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McGinnis
Precise placement is everything for McGinnis, whether she's creating a killzone or splitting the enemy team. She can help keep her team running making them hard to dislodge when entrenched.
Shieldedsentry
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Medicinal Specter
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Spectral Wall
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Heavy Barrage
ult at lvl 6
Deploy a spirit that provides Healing to nearby allies.
Cast a wall that applies slow on enemies it passes through. Erupt the wall to divide the terrain in half and damage nearby enemies. After casting, pressAttackorAbility 3to erupt the wall early. Can be Destroyed with Melee Attacks
Unleashes a volley of rockets that home in on a targeted location. McGinnis is slowed and is still able to use stamina.
McGinnis is the area-denial siege builder: she doesn't chase, she builds a killbox and makes the enemy walk into it. Spectral Wall splits the fight and pins targets, Mini Turrets and Heavy Barrage shred whoever's trapped, and Medicinal Specter heals your team through the hold — which makes her the best objective and Urn anchor in the game right now. She's complexity 1 and very forgiving, so the only real skill is wall placement; nail your angles and an immobile hero turns into an S-tier zone lord.
Early game
Heavy Artillery is a 66-round hose, not a burst gun, so use that giant clip to melt the wave, secure last hits and zone the enemy off soul orbs. Drop a Mini Turret behind cover for free chip and lane pressure — turrets inherit ~30% of your max HP and ~60% spirit resist, so they tank harassment and keep working. You're slow (6.7) with no escape, so treat Spectral Wall as your only 'get off me' button: keep a point in it and play respectfully whenever it's on cooldown. First buys are Extra Stamina (your only real mobility), Extra Charge for a second turret up at all times, and Monster Rounds so your gun and turrets rip through the wave for tempo. Your spike lands the moment Heavy Barrage comes online — wall a committed enemy and barrage the spot they can't leave for an early kill.
Mid game
Transition from laner to zone controller. Stack cooldown so you can re-wall and re-turret every fight — Compress Cooldown on Heavy Barrage (or the turret) is the single most-cited McGinnis item because it gives you near-constant uptime. Group for objectives: you want a wall splitting the enemy 6v6, turrets in the choke, and Medicinal Specter healing your team through the hold. Hunt for fights where a teammate has CC — wall the target in, then barrage on top. Mystic Slow turns every turret tick and barrage hit into a slow, and Suppressor cuts enemy fire rate so gun heroes can't win the trade standing inside your zone. This is the reworked king-of-the-hill Urn's dream hero: wall off the circle, turret it, heal inside and out-trade anyone who contests.
Late game
Spirit scaling makes turrets and barrage hit like trucks, and Escalating Exposure means the longer enemies sit in your zone the more everything ramps — your sustained turret and barrage damage never falls off. In teamfights your job is to split the map with the wall (cut their frontline off from their backline), drop the killbox on the objective, and ult anything that gets pinned. Greater Expansion gives bigger turret range, a wider barrage and longer wall reach, while Boundless Spirit is the top-end payoff. With Refresher you reset to double-wall or double-barrage a whole teamfight or a base siege — fence the enemy team in two halves and rain rockets on the trapped side.
Combos & tricks
Back-to-the-wall trap: cast Spectral Wall through a group so their backs are pinned to it (max the wall for the eruption stun), then drop Heavy Barrage on the spot they're slowed and boxed into. Funnel killbox: line turrets in a choke and use the wall to force enemies into their fire — the turrets tank long enough to do the work because they inherit your HP and spirit resist. Run Mystic Slow plus Suppressor on a turret zone and gun heroes literally cannot hold the ground you're standing on: every tick slows and shreds their fire rate. Use an Arcane Surge dash-jump before a cast — the next ability gets bonus range/duration, so a wall can stretch across a whole lane or a barrage reaches further. And stack Compress Cooldown or Echo Shard on Barrage with Refresher for near-permanent ult uptime, then double-barrage a fight. Hide behind your own wall while Medicinal Specter heals the team through the hold.
Matchups
She's strong into immobile snipers and zoners she can ground and out-area — Vindicta is a classic favored matchup, since the wall kills her escapes and turrets plus barrage punish stationary sniping. She's generally favored into siege and objective comps and into brawlers who have to walk into her chokes, because she dictates the ground. Where she struggles is high-mobility burst divers who ignore the killbox and jump your backline — Haze, and slippery flankers like Lash, make it a positioning duel. Long-range pokers delete turrets from outside your zone, and teams that itemize hard anti-heal, Ricochet, Toxic Bullets or spirit resist neuter your turrets. Heavy lockdown CC (Mo & Krill burrow) is dangerous for an escape-less hero, so respect it with Debuff Reducer.
