|"Justice ain't gonna dispense itself."|
||Santa Fe, New Mexico, USA|
| Overwatch (formerly) |
| Matthew Mercer  (English)
Boris Rehlinger (French)
|See This Hero On OverPwn|
- 1 Summary
- 2 Abilities
- 3 Strategy
- 4 Hero Match-ups
- 5 Story
- 6 Achievements
- 7 Cosmetics
- 8 Trivia
- 9 Videos
- 10 References
- 11 External links
Gunslinger and vigilante, McCree makes use of his revolver to slay his foes, flashbangs to stun, and has a combat roll to avoid danger.
- McCree is a flexible hero with a highly accurate and powerful revolver.
- Use a Flashbang to stun enemies in front of him.
- Deadeye targets all the enemies in his view for one shot kills.
As befits a gunslinger, McCree is the game's best duelist. He is capable of killing almost anyone he gets up close to with blinding speed by stunning them with Flashbang and unloading his Peacekeeper into them. The accurate hitscan nature of his primary weapon also makes him suitable for fighting mobile targets like Genji and Pharah at medium range. His damage falls off a cliff at longer ranges, and his low mobility means that he has to take conventional routes to get up close to his opponents, making it easy to outflank him and kill him before he has a chance to fire back.
Weapons & Abilities
- Peacekeeper: McCree's main weapon. The primary fire shoots a single, perfectly accurate bullet down the crosshairs. The secondary fire "fans" the Peacekeeper's hammer, causing McCree to unload the remaining rounds in the Peacekeeper's cylinder at lightning speed. The bullets from the secondary fire cannot headshot.
- The deadly accuracy of the primary fire is best used on targets at medium range. It's also useful on particularly agile targets like Tracer who are difficult to hit with the secondary fire.
- The secondary fire is woefully inaccurate at anything past short range, but will kill anyone with 200 or less hit points in a single volley if all of the bullets hit. Use the secondary fire when close to an opponent to quickly deal massive damage to them before they can respond.
- Combat Roll: When activated, McCree rolls a short distance in the direction he's currently moving. He also fully reloads his Peacekeeper during the roll.
- While Combat Roll does give McCree a small amount of mobility, it's nothing compared to Tracer's Blink. Combat Roll is best used as a quick way for McCree to reload his Peacekeeper than anything else. If you're in danger, however, it's best to use Combat Roll to get to cover instead of saving it for the reload.
- Flashbang: When activated, McCree hurls a small grenade forwards in an arc, which detonates after traveling a short distance. Enemies caught in the explosion are dealt a small amount of damage and briefly stunned.
- The main reason that McCree is such a good duelist. Use Flashbang to stun your opponent, then deal damage with Peacekeeper while they can't respond.
- While Flashbang (and its explosion) is blocked by Reinhardt's Barrier Field if thrown directly at the barrier, it can be thrown over top of the barrier to circumvent it and stun Reinhardt. Try to only fight Reinhardt if you have enough height to throw the Flashbang over top of his Barrier Field successfully.
- Deadeye (Ultimate): McCree's Ultimate ability. When activated, McCree enters a special targeting mode for a short duration, during which time he is dramatically slowed and cannot use his other abilities. Enemies are gradually highlighted with a red bullseye as long as they are within McCree's vision. McCree can press the primary fire button at any point during this time to shoot a bullet at all highlighted targets, with the damage increasing the longer they were within McCree's vision. This is a channeled ability, and will immediately end if McCree is hit by a stun.
- The bullet fired by Deadeye will always hit a highlighted enemy, so long as they are within McCree's vision when he presses the primary fire button.
- The red dot in the middle of the bullseye indicates how much damage Deadeye will do to that specific target. When the dot stops growing, that indicates that Deadeye will instantly kill the target, unless they are protected by a barrier, have bonus Health from an ability like Sound Barrier, or are otherwise invulnerable.
- Enemies who were previously targeted but who have left McCree's vision will have their bullseye turn grey. It will turn back to red when they are once more in his vision.
- McCree is a powerful anti-flanker and medium range damage dealer. Though it might be tempting to send him out on his own, he actually works best when staying near his team, as he can quickly kill annoying flankers like Genji and deal significant damage to Tanks like Winston, keeping his own team safe. McCree's low mobility makes him vulnerable to being picked off by enemies like Widowmaker if he travels by himself, and most enemies will be able to hear him coming a mile away due to his loud footsteps.
