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McGinnis Live

McGinnis

~51.5% WR ~6.4% pick
Easy Heavy Artillery InventorSupportDisruption

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.

Signature abilities4
Shieldedsentry Medicinal Specter Spectral Wall Heavy Barrage ult at lvl 6
Ability 1
Shieldedsentry
18s
Press
1
Charges
3s
Charge cooldown
0.2s
Cast delay
20m
Cast range
1AP Turret Attack Range +10m, Turret DPS +10
2AP Charges +2
5AP Attack Speed Mult +30, Turret Lifetime +12
Ability 2
Medicinal Specter
50s
Press

Deploy a spirit that provides Healing to nearby allies.

0.2s
Cast delay
15m
Cast range
6.5s
Duration
25
External Bonus Health Regen
1AP Specter provides +0% Spirit Resist — Spirit Resist +40%
2AP 50s Cooldown and provides +0% Stamina Recovery — Cooldown -20s, Stamina cooldown reduction +100%
5AP +0% Max Health regen per second, +6m Heal Radius and +6.5s Duration — Max Health Regen Pct +2, Heal Radius +3m, Duration +1.5s
Ability 3
Spectral Wall
50s
Instant cast

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

50m
Cast range
6s
Duration
60↑0.73
Damage
20%
Slow
1AP Amplifies McGinnis's damage by +0% on hit enemies for 0s — Bonus Damage Percent +20%, Debuff duration +7s
2AP 50s Cooldown and +6s Duration — Cooldown -20s, Duration +2s
5AP Deploy 0 Mini Turrets near the wall for 0s +20% Slow — Create Turrets +2, Turret Life Time +8s, Slow +30%
Ability 4
Heavy Barrage
175s
Press

Unleashes a volley of rockets that home in on a targeted location. McGinnis is slowed and is still able to use stamina.

0.2s
Cast delay
36m
Cast range
8s
Duration
22.5↑0.2
Damage Per Rocket
1AP Applies 0% movement and dash slow for Slow Durations — Move Slow Percent +30%, Enemy Dash Slow Percent -18%, Move Slow Duration +1%
2AP 175s Cooldown and +8s Duration — Cooldown -55s, Duration +6s
5AP +4.5m Radius and +22.5 Damage per Rocket with increased spirit scaling — Damage Per Rocket +15, Damage Per Rocket +0.16, Explosion Radius +2m
Guidehow to play

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.

Buildsbuy order matters
Laning1600

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.

Mid game3200

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.

Late game6400

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.

Situational4000

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.

Tips & tricks
Spectral Wall is the whole skill ceiling — cast it through enemies so their backs are pinned, then barrage the spot they can't leave.
Max the wall for the eruption stun and the lower cooldown; max Heavy Barrage for the slow and uptime.
Place turrets in chokes with cover, not in the open — back them with your own gun instead of expecting them to solo-carry.
Post-nerf turrets need Spirit Power and resist-shred behind them; without spirit they feel like wet noodles.
Keep a wall point banked at all times — it's your only escape, so don't waste it on greed when you'll need the disengage.
The reworked king-of-the-hill Urn is your dream objective: wall the circle, turret it, heal inside with Medicinal Specter.
Common questions

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.

Profilevs roster
Health 57 Mobility 36 Burst 7 Sustain 13 Range 70 Ammo 97
Health 780
Regen 2/s
Move speed 6.7 m/s
Stamina 2
Burst DPS 30.5
Sustained 24.6
Range 58 m
Ammo 66
Primary weapon
Services Rendered
Heavy Artillery
30.5
DPS
6.4
Bullet damage
4.8rps
Fire rate
66
Ammo
3.3s
Reload
24.6
Sustained DPS
122
Shots to down
28.71s
Time to kill
74
Weak-spot shots
422
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m20m57.5m177.8m
Melee 50Light 116Heavy
Matchups

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
04-10-2026 UpdateApr 11, 2026
  • 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
03-25-2026 UpdateMar 26, 2026
  • Medicinal Specter T3 duration increased from +1s to +1.5s
  • Spectral Wall duration increased from 5s to 5.5s
03-21-2026 UpdateMar 21, 2026
  • 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%
01-30-2026 UpdateJan 30, 2026
  • Mini Turret cooldown increased from 18s to 26s
  • Medicinal Specter regen reduced by 20% (was unaffected by the global regen change previously)
Raw data & APIopen JSON from the client
mcginnisslug8heroIdforgecodeName1complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt