vs zoning and area denialEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsFleetfootFleetfoot1,600 soulsTier 2WeaponInstantCast+16sCooldown+5sDuration+100move speed penalty while shooting reduction+35%Slide Distance+6%Bullet Resist+40%Slow Resist+6%Weapon DamageRestorative LocketRestorative Locket1,600 soulsTier 2ArmorInstantCast+20sCooldown+0.1sCast Delay+8%Spirit Resist+25Max Stacks+3Max Stamina Restore
vs summons and turretsMonster RoundsMonster Rounds800 soulsTier 1WeaponPassive+25%Weapon Damage vs. NPCs+1Out of Combat Regen+25%Bullet Resist vs. NPCsSplit ShotSplit Shot1,600 soulsTier 2WeaponInstantCast+27sCooldown+5Weapon Multishot+12sBonus Duration+8%Weapon Damage per Stack+5Max StacksAlchemical FireAlchemical Fire3,200 soulsTier 3WeaponPress+30sCooldown+5sDuration+0.2sCast Delay+10Spirit Power
Melee the Spectral WallSpectral Wall50m Range6s Duration50s CooldownProjects 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 ControlSlow on anyone passing through, increased by +24% at T3.Damage60 damage on eruption (deadlock.one).DefensiveBlocks line of sight and physical pathing;1+20% damage amp for McGinnis on hit enemies for 7s.2-20s cooldown, +2s duration.5deploys 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.
Bring a blink, teleport or displacement. Pocket's Flying CloakFlying Cloak26s CooldownPocket sends a living cloak flying forward, damaging enemies it passes.Damage60 damage. T2 grants +5 weapon damage for 6s.MobilityTeleport to the cloak's live position, so the distance is chosen after the…DefensiveCan 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 TravelerTraveler140s CooldownMirage designates a spot on the minimap and, after a 3s wait, teleports there and gains a barrier.DamageNo damage. 140s cooldown.MobilityGlobal relocation, the split-pressure tool in his kit.DefensiveEvery 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.5damage can no longer cancel the channel, and the barrier gains 0.8 spirit scaling., Paradoxical SwapParadoxical Swap25m Range95s CooldownParadox fires a bolt that, on hitting an enemy hero, trades her position with theirs.Crowd ControlThe displacement itself is the control effect — there is no stun attached at…Damage150 damage, scaling with spirit power.MobilityIt relocates her to the target's position, which is simultaneously a…1200 barrier for 8s (scales with Spirit).2-30s cooldown, +13m cast range.5swaps 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.
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.
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.
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.
Apply anti-heal before engaging into Medicinal SpecterMedicinal Specter15m Range6.5s Duration50s CooldownSummons a spirit at a location that heals McGinnis and nearby allies for a duration.DamageNo damage. Heals +25/sec (deadlock.one).MobilityNone, though T2 grants +100% stamina recovery inside it.DefensivePrimary 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.
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).
She walls your retreat and then drops Heavy BarrageHeavy Barrage36m Range8s Duration200s CooldownMcGinnis unloads a continuous stream of rockets that home toward a designated location for a duration.Crowd ControlT1 applies a 24% movement and dash slow for 1s to targets hit, which…Damage21 damage per rocket (deadlock.one).MobilityShe keeps moving and can use stamina during the channel, but is slowed.124% 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.
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.
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.
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.
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.
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.
Mini TurretMini Turret20m Range18s CooldownPlaces a small automated turret that fires spirit damage at nearby enemies for a limited lifetime.Damage24 DPS per turret with 100 turret health (deadlock.one).DefensiveTurrets act as a tripwire and a damage sponge;1+10 turret DPS, +10m attack range.2+25% turret fire rate, +12s turret lifetime. charges third — destroy them as they are placed so she cannot hold charges for the actual fight.
Do not bait Heavy Barrage by clumping; bait it by threatening an objective from a spot with two exits, so the barrage buys her nothing.
Her 3.29s reload, with 0% move speed while shooting — she cannot fire and cannot flee simultaneously.
Immediately after Spectral Wall is spent or broken by melee: she has no other way to stop a gap-close.
During Heavy Barrage, when she is slowed and channel-committed to a target area away from herself.
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.
The first seconds after she places Medicinal Specter, since that zone anchors her to a known point you can pre-aim.
