|"Justice ain't gonna dispense itself."|
Overwatch agent (formerly)
|Santa Fe, New Mexico, USA|
|Deadlock Gang (formerly)|
|Matthew Mercer  (English)
Boris Rehlinger (French)
- 1 Overview
- 2 Abilities
- 3 Strategy
- 4 Match-Ups and Team Synergy
- 5 Story
- 6 Achievements
- 7 Trivia
- 8 Videos
- 9 References
- 10 External links
Armed with his Peacekeeper revolver, McCree takes out targets with deadeye precision and dives out of danger with eagle-like speed.
As befits a gunslinger, McCree is one of the game's best duelists. 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. Combat Roll not only provides him a quick mobility to escape, but also fully reloads at the same time which is what his playstyle really needs. Deadeye can be used to quick-kill on non-tank heroes within his line of sight or zoning away the opponents due to how the guarantee kill shot.
While having a powerful gun, McCree's abilities are considered sub-par as a trade-off to his insane damage output. His low mobility means that he has no 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. Flashbang is only his way to protect himself in close-combat, missing the target will likely to force him to fight or escape from the death. His low ammunition means that wasting one bullet has much value than others. His damage output falls off a cliff at longer ranges in comparison to other hit-scan heroes, making him one of the poor choice at static defense at long range.
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 effected target's momentum is also significantly slowed for the same duration.
- 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.
- Flashbang is extremely deadly to heroes that rely on their mobility, such as Tracer. A Flashbang and a headshot from Peacekeeper is a guaranteed kill on any opponents below 165HP.
- While Flashbang (and its explosion) is blocked by Reinhardt's Barrier Field if thrown directly at the barrier, it can be thrown over the 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.
- Flashbang can be used to finish off very weak enemies at close range, however it is best used to halt enemies.
- 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. There are some occurrences where McCree will activate his Ultimate, and for example he is locked on to 4 targets, he shoots the first 3 targets. In the time he is shooting said 3 targets, target 4 moves to cover at the perfect time and McCree's bullet misses and hits where the target was last in sight. This could also happen if a Mei puts up an ice wall right before getting shot, the ice wall will protect her from McCree's bullet even though she was locked on to at the time of the Ultimate being fired.
- 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.
- If you feel like you're about to die while using Deadeye, you could always fire before the killing shot. It will not kill targets, but it still does a lot of damage and is infinitely better than dying, wasting your ultimate, and doing no damage.
- Due to the ultimate being a channeled ability, the main weakness McCree faces is Sleep Darts and Chain Hooks. The best way to maximize Deadeye's potential is to have a Sombra use her EMP before hand, preventing any barriers, Chain Hooks, Sleep Darts, or other stuns from ruining Deadeye.
- 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.
- Flashbang does interrupt some abilities or even ultimate, so it is encourage to use it against some ultimate like Reaper's Death Blossom or Roadhog's Whole Hog.
- It maybe a better choice to point a single headshot on a stunned target rather than using Fan the Hammer. You don't have to reload after you attack with a single shot from primary fire. This technique is useful to save yourself from a failed Fan the Hammer combo, especially when the target is protected by Zarya's Projected Barrier.
- Use Combat Roll to retreat and return fire rather than rolling to fight back. Even if you can fully reload without reloading animation, you will lose your only method of escape if you encounter a bad engagement.
- Minimize return fire by peeking around a corner when there is no friendly Barrier provided. With this, you can maintain your target point and potentially receive less damage from enemies.
- 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 in front, but instead you're behind them, taking out multiple foes quickly. Note that Reinhardt's Shield can block the Deadeye shots, but will deal tremendous damage to the shield instead.
- A notable vantage point when using Deadeye on Dorado is just after the first checkpoint, upon going through the large gate, looking up and to the right, there is a small (and very accessible) ledge. The ledge looks over the long stretch of road for the Payload, making it an excellent spot to use Deadeye, especially with the fact of it being so high up, you might be able to see enemies that wouldn't be visible on ground level. The ledge also gives access to a very small area filled with plants, flowers, etc. on the building to the right, allowing you to walk on the very small ledge on the building, also working for a potential Deadeye spot. But be aware that if the enemies find your location, they can easily get under you to avoid the ultimate.
- McCree's Peacekeepercan be treated like Widow's Kiss or Hanzo's Storm Bow. While it is tempting to aim for headshots, aim for bodyshots if you know you can't get them. It is better to get multiple bodyshots than trying to get a headshot, risking your life.