Tempo and survival for an immobile laner: Monster Rounds powers your gun and turrets through the wave, Extra Stamina is your only mobility, Extra Charge keeps a second turret up, Mystic Burst buffs your turret/barrage hits and Extra Regen lets you hold the wall and keep shooting.
The spirit + utility core. Compress Cooldown gives near-constant barrage/turret uptime, Mystic Slow turns your zone into a tar pit, Enchanter's Emblem is near-permanent spirit + CDR while you sit healthy backline, Enduring Speed fixes your mobility and Suppressor stops gun heroes from out-trading you in your own zone.
Scaling and spam. Superior Cooldown means more walls, more turrets, more barrages; Escalating Exposure ramps your sustained damage; Greater Expansion widens everything; Boundless Spirit is the top-end payoff and Refresher lets you double-wall or double-barrage a teamfight or base push.
Slot in per game: Healbane vs sustain comps, Debuff Reducer vs heavy CC/silence that locks down an escape-less hero, Metal Skin to tank a dive or siege while your zone works, Divine Barrier to peel a diving ally, Knockdown to pin a slippery target into your wall, and Echo Shard for a double-cast tempo swing.
Is McGinnis good for beginners?
Yes — she's the lowest-complexity hero in the game, durable and forgiving. The only hard part is learning Spectral Wall angles, and everything else is forgiving while you do.
Weapon or spirit McGinnis?
Go spirit in the current meta. Turrets and Heavy Barrage scale with Spirit Power and the turret/ult-first build is dominant; pure gun McGinnis is playable but off-meta.
How do you play Heavy Barrage well?
Don't fish for random casts. Pair it with your own wall or a teammate's CC and drop it where enemies are forced to stand — objectives, the Urn circle, or a back-to-wall pin. Max it for the slow and cooldown.
Why do my turrets feel weak?
They need Spirit Power and resist-shred like Mystic Vulnerability behind them. Spirit resist, Ricochet and Toxic Bullets hard-counter them, so place them in chokes with cover and back them up with your gun.
Maggie McGinnis always had a knack for building things. At 4 she was using Lincoln Logs to recreate architectural marvels. At 10 she built and rewired a custom light fixture for her parent's anniversary. At 15 she designed a machine that refined the souls of the dead...that last one got a little more attention than the Lincoln Logs.
Now the head of Fairfax Industries Military R&D department, McGinnis spends her time in the machine shop, not in a lab. She's not interested in theory, to her science is magic you can touch.
Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.
Update history40
- Heavy Barrage range reduced from 50m to 36m
- Heavy Barrage T1 Dash Slow reduced from 30% to 18% (regular slow still 30%)
- Heavy Barrage T3 Damage Per Rocket reduced from +18 to +15
- Bullet damage per boon increased from 0.17 to 0.18
- Fixed Heavy Barrage not triggering Diviner's Kevlar
- Medicinal Specter radius increased from 5.5m to 6m
- Mini Turrets bounty from 80 + 2/minute to 40 + 4/minute
- Fixed Mini Turrets being locked on objectives when they were invulnerable
- Medicinal Specter duration increased from 6s to 6.5s
- Bullet damage increased from 6.2 + 0.16/boon to 6.4 + 0.17/boon
- Spectral Wall duration increased from 5.5s to 6s
- Spectral Wall segment count increased from 7 to 8
- Medicinal Specter T3 duration increased from +1s to +1.5s
- Spectral Wall duration increased from 5s to 5.5s
- Bullet damage increased from 6.0+0.15/boon to 6.2+0.16/boon
- Mini Turret attack range increased from 25m to 30m
- Medicinal Specter radius increased from 5m to 5.5m
- Spectral Wall duration increased from 4.5s to 5s
- Heavy Barrage cooldown increased from 165s to 175s
- Stamina speed bucket 3 to 2
- Bullet damage reduced from 6.72 + 0.2/boon to 6.0 + 0.16/boon
- Mini Turret duration increased from 24s to 35s
- Mini Turret base health and health growth reduced by 40%
- Mini Turrets initial fading resist start value increased from 60% to 80%
- Mini Turret cooldown increased from 18s to 26s
- Medicinal Specter regen reduced by 20% (was unaffected by the global regen change previously)