Bring DecayDecay3,200 soulsTier 3TechPress+30sCooldown+12sDuration+0.1sCast Delay+8Spirit Power-55%Incoming Healing+65Bonus Health or HealbaneHealbane1,600 soulsTier 2ArmorPassive+8sDuration+7Spirit Power-35%Incoming Healing against her, because Medicinal Specter heals her whole team over time and a healing cut breaks that. (streetouterwears.com, games.gg)
Defines zone control: Spectral Wall plus Heavy Barrage can make an entire lane or objective unenterable.
Anti-dive tools — turrets, a wall and a heal zone make diving her costly.
Sustained damage and objective pressure thanks to her magazine size.
Weak to
Zero mobility and zero escape. There is no button that saves her from a successful engage.
Low burst — she cannot punish a mistake quickly, only grind.
Loses to heroes who ignore her geometry: blinks and teleports walk through her entire kit.
Turrets are cheap to delete, and her value drops sharply when the fight moves off her prepared ground.
In lane, good at
A 66-round magazine plus Mini Turret 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.
Medicinal Specter lets her stay in lane without walking back, and she keeps her lane partner topped up too.
In lane, weak to
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.
Turrets at 100 HP are free value for any AoE hero, and clearing them puts her back on a long cooldown.
Spectral Wall unlock (level 1 priority) — Her defining tool is online immediately.
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.
Heavy Barrage T2 — -45s cooldown and +6s duration turn the ultimate from a once-a-fight tool into a standing area-denial presence.
Late 40min+ with Boundless SpiritBoundless Spirit6,400 soulsTier 4TechPassive+30Spirit Power+75Bonus Health+4Out of Combat Regen+15%Spirit PowerBuilds from Improved Spirit — Turret and barrage spirit scaling makes her zone genuinely lethal rather than merely annoying.
Belt-Fed Heavy Machine Gun
Rapid FireMedium Range
72.4DPS
Falloff Range 20m → 58m
A 66-round minigun firing fast 650 m/s bullets at roughly 6.1 damage per bullet and 4.76 shots/sec; the game data puts it at about 72 DPS (about 45 sustained), with a long 3.29s reload and 0% move speed while firing. Falloff runs 20m-58m. The enormous magazine means she wins any fight that lasts, but the reload and the movement lock mean she cannot reposition mid-burst.
6.08Bullet Damage
1Pellets per Shot
4.76Bullets per sec
66Ammo
3.29sReload Time
650m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
780Health
2Health Regen
6.70m/sMove Speed
1.60m/sSprint Speed
2Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes McGinnis wins most with, against what their two win rates would predict.
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)57.0% together+4.2% above expected
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)57.9% together+4.1% above expected
DynamoDynamoSupportControllerMid rangeSpirit damageSingularity is a multi-target hard CC long enough to decide a teamfight outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)55.1% together+3.7% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)56.0% together+3.4% above expected
IvyIvySupportInitiatorMid rangeHybrid damageTrue flight — she can cross terrain and take an ally with herDurabilityhigh (2/3)Burstlow (1/3)Mobilityvery high (3/3)Healinghigh (2/3)55.2% together+3.2% above expected
HazeHazeAssassinCarryClose rangeBullet damageSingle-target sustained DPS ramps up once Fixation is stackedDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinghigh (2/3)55.2% together+2.9% above expected
McGinnis wins 50.9% of games overall.
Who counters McGinnis and who McGinnis counters: all 43 opponents, from McGinnis' hardest to easiest, with how far each sits from that average. McGinnis strugglesMcGinnis does well
Paige and Graves are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about McGinnis in particular: Rat King (McGinnis wins 45.7%), Seven (McGinnis wins 44.4%) and Lady Geist (McGinnis wins 47.2%).
Pick an ability to see what it does and how to play around it.
Mini Turret
Ability 1 · Deployable Summon (Multi-Charge)
Places a small automated turret that fires Spirit Damage at nearby enemies for a limited lifetime. Turrets deal reduced damage to troopers and objectives.
Purpose: 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.
Damage
24 DPS per turret with 100 turret health (deadlock.one). T1 adds +10 turret DPS and +10m attack range; T3 adds +25% turret fire rate and +12s lifetime. A June 2026 patch reduced turret damage. Against troopers a turret does 65% damage, and its health grows by 10 per boon (Game data, 30 October 2026).
Defensive
Turrets act as a tripwire and a damage sponge; they must be shot, which reveals the shooter.
How to play against it
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.
Interactions
Spectral Wall T3 automatically deploys 2 Mini Turrets near the wall for 8s, which is the real turret spike.
Turret damage is spirit, so Spirit Power items scale them; her standard build (Mystic ExpansionMystic Expansion800 soulsTier 1TechPassive+20%Ability Range+20%Radius, Boundless Spirit) is built around that.