- Stick to using the Peacekeeper's primary fire at anything other than short range. Aim for headshots if your enemy is moving in a predictable way, as they deal a large amount of damage.
- Try to gain some vertical height before using Deadeye, as this will let you get more vision of targets hiding behind cover. Be aware that McCree is extremely easy to kill while using Deadeye, so watch out for enemies like Widowmaker or Soldier: 76 who can burst you down before you even have a chance of lining up your shots.
- Deadeye can be used in one of two ways: as a way of clearing out an area, or as a way of assassinating mobile priority targets. The "standard" combination of Mercy and Pharah flying through the air are especially vulnerable to being killed by Deadeye, as it takes little time for McCree to line up a killing shot for both of them.
- Another note with Deadeye is you need to use it unpredictably. It would be best to try and flank the enemy team and use it from behind, so they'll have the idea that you're infront, but instead you're behind them, taking out multiple foes quickly. Note that Reinhart's Shield can block the Deadeye shots, but will deal tremendous damage to the shield instead.
VS. : Genji can fight McCree in both long and close range. But McCree's high damage and his accuracy will make a short work to Genji. Although he potentially Deflect the Flashbang, but this can be evaded by simply throwing the Flashbang at the ground. The area-of-effect (AoE) explosion will be enough to stun Genji if he is up close then followed by Fan the Hammer combo or just shoot his head and press melee attack. Genji's Deflect is deadly to McCree's Deadeye, so take caution on it.
VS. : Feels like a cowboy era when both McCree are focusing on each other, mark and draw. This match-up is decided by who can aim for another head first as it gives a significant of damage. In close-range combat, Flashbang and Combat Roll will play a large role. Anybody get hit by Flashbang first, will likely not survive the combo.
VS. : Pharah can be shot down mid-air within only 3 shots, but McCree must be in his effective range. In open area where Pharah can stay further than McCree , she can use his damage falloff to make her advantage by firing a rocket to McCree outside his range. However, once his ultimate line up, Pharah must take a cover immediately as she will be shot down easier than anyone else.
VS. : Reaper demands close-range combat, where McCree will be sure to find him. While in long rang, Reaper can't do anything to counter his shot. Though Reaper is a little bulkier than most characters, he has nothing to counter McCree, outside of getting assistance from teammates. In order to kill McCree, Reaper must count his Flashbang cooldown, avoid it as much so he can finish McCree in close combat with point-blank shot.
VS. : Soldier: 76 has superior range, but one headshot from McCree will make an easy work when compare to several headshots done by Soldier: 76. Soldier: 76 shall fall to McCree in close-range, but sometimes McCree has to ambush where Soldier: 76 run pass by. In 1v1, when Soldier: 76 puts down Biotic Field and fight McCree back, he will have an upper hand from health restoration. A good-aim of Helix Rockets is enough to finish McCree before he rolling back. This match-up is decided by anyone can land a critical shot better will win for this battle, but McCree can't chase Soldier: 76 while Sprint. Meaning he is capable of survive from the fight better than McCree most of time.
VS. : While Sombra can shutdown McCree's ultimate through Hack and easily get close, she stills put herself at risk fighting him. His shot deals high damage, one headshot will bring her health down to critical zone. Sombra can disrupt McCree's position by harass him when he is hacked and retreat if the hack is about to time out. The best way to kill him is to unload your gun without he notice that you are coming behind him.
VS. : Tracer has a lot of mobility abilities which McCree will likely to waste his magazine to evasive Tracer. However, she is highly vulnerable to McCree's flashbang due to she can't use Blink or Recall while stunned. Flashbang+Headshot from McCree can finish Tracer immediately because of her lowest health. One headshot is enough to bring her down to pitiful 10 health.
VS. : Bastion will fall to McCree in Configuration: Recon when get up close, but while in Configuration: Sentry both it and McCree share roughly the same damage falloff range. Naturally, Bastion's higher firepower will naturally give it the edge. McCree must take a cover and return fire from there to save his health.
VS. : Hanzo naturally fights from extreme ranges, where McCree's Peacekeeper will struggle to deal maximum damage. However, unlike Widowmaker, McCree's Peacekeeper can land his shot to Hanzo easier than Hanzo does. If McCree keeps dodging Hanzo's arrow and return fire, he can force him to retreat from a spot.
VS. : Junkrat is not suited for close-ranged combat due to his slow speed projectile explosion damage himself. His weapon isn't good to use it against high grounded hero which McCree will usually stay over it. Junkrat can't directly flood his grenades to McCree as it is arcing projectile. In close range, Junkrat falls to McCree's flashbang combo like most heroes, but Total Mayhem will likely surprise him when stay over his corpse. He will either have to get lucky with throwing a Steel Trap to immobilize McCree or move out of the area he is trying to defend and flood it with grenades. By the way, McCree's low mobility will be a victim to his flooded grenades when staying in his defend area. Some map provides a close-area and many buildings, which these options, Junkrat will keep himself from exposing outside and fire a grenade using those buildings as an advantage. McCree has low mobility when compares to most offense heroes, so he will eat most grenades from Junkrat easily.
VS. : Mei and McCree both have similar playstyles when call for a close combat. While Mei needs to focus fire on McCree to freeze him, McCree can instantly respond with the Flashbang to her immediately, which will make him at edge when fighting her. However, missing a Flashbang will result in Mei mostly win over him, since his Combat Roll can't move far enough from her effective range and still slow after rolling. In long-range, both heroes have the same damage falloff, but Mei's Icicle is a projectile while McCree's Peacekeeper fires a hitscan bullet. McCree will have an easy time to land a shot on her body or her head, since her outfit is notable enough to shoot over than common heroes. Deadeye can be blocked by well placed Ice Wall, so take caution on it.
VS. : Torbjörn himself is a little threat to McCree. McCree can easily destroy Torbjörn's turret by staying close to a cover and firing into it. McCree doesn't need to expose himself too long to deal continuous damage on the Turret. He can just peek around a cover, firing and duck again in a cover. Torbjörn has a killing power when he need to use, but McCree's instant response with Flashbang will shutdown him immediately if he is without Armor Pack. Flashbang does effect the turret, but use it to the owner is better choice. Torbjörn's ultimate, once use, giving him sheer amount of armor which McCree will have a hard time killing him before Torbjörn kills him with high rate of fire.
VS. : Widowmaker naturally fights from extreme ranges, where McCree's Peacekeeper will struggle to deal maximum damage. Her Grappling Hook also allows her to stay up high, far out of range of McCree's Flashbang combo. McCree doesn't have any mobility to hunt her when she is on higher ground, making him more vulnerable. While McCree can return fire to Widowmaker, her bullet is faster than Hanzo's arrow, fighting her in open area will make him at risk.
VS. : D.Va's Boosters can close the gap between herself and McCree. McCree's combo is likely to fail when engage D.Va's Defense Matrix. Her superior dps at close range can make a short work to McCree who has low mobility. Keep your distance and kiting D.Va from far range since she has to use her Boosters to your position. Out of mech, one headshot can bring her down to 10 health immediately. Although D.Va's Defense Matrix can block your Deadeye, but with longer duration, he can wait until her shield is down.
VS. : Reinhardt and his Barrier Field both have the sheer amount of health to block virtually anything McCree can throw at them, and in close range Reinhardt will win due to his massive melee power. McCree's Fan the Hammer combo will deal less damage to Reinhardt high health pool, which giving him a problem in close range. However, McCree has a superior attack range. When he flanks behind and get on high ground above Reinhardt's position, which cause the situation went worse. McCree's Deadeye isn't completely blocked if there are many line-up stay behind the barrier. This will result in McCree deals a high amount of damage that able to destroy the barrier and kill somebody behind, including Reinhardt. McCree can throw his flashbang over Reinhardt's barrier to stun him. Keep this in mind if McCree is approaching.
VS. : Roadhog is good as a fodder to McCree to gain his ultimate charge as he can keep kiting him while stay further than his hook range. Within hook range, McCree will die when get a shot from Roadhog much like other heroes who have 200 health. Fan the Hammer combo deals considerable damage to his health, but not when heal it back.
