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McGinnis

ControllerSupportSummoner Hybrid Damage Mid Game Low Difficulty

Patch 10-30-2026, 138,606 matches. Updated daily.

How to counter and play McGinnis

Items to buy

  • vs zoning and area denial Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Fleetfoot Fleetfoot 1,600 souls Tier 2WeaponInstantCast +16s Cooldown +5s Duration +100 move speed penalty while shooting reduction +35% Slide Distance +6% Bullet Resist +40% Slow Resist +6% Weapon Damage Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore
  • vs summons and turrets Monster Rounds Monster Rounds 800 souls Tier 1WeaponPassive +25% Weapon Damage vs. NPCs +1 Out of Combat Regen +25% Bullet Resist vs. NPCs Split Shot Split Shot 1,600 souls Tier 2WeaponInstantCast +27s Cooldown +5 Weapon Multishot +12s Bonus Duration +8% Weapon Damage per Stack +5 Max Stacks Alchemical Fire Alchemical Fire 3,200 souls Tier 3WeaponPress +30s Cooldown +5s Duration +0.2s Cast Delay +10 Spirit Power
  • vs slows Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Enduring SpeedDispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount
  • Melee the Spectral Wall Spectral Wall 50m Range6s Duration50s Cooldown 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.
  • Bring a blink, teleport or displacement. Pocket's Flying Cloak Flying Cloak 26s Cooldown 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 140s Cooldown 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. , Paradoxical Swap Paradoxical Swap 25m Range95s Cooldown 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. 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 Specter Medicinal Specter 15m Range6.5s Duration50s Cooldown 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.
  • 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 Barrage Heavy Barrage 36m Range8s Duration200s Cooldown 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.
  • 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 Turret Mini Turret 20m Range18s Cooldown 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. 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 Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health or Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit 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)

Plan a game against McGinnis and the rest of their team →

Good at

  • 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 Spirit Boundless Spirit 6,400 souls Tier 4TechPassive +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.

Belt-Fed Heavy Machine Gun

Rapid FireMedium Range

72.4 DPS

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.

  • 6.08 Bullet Damage
  • 1 Pellets per Shot
  • 4.76 Bullets per sec
  • 66 Ammo
  • 3.29s Reload Time
  • 650m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 780 Health
  • 2 Health Regen
  • 6.70m/s Move Speed
  • 1.60m/s Sprint Speed
  • 2 Stamina
  • 4.50s Stamina 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 Danny Deadman Danny SkirmisherInitiatorMid rangeHybrid damage Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) 57.0% together +4.2% above expected
  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 57.9% together +4.1% above expected
  • Dynamo Dynamo SupportControllerMid rangeSpirit damage Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 55.1% together +3.7% above expected
  • Victor Victor BruiserInitiatorClose rangeSpirit damage Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) 56.0% together +3.4% above expected
  • Ivy Ivy SupportInitiatorMid rangeHybrid damage True flight — she can cross terrain and take an ally with her Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) 55.2% together +3.2% above expected
  • Haze Haze AssassinCarryClose rangeBullet damage Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 55.2% together +2.9% above expected

Every McGinnis duo →

Every McGinnis matchup

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 struggles McGinnis 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%).

Only matches whose average rank was Oracle and above, where McGinnis wins 51.9% overall.

Abilities

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 Expansion Mystic Expansion 800 souls Tier 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 Bullets Toxic Bullets 3,200 souls Tier 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.
  • Blink, teleport or displacement ignores it outright — Pocket's Flying Cloak, Mirage's Traveler and Paradoxical Swap 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.
  • 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.

45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 52.3% over 727 games (few games, read with care) 52.3% 15–20 min: 48.2% over 1,721 games 48.2% 20–25 min: 50.3% over 5,252 games 50.3% 25–30 min: 51.2% over 15,662 games 51.2% 30–35 min: 51.7% over 31,985 games 51.7% 35–40 min: 51.1% over 36,271 games 51.1% 40–45 min: 50.5% over 24,750 games 50.5% 45–50 min: 50.6% over 13,094 games 50.6% 50–55 min: 49.0% over 6,101 games 49.0% 55–60 min: 51.7% over 2,449 games 51.7% 60+ min: 49.8% over 1,266 games 49.8% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
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.