Match-Ups and Team Synergy
|D.Va's Boosters can help her quickly close the gap between herself and you, and her Defense Matrix will block your standard fire as well as your Flashbang. At point blank firing distance, her gunfire will outdamage yours, and she has way greater health than you do. Even if you get her close to losing her Mech, she can simply disengage with her Boosters. Try to make sure you're always with your team, since while you'll lose most one-on-one fights with D.Va, if she barrels into a group of your allies by herself, she'll end up on the receiving end of a severe beating. If you manage to get her out of her Mech, she's easy prey; a Flashbang combo at close range or a headshot from afar will quickly snuff her out. Don't get too overconfident at a distance, though; if she can peek around cover and land her shots while dodging yours, she can quickly build up her Ultimate and get a new Mech. Defense Matrix can negate Deadeye completely, but its duration is shorter than Deadeye's; you'll need to wait until Defense Matrix is on cooldown, but during that time her allies might rush in to kill you, so be exceptionally careful before using Deadeye around D.Va.||(To be added)|
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|Reinhardt and his Barrier Field both have substantial health to withstand any attacks from you, and at close range Reinhardt's mighty melee swings will make quick work of you. While you can hit Reinhardt with Flashbang while his barrier is up by aiming over it, Fan the Hammer will be insufficient to kill him, and will only leave you in a position for him to clobber you to death. Instead, make use of your superior attack range, flanking behind and above Reinhardt's position. While Reinhardt can protect himself and his allies behind his shield from Deadeye, you fire one shot per target; if Reinhardt's shield is at low health and multiple allies are hiding behind him, your first shot may end up shattering the shield and your successive shots may hit their mark.||(To be added)|
|As long as you can keep your distance from Roadhog, he'll serve as good Ultimate fodder; you'll struggle to kill him due to his high health and damage reduction from Take a Breather, but landing continuous damage on him will help you built your Ultimate charge quickly. Should you end up in a close-quarters engagement, things will get more dangerous, as a Chain Hook from him will result in your quick death. Flashbang and Fan the Hammer will rarely be sufficient to kill him, and he can restore his health after the combo with Take a Breather; during that time, try to gain some distance and get behind cover so he can't grab you with his Hook once he's done healing. Make sure Roadhog isn't nearby when you activate Deadeye, as a Hook grab will cancel your Ultimate outright.||(To be added)|
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|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 will let him endure bullets from the Peacekeeper, and his Projected Barrier will stops your allies from helping at a distance. Your role when engaging an enemy Winston is to stay with your group and prevent him from attacking your weaker teammates. While you'll struggle with him at close range in a one-on-one, with your teammates by your side you can make him regret diving into your back line. If Winston is lurking with his team without his barrier up, you can land free shots on his large frame to build up your Ultimate charge or potentially kill him.||(To be added)|
|Zarya will struggle against you when you fight her at a distance. However, she can gain massive amounts of charge if you times your shots poorly, especially if you hit her with Fan the Hammer while her Barrier is active. Even if her Barrier is on cooldown, she also has enough health to withstand a full Fan the Hammer clip, so only attempt to hit her with it if she comes to you. In general, you should try to keep your distance and fight where you're most comfortable. Watch for Barriers on your enemies when you activate Deadeye; if you shoot an enemy with a Barrier active, you'll end up providing Zarya a massive charge, so if possible try to wait until the Barrier wears off after 2 seconds.||(To be added)|
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|You'll win most encounters with Bastion if you catch him in Recon Configuration. While he's in Sentry Configuration, though, it's an entirely different story. It will be difficult to shoot his weakspot on his rear unless you sneak up on him, and even then he'll most likely withstand your attacks, then swivel around and rip through you. Attacking him point blank is a dangerous tactic, as he can quickly gun you down. Should you peek in and out of barriers or cover, though, and he isn't likewise protected, you can land a few safe shots on Bastion and eventually kill him.||(To be added)|
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|While Genji can fight you at both close and long distances, your high damage and accuracy can make short work of him. Although he can potentially Deflect your Flashbang, this issue can be avoided by simply throwing the Flashbang at the ground, since the area-of-effect explosion will be enough to stun Genji if he is up close. Deflect is deadly against Deadeye, turning your lethal shots back at you, so take caution when activating it while Genji is around.||(To be added)|