100 HP means any AoE or a couple of rifle bullets clears them.
Upgrade tiers
T1: +10 turret DPS, +10m attack range.
T3: +25% turret fire rate, +12s turret lifetime.
Medicinal Specter
Ability 2 · Deployed Area Heal-over-Time
Summons a spirit at a location that heals McGinnis and nearby allies for a duration.
Purpose: 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.
Damage
No damage. Heals +25/sec (deadlock.one).
Mobility
None, though T2 grants +100% stamina recovery inside it.
Defensive
Primary defensive tool; at T3 it also gives +2% max HP regen, +3m radius and +40% Spirit Resist to everyone inside.
How to play against it
Apply anti-heal (Healbane / Toxic BulletsToxic Bullets3,200 soulsTier 3WeaponPassive-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.
Interactions
T3's +40% Spirit Resist inside the zone makes it a hard counter to spirit-burst ultimates dropped on her team.
T2's stamina recovery lets a team dash-reset out of a bad engage from inside the zone.
Anti-heal items applied to the allies standing in it blunt the whole thing.
Upgrade tiers
T1: +1.5s duration.
T2: -20s cooldown, +100% stamina recovery.
T3: +2% max HP regen, +3m heal radius, +40% Spirit Resist.
Spectral Wall
Ability 3 · Deployable Terrain Wall with Slow, Detonatable
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.
Purpose: A zone-control tool: it cuts a fight in half, denies a chase, blocks a dive route, or traps someone on the wrong side of it.
Damage
60 damage on eruption (deadlock.one).
Crowd control
Slow on anyone passing through, increased by +24% at T3. Not a Hard CC, but it functions as a full movement denial for heroes without a blink.
Defensive
Blocks line of sight and physical pathing; it is how she survives having zero movement abilities.
How to play against it
Melee it. Spectral Wall panels break to melee attacks, and a heavy melee opens a hole faster than walking around.
Pre-commit before she can place it; the wall is reactive, so the punish is engaging on the cooldown, not through the wall.
Note where she is standing relative to the wall and approach from the side she is NOT on.
Interactions
Can be destroyed with melee attacks — this is the primary counterplay and many players forget it.
T3 spawns 2 Mini Turrets near the wall for 8s, stacking her two zone tools into one button.
It blocks the vertical approach lane Lash needs.
Upgrade tiers
T1: +20% damage amp for McGinnis on hit enemies for 7s.
T2: -20s cooldown, +2s duration.
T3: deploys 2 Mini Turrets near the wall for 8s, +24% slow.
Heavy Barrage
Ultimate · Sustained Homing Rocket Bombardment on a Target Area
McGinnis unloads a continuous stream of rockets that home toward a designated location for a duration. She can keep moving during the cast, though her movement is slowed.
Purpose: 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.
Damage
21 damage per rocket (deadlock.one). T3 adds +15 damage per rocket with increased spirit scaling.
Crowd control
T1 applies a 24% movement and dash slow for 1s to targets hit, which compounds with the barrage itself.
Mobility
She keeps moving and can use stamina during the channel, but is slowed.
How to play against it
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.
Break the Spectral Wall first if she has combined the two; barrage only kills when the exit is blocked.
Interactions
Combos directly with Spectral Wall: wall the escape route, barrage the trapped side.
T1's dash slow makes it much harder to dash out of the zone, which is the main escape.
Because she stays mobile, she can barrage from behind cover.
Upgrade tiers
T1: 24% movement and dash slow for 1s on hit.
T2: -45s cooldown, +6s duration.
T3: +2m radius, +15 damage per rocket with increased spirit scaling.
McGinnis' win rate by game length
Game length changes little for McGinnis compared with other heroes: #21 of 44 in games under 25 minutes, #17 of 44 from 25 to 40, #15 of 44 past 40.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
52.3%
+1.4%
727
15–20
48.2%
−2.7%
1,721
20–25
50.3%
−0.6%
5,252
25–30
51.2%
+0.3%
15,662
30–35
51.7%
+0.8%
31,985
35–40
51.1%
+0.2%
36,271
40–45
50.5%
−0.4%
24,750
45–50
50.6%
−0.3%
13,094
50–55
49.0%
−1.9%
6,101
55–60
51.7%
+0.8%
2,449
60+
49.8%
−1.1%
1,266
"vs usual" is against McGinnis's 50.9% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often McGinnis won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: deadlock.io classifies McGinnis as 'Easy' complexity and explicitly beginner-friendly.