Rat King vs McGinnis
Written for the Rat King player. Playing McGinnis? See McGinnis vs Rat King →
Rat King is favoured. Rat King wins 60.5% of 54,384 games against McGinnis (+2.7 points vs Rat King’s usual 57.8%).
How to win as Rat King
- RuleDo not commit before
Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. is gone.
Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. 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. - Watch out
Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. drops between you and your team mid-fight, cuts the 5v5 into two losing 2v3s, and slows anyone who forces through it (+24% slow at T3). - Your edgeYou kill faster than they do (Rat King Rat King Released 2 October Released 2 October. A gun-scaling brawler and team buffer: a three-blast slowing grenade, rats that strip bullet resist with every bite, a reflecting barrier, and a banner that makes his team slow-immune. 2/3 against McGinnis 1/3).
- Buy
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing — 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.
The numbers: lane, whole match and Oracle and above
| Games | Rat King wins | vs Rat King's usual | Sample |
|---|---|---|---|
| Whole match | 60.5% | +2.7 pts (57.8% overall) | 54,384 games |
| Sharing a lane | 60.2% | +2.4 pts (57.8% overall) | 18,470 games |
| Oracle and above | 59.5% | +3.6 pts (55.9% at Oracle+) | 3,291 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. Source: deadlock-api.com, refreshed daily.
Data-supported Measured: you win 60.5% of these, which is 2.7 points above your overall win rate (54,384 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.
Why Rat King counters McGinnis
Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. 's main job is slowing anyone who passes through it, and
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction makes Rat King Rat King Released 2 October Released 2 October. A gun-scaling brawler and team buffer: a three-blast slowing grenade, rats that strip bullet resist with every bite, a reflecting barrier, and a banner that makes his team slow-immune. 's allies immune to slows. McGinnis has no escape, so the banner slam's Knockup lands her team in place, and
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears her Mini Turrets on the way in.
Written from both heroes' ability data; the win rates above are the measured results.
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 -40% Incoming Healing — know which tier it sits in so you are not improvising at the shop. - Know what
Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. 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.
-
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears a trooper wave in three hits and slows anyone farming in it, so he wins wave tempo early
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 the best raw lane-hold in the game; she out-attrits almost any duo lane. -
Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. 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
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. unlock (level 1 priority) — respect it from that point, not before. - Your spike is ult unlock:
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction turns him into the team's fight-starter: slow immunity and speed on the way in, a 20m Knockup on arrival
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
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. . 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
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. is on cooldown.
McGinnis’s abilities
-
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. 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 the best window to dive her personally.
-
Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. 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 (deadlock.one). 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 +5 weapon damage for 6s. 2 +1.6s cloak lifetime, -10s cooldown. , Mirage's
Traveler
Traveler Mirage designates a spot on the minimap and, after a short wait, teleports there. Damage No damage. 140s cooldown per deadlock.io. Mobility Global relocation, the defining split-pressure tool in his kit. Defensive T2 grants a 400 barrier that scales with spirit on arrival, so a late-game… 1 +3m move speed and +20% fire rate for 12s on arrival. 2 400 barrier that scales with Spirit. 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 (deadlock.one, deadlock.io). 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
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. 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 -35% Incoming Healing +275 Heal On Hero Kill /
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% 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 Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. 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 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. 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 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. 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
- Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against McGinnis is one anti-heal, one shred, and damage after that. Strong evidence
- Neither of you can disengage well, so fights between you tend to go to completion. That makes the decision to start one much more important than anything you do inside it — commit only when you already have the advantage, because backing out is not available to either side. Strategic
-
Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. drops between you and your team mid-fight, cuts the 5v5 into two losing 2v3s, and slows anyone who forces through it (+24% slow at T3). Strong evidence - She walls your retreat and then drops
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. 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 her personal 29 DPS suggests. Strong evidence
-
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. 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
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. 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
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. . 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
Flying Cloak Pocket sends a living cloak flying forward, damaging enemies it passes. Damage 60 damage (deadlock.one). 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 +5 weapon damage for 6s. 2 +1.6s cloak lifetime, -10s cooldown. , Mirage's
Traveler
Traveler Mirage designates a spot on the minimap and, after a short wait, teleports there. Damage No damage. 140s cooldown per deadlock.io. Mobility Global relocation, the defining split-pressure tool in his kit. Defensive T2 grants a 400 barrier that scales with spirit on arrival, so a late-game… 1 +3m move speed and +20% fire rate for 12s on arrival. 2 400 barrier that scales with Spirit. ,
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 (deadlock.one, deadlock.io). 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. 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
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. ; 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 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
Toxic Bullets -35% Incoming Healing -35% Incoming Healing 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 - You cannot out-move McGinnis's gun, so the answer is the item that changes what their bullets do rather than where you stand.