|Hanzo will try to fight you from extreme ranges, where your Peacekeeper will struggle to deal maximum damage. However, your Peacekeeper's shots will usually be more accurate than Hanzo's arrows. Focus on avoiding Hanzo's shots while closing in on him until you're close enough to hit him with a Flashbang; if he's at a higher elevation or too far away, peek behind corners to land shots on him or simply stick with your team. Sonic Arrow will betray your exact location to Hanzo, so be careful if attempting to peek shots behind corners as he may land a headshot right when you turn the corner. At close range, beware of Hanzo's Storm Arrows, as their burst damage can quickly kill you; a Flashbang will disrupt him long enough for you to act, even if you're not close enough to be effective with Fan the Hammer.||(To be added)|
|Both you and Junkrat are dangerous in close corridors. It's crucial to catch him by surprise with Flashbang, otherwise his grenades will make quick work of you. Even if you kill Junkrat in a close-quarters fight, Total Mayhem's bombs may end up killing you, as you have no means of escaping them other than Combat Roll. Watch your step, as getting caught in a Steel Trap will certainly spell your doom.||(To be added)|
|A duel at high noon between two McCrees will be decided by who can aim at the other's head first, should you both be fighting out in the open. In close-range combat, Flashbang and Combat Roll will play a large role. Whoever gets hit by Flashbang first will likely not survive the following Fan the Hammer.||(To be added)|
|You and Mei have similar playstyles at both long and close distances. At close range, you both will try to stun the other before landing the finishing blow. In Mei's case, she'll be attempting to freeze you over; your best defense is to quickly Flashbang her before she can finish freezing you, as once you're frozen solid, you're as good as dead. Should you miss your Flashbang, you'll have almost no chance of surviving; even Combat Roll won't move you far enough away to escape her Endothermic Blaster. Should you fail to kill Mei with your Flashbang combo and she uses Cryo-Freeze, it's better to run than to wait for her to come out; without your Flashbang, you're easy prey, and should you run you might bait her into leaving Cryo-Freeze early, at which point one or two shots should be able to finish her off. At longer range, both of you have the same damage falloff, but Mei's Icicle is a projectile while your Peacekeeper fires a hitscan bullet, meaning you'll have an easier time landing your shots. Deadeye can be blocked by a well-placed Ice Wall, so take caution around Mei.||Should a friendly Mei freeze the enemy team over with Blizzard, any Tanks caught in the Blizzard will lose their ability to deploy their shields, meaning a quick Deadeye can gun everyone down.|
|Pharah can be shot down mid-air with only 3 shots, but you'll need to be in your effective range, which isn't infinite. A smart Pharah floating in the sky will keep her distance from you and bombard you with rockets from afar, so stay behind cover or barriers while you get close enough to shoot her down. Pharah is an easy mark for Deadeye; try to activate it when she's not focused on you so she can't attack before you can fire.||(To be added)|
|Reaper demands close-range combat, but you're no slouch at close quarters yourself. Should Reaper attempt to harass you at point blank, your Flashbang/Fan the Hammer will deal substantial damage if it doesn't outright kill him. His Wraith Form can help him easily avoid your Flashbang; if he avoids it, try not to use Fan the Hammer so you don't waste your time reloading after shooting at nothing. Should he survive your combo, a few headshots will be enough to put him down before he can kill you. Should you fail to land your shots, though, he'll make quick work of you, so be careful. Reaper is useless against you at longer range, so if you see him roaming about, take the opportunity to gun him down.||(To be added)|
|Soldier: 76 puts up a stronger fight than you at range, but a single headshot from you will put Soldier: 76 at death's door. You have the upper hand in close quarters, but if you fail to kill him, he can Sprint away to disengage while you have few means to chase after him. If your Flashbang is on cooldown and Soldier: 76 has Biotic Field active, you'll be in for a much tougher fight. At a distance, this fight will be decided on who can land their shots better; in close combat, it will depend on whether you can surprise him with Flashbang or not.||(To be added)|
|One headshot from you will put Sombra at a near-death state; however, she'll rarely let herself be visible out in the open, so you'll need to keep your eyes peeled. You can still handle yourself fairly in a fight should she Hack you, but if you get her close to death you don't have any means to stop her from retreating with Translocator. Being Hacked while you're preparing Deadeye will nullify your Ultimate, so be especially careful about her when using it.||(To be added)|
|Be careful when turning corners when a Symmetra is around, as while your Peacemaker