VS. : Winston is able to absorb all 6 shots from Fan the Hammer and survive with ease. Though he too fights at short range, his high health and mobility let him eat up bullets from the Peacekeeper, and his Projected Barrier stops McCree's allies from helping at range. McCree's role when engage Winston is to stay with group and prevent him from attack weaker heroes. Winston's low armor, combine with McCree high damage per shot can cut all armor without wasting many bullets. His large hitbox will allow him to land all shots quite easy, especially a headshot which will erase large amount of Winston's health. Winston doesn't have any option to counter McCree's superior range. You can gain ultimate charge quickly by target him from long range.
VS. : Zarya doesn't have any kind of attack to counter his superior range. While her primary fire has the longest in beam attack, it can't reach to McCree's position when staying too far. Her secondary fire is likely to be avoidable by McCree's Combat Roll. However, Zarya can gain massive amounts of charge if McCree times his shots poorly, with Fan the Hammer almost instantly filling a barrier's charge allowance. She also has enough health to withstand a full Fan the Hammer clip if her Barrier is off cooldown. Zarya can protect herself and a teammate from his Deadeye.
VS. : Ana usually stays out of his range and mostly behind her teammates. She can kite McCree from a safety position which he has a limit in dealing maximum damage to her. Ana's Sleep Dart famously counters McCree's Deadeye slow movement, and her healing darts will completely restore any damage they take from Peacekeeper rounds, allowing whoever McCree is fighting to take a few extra hits. As a support, Ana doesn't have mobility to flee from McCree or get into higher ground to let her having an advantage over McCree. He can kite her from long-range even if it isn't very effective. As long as both of them are grounded, McCree can use a famous Flashbang combo on Ana at close-range.
VS. : Lúcio usually stay with teammates or riding over a high wall. To kill Lúcio from long range, McCree must slowly aim his shot due to his small hitbox and his health regeneration can waste your magazine before you can kill him. His Amp It Up on speed boost will make his teammates retreat or moving forward to McCree's position faster than McCree can respond back in time. Lúcio can disturb him when staying on high ground by riding a wall and knockback you out off position, but it will leave Lúcio a wide open to Flashbang combo. Sound Barrier will greatly increase his teammates overall health, McCree's Deadeye point-blank shot will be slightly delayed due to adding health to each hero.
VS. : Mercy isn't a fighter or gunslinger like other heroes. Each shot from McCree can greatly reduce some of her health. McCree excels in kiting her mid-air due to his hitscan bullet. With his mid-long attack range, he can finish off Mercy before she has a chance to retreat. However, this plan works well when she is staying in open area and you are on the high ground. If wish to chase her like most offense heroes, McCree might step too far from his team and unable to go back because of his low mobility. When Mercy is retreating, let other suited hero to hunt her rather than going by himself.
VS. : Symmetra falls to McCree when fighting in long range or close combat when your Photon Barrier can't prevent him from throwing Flashbang in the right moment. His shot deals a high amount of damage if it hits her head, this marks him be able to stay safety while shooting in long range. However, with her Photon Barrier can completely block his Flashbang and Deadeye when launched at the right moment, though a tricky to use, but it can prevent any death to occur to your teammates. With her Photon Projector's increase damage lock on, Sentry Turrets and small hitbox lets her have the upper hand when approaching McCree. In addition, her Shield Generator makes Symmetra and her teammate harder to be killed by McCree. Avoid approaching Symmetra in close range or in places where she will likely put her Turrets.
VS. : Both heroes deal high damage to each other. While McCree has a range advantage and his bullet can land Zenyatta easily, Zenyatta's high fire power and more ammo can force him to stay behind a cover. His Orb of Discord greatly reduces McCree's potential to stand fighting Zenyatta. If Zenyatta survive from McCree, he can retreat to regenerate his shield without worrying much about McCree chasing him thank to his low mobility. McCree must kite unprepared Zenyatta before he force him to stay in cover by his Discord. Note that Zenyatta's ultimate only heals his allies, but not giving them any invulnerable. Deadeye can be used to force Zenyatta's teammates to move in cover or kill them within healing range.
Armed with his Peacekeeper revolver, the outlaw Jesse McCree doles out justice on his own terms.
McCree had already made a name for himself as a member of the notorious Deadlock Gang, which trafficked in illicit weapons and military hardware throughout the American Southwest, when he and his associates were busted in an Overwatch sting operation. With his expert marksmanship and resourcefulness, he was given the choice between rotting in a maximum-security lockup or joining Blackwatch, Overwatch's covert ops division. He chose the latter.