Plated Armor
Plated Armor +1s Cooldown +30% Deflection Percent +50% On-Hit Prevention Percent +130 Bonus Health deflects bullets outright and — the part most players miss — strips their on-hit build-ups, which is the only clean answer to
Silencer
Silencer +12% Spirit Resist -25% Spirit Damage Reduction +2.5s Silence Duration +6s Debuff Duration +10s Immunity Duration ,
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing and
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing stacks landing on you. If 6,400 is too far away,
Battle Vest
Battle Vest +18% Bullet Resist +3 Out of Combat Regen +65% Life Threshold +18% Weapon Damage +7% Fire Rate at +18% Bullet Resist is the efficient Tier II step and
Bullet Resilience
Bullet Resilience +30% Bullet Resist +3 Out of Combat Regen at +30% (with a further +15% below half health) the Tier III one. 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
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. is spent or broken by melee: she has no other way to stop a gap-close. Strong evidence - During
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. , 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
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. , since that zone anchors her to a known point you can pre-aim. Strong evidence
- Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against McGinnis specifically, because your projectile has travel time and their hitscan does not. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant they win every time. Strong evidence
- McGinnis will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Strategic
- 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
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill 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 +18% 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
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 the best raw lane-hold in the game; she out-attrits almost any duo lane. Strong evidence -
Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. 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
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Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow clears a trooper wave in three hits and slows anyone farming in it, so he wins wave tempo early Strategic
- Rotation speed is the axis you lose on against McGinnis, and it is not purely a hero stat. Ziplines run at a fixed 18 m/s on inner lanes and 21 m/s on outer regardless of your move speed, and destroying a base guardian converts that lane into a permanent Express Line at +80%. If they take a base guardian before you do, their map becomes structurally faster than yours for the rest of the game. That objective is worth contesting for the travel time alone, separately from the souls. Strong evidence
- Spectral Wall unlock (level 1 priority) — Her defining tool is online immediately; the highest-win-rate skill order opens Spectral Wall, Medicinal Specter, Mini Turret (61.5% WR per deadlocklabs.gg). Strong evidence
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Spectral Wall
Spectral Wall Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby. Crowd Control Slow on anyone passing through, increased by +24% at T3. Damage 60 damage on eruption (deadlock.one). Defensive Blocks line of sight and physical pathing; 1 +20% damage amp for McGinnis on hit enemies for 7s. 2 -20s cooldown, +2s duration. 5 deploys 2 Mini Turrets near the wall for 8s, +24% slow. 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
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. 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
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Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction unlock —
Rule, Ratannia!
Rule, Ratannia! Rat King raises the banner of Ratannia. Crowd Control Knockup and a 40% slow on the slam, plus Rat Swarm from the rats it… Damage 200 bullet damage on the slam (+1.2 weapon-damage scaling), 20m radius (cut… Mobility +3 m/s movement speed for him and nearby allies for up to 10s while the… 1 +2 m/s movement speed (no cooldown reduction since 5 October) 2 +5s banner duration and +8m radius 5 +150 slam damage and +10% damage reduction turns him into the team's fight-starter: slow immunity and speed on the way in, a 20m Knockup on arrival Strategic -
Scrap Grenade
Scrap Grenade Rat King throws a bouncing lump of scrap that goes off three times where it lands. Crowd Control 20% movement slow for 4s (scales slightly with Spirit). Damage 70 bullet damage per detonation (+0.6 weapon-damage scaling), three… Defensive The slow is his peel: thrown at his own feet it stops a diver from following… 1 -8s cooldown (26s to 18s) 2 +70 damage per detonation 5 one extra, bigger final detonation — 300 damage, 14m radius, 40% slow T2 — 140 damage per detonation turns the grenade from wave clear into a real trade — three hits for 420 before weapon scaling Strategic
- 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
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing 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
Toxic Bullets -35% Incoming Healing -35% Incoming Healing is your anti-heal route against McGinnis —
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill keys off Spirit Damage and will barely apply for you. Note that melee hits do not build the bullet route. Strong evidence -
Inhibitor
Inhibitor +150 Bonus Health +5s Debuff Duration -30% Damage Penalty +10% Weapon Damage -40% Incoming Healing -40% Incoming Healing (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 and faster objective damage, or to punish enemies who must hold a choke. Aimed at McGinnis'
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. in this lineup. Strong evidence -
Monster Rounds
Monster Rounds +25% Weapon Damage vs. NPCs +1 Out of Combat Regen +25% Bullet Resist vs. NPCs (weapon T1) — Buy when you need to clear Haunt camps Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute and waves quickly, or to trade objectives with a pushing enemy. That matters here because of the objective pressure from McGinnis. Strong evidence
- The losing pattern against McGinnis is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and McGinnis has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Documented
- The specific error is walking into McGinnis's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Strategic
- 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
Rat King’s other hard matchups
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 09-29-2026 from McGinnis's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
McGinnis's kit and counterplay were compiled from 5 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Rat King'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%.