Yamato vs McGinnis
Yamato's team wins 45.5% McGinnis's team wins 54.5%, across 19,440 games
Written for the Yamato player. Playing McGinnis? See McGinnis vs Yamato →
McGinnis has the edge
Yamato usually wins 47.2% of games. Against McGinnis that is 1.7% lower, over 19,440 games.
- Whole match 45.5% −1.7% vs usual 19,440 games
- Sharing a lane 45.0% −2.2% vs usual 5,468 games
- Oracle and above 48.5% −1.2% vs usual 551 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 Yamato's usual win rate at that rank.
The fight at a glance
If you're Yamato
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
- Yamato 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
Has the edgeWait out Shadow Transformation 160s cooldown
ThenForce it early with a fake commit, disengage, and then fight her in the 130-160 seconds it is down, when she has only her 730 health.
- Watch out
- Flying Slash reaches 23-31m and lands with a -40% slow for 2.5s, which means once she picks you there is no walking away from
Power Slash
Power Slash Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.96x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling and
Crimson Slash
Crimson Slash A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling . - Your edge
- McGinnis has more sustained damage than Yamato, so longer fights favour you.
- Buy
Divine Barrier
Divine Barrier +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy it against Yamato's
Flying Slash.
The full plan for Yamato, 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.
Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard
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
Flying Slash T1 (-18s cooldown): 18s gap-close turns her from an occasional ganker into a constant roaming threat
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
- 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
-
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 - Your mobility is a real advantage here, and McGinnis's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. 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
- 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 their bullets fly more than twice as fast as yours. 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 their bullet arrives first. Strong evidence
- 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 - Play this lane looser than the guides say. The 09-16-2026 patch cut nearly all movement slows by about 20% and ground-dash slows by about 10%, so the distance McGinnis takes off you per application is meaningfully smaller than it was. With mobility as your main advantage, that shifts the break-even point on walking up: exchanges you used to refuse because one slow meant death are now survivable. Test it early rather than assuming the old spacing. Documented
- 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
-
Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard 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
- Urn spawns at 10, 15, 20 and 25 minutes, and you are the correct carrier in this matchup. Two changes make that stronger than old guides suggest: the runner is no longer revealed, and is no longer disarmed or silenced — you keep your whole kit while carrying. McGinnis cannot match your speed, so the only way they take it off you is melee, a Stun, or a kill. Route around their Stun range, not around their vision, and remember the bounty starts decaying after 45 seconds of carry. Documented
-
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
-
Flying Slash T1 (-18s cooldown) — 18s gap-close turns her from an occasional ganker into a constant roaming threat Strong evidence -
Shadow Transformation unlock — Gives her an ability refresh, status immunity and an invincible window, which is her first true all-in 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
- 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 Spirit Damage, so
Healbane is the cheaper and more reliable anti-heal against McGinnis — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. 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
Yamato’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 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 45.5% of these, which is 1.7% below your overall win rate (19,440 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.
McGinnis's kit and counterplay were compiled from 6 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Yamato'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