Although he was initially cynical, he came to believe that he could make amends for his past sins by righting the injustices of the world. McCree appreciated the flexibility afforded to the clandestine Blackwatch, unhindered by bureaucracy and red tape. He was given instruction by Gabriel Reyes, another Blackwatch member. But as Overwatch's influence waned, rogue elements within Blackwatch sought to bring down the organization and turn it to their own ends. Wanting no part of the infighting, McCree set off alone and went underground.
McCree resurfaced several years later as a gunslinger for hire. But while McCree's talents were sought after by parties great and small, he fought only for causes he believed were just.
Note: the following sections aren't necessarily in chronological order.
McCree caught a ride on a hypertrain headed for Houston. Caught a ride, as in, sitting on top of the train as it barreled along, for, in his words, "they don't sell folks like me a ticket." Nor did hypertrains make it easy for soldiers to rappel down from helicopters onto, but that's what started happening, as McCree observed such an action taking place. Staying out of sight, he could tell that the operatives weren't after him, but he was concerned. First, the operatives (or at least their method of insertion) were operating in a manner similar to Blackwatch. Secondly, if McCree's face was spotted, he knew that he'd take the heat for whatever was about to go down. Making a decision, McCree vaulted into a train car and quickly dispatched a number of the operatives. He told the stunned passengers to stay in their seats, and that things would be over shortly.
Moving on, McCree saved one of the train staff from being executed, as he didn't know a set of codes. Apparently the soldiers were after something at the back of the train, so McCree headed that way. He dispatched the enemy soldiers there, but only after hearing one of their number call for backup. Reaching the device at the back, he tossed it off the train, content that the operatives would go after it and leave the train itself alone. His face now out in the open, McCree settled down to enjoy the ride, only to learn via a news report that the robbery had indeed been laid on him, and from a steward, learnt that the train would arrive in Houston in three minutes. He asked that the truth of what happened be relayed to the police, and that the arrival time be "fudged," in order to give him time to make his exit.
McCree made an appearance as a vigilante, thwarting a robbery attempt of a ramen shop. The media mainly focused on his "anachronistic fashion sense," though pundit Joel Marricone espoused the belief that McCree's vigilantism should be welcomed, given the high crime rate in the area.
|Interrupt an enemy Ultimate Ability with McCree's Flashbang in Quick or Competitive play.|
|Get 4 killing blows with a single use of McCree's Deadeye in Quick or Competitive play.|
- There is a developer at Blizzard Entertainment who shares the name "Jesse McCree."
- McCree's Peacekeeper revolver was built by a legendary gunsmith and fires custom high-calibur ammunition with technological enhancements, while his flashbangs are custom non-lethal grenades that were once used by Overwatch.
- Fitting with McCree's cowboy motif, activating Deadeye causes a tumbleweed to roll in front of him, a common cliche in western films.
- The engraving of McCree's belt buckle spells "BAMF," which is an acronym of "Bad Ass Mother Fucker."
- McCree has a few possible references to Doc Holiday in the film Tombstone. The most prominent being his voice-line "I'm your Huckleberry.", the others being his Gambler skin and his Gunspinning emote, the former representing Doc Holiday's traits of being a gambler, as well as referencing his appearance, and the latter referencing an action he did in the film.
- 2015-10-02, "Justice ain't gonna dispense itself.". Twitter. Accessed on 2016-05-18
- McCree, Blizzard Entertainment. Accessed on 2015-03-09
- Overwatch, McCree Quotes
- 2016-04-20, HERE’S YOUR FIRST LOOK AT THE OVERWATCH: MCCREE DIGITAL COMIC (EXCLUSIVE). Nerdist, accessed on 2016-04-21
- Overwatch: McCree: Train Hopper
- 2015-03-04, The New Peacekeepers. Play Overwatch, accessed on 2015-03-16
- Tracer: Reflections
- Overwatch Yes or No Interview - PAX East 2015, Jeff Kaplan (오버워치 개발자 인터뷰), PlayersCutTV. Accessed on 2015-13-08.
- Overwatch Visual Source Book, pages 46-47
- BAMF - Wiktionary
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