist sources multiply together, that 12% is worth more against a stacked target than a flat damage item would be. Land the first headshot to set it up, then the rest of your team's bullets benefit too. Documented
- McGinnis is one of the strongest laners in the game and the standard build order will lose to them. Tier I is 800 and Tier II is 1,600, so your first meaningful decision comes fast: against this hero the 1,600 that answers their specific threat (
Healbane if they out-sustain you,
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health if they out-lock you,
Battle Vest
Battle Vest +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +22% Weapon Damage +7% Fire Rate at +18% if they out-gun you) is worth more than the damage item that wins you a lane you are not going to win anyway. Strategic
- A 66-round magazine plus
Mini Turret gives her sustained fire and turret pressure in lane. Strong evidence -
Spectral Wall denies orb contests and safely secures her own last hits by cutting off the enemy's approach angle. Strong evidence - 0% move speed while firing and no mobility ability at all — if a dive actually reaches her she cannot leave. Strong evidence
- 3.29s reload is a real window; a hero who counts her magazine gets a free engage every cycle. Strong evidence
-
Smoke Bomb lets her reposition across the lane or rotate out of a losing trade with no cost Strong evidence
- The first Unstable Rift lands around 11:00 and then every 7 minutes, and McGinnis beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Strong evidence
-
Spectral Wall unlock (level 1 priority) — Her defining tool is online immediately. Strong evidence -
Spectral Wall T2 (mid game) — -20s cooldown means she can wall every fight rather than every other fight, which changes how the whole map is contested. Strong evidence -
Heavy Barrage T2 — -45s cooldown and +6s duration turn the ultimate from a once-a-fight tool into a standing area-denial presence. Strong evidence - Late 40min+ with
Boundless Spirit
Boundless Spirit +30 Spirit Power +75 Bonus Health +4 Out of Combat Regen +15% Spirit Power Builds from Improved Spirit — Turret and barrage spirit scaling makes her zone genuinely lethal rather than merely annoying. Strong evidence
-
Bullet Dance unlock — Turns her from a single-pick threat into a fight-winning channel Strong evidence -
Smoke Bomb tier 2 — Two charges means she can approach AND escape in the same fight, which is when her pick pressure becomes constant Strong evidence
- Stacking a second damage-reduction debuff onto McGinnis is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying
Inhibitor against their carry is a common and invisible waste. Documented - Fights against McGinnis recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on
Diviner's Kevlar
Diviner's Kevlar +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. Documented
- McGinnis wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
- You deal Bullet Damage, so
Toxic Bullets is your anti-heal route against McGinnis —
Healbane keys off Spirit Damage and will barely apply for you. Note that melee hits do not build the bullet route. Strong evidence -
Inhibitor (vitality T4) — This lineup gets its unkillable frontline from McGinnis. Buy on a gun hero when one enemy is both out-damaging and out-healing your team — it hits both problems at once. Documented -
Alchemical Fire
Alchemical Fire +30s Cooldown +5s Duration +0.2s Cast Delay +10 Spirit Power (weapon T3) — Buy for zone denial, or to punish enemies who must hold a choke. Aimed at McGinnis'
Heavy Barrage in this lineup. Strong evidence -
Restorative Locket
Restorative Locket +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore (vitality T2) — McGinnis creates that through McGinnis'
Heavy Barrage. Buy against ability-spam comps that poke constantly — the more they cast, the bigger your heal. Documented
- Your instinct is to jump on McGinnis's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast or after the Stomp has just gone off. Strong evidence - The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for McGinnis. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic
Next
Haze’s other hard matchups
- vs Graves −6.3%
- vs Paige −6.2%
- vs Deadman Danny −5.3%
- vs Seven −4.9%
All of McGinnis
Who beats McGinnis, the items that shut McGinnis down, and every ability.
Facing more than McGinnis?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from McGinnis's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 52.4% of these, which is 1.2% below your overall win rate (29,636 matches). The kit-based model agrees.
McGinnis's kit and counterplay were compiled from 6 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Haze's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.
- https://deadlock.one/en/heroes/mcginnis
- https://metabot.gg/en/deadlock/hero/8/abilities
- https://deadlocklabs.gg/heroes/mcginnis/
- https://deadlock.io/en/heroes/mcginnis
- https://tracklock.gg/articles/deadlock-update-09-16-26-patch-notes
- https://store.steampowered.com/news/app/1422450/view/680765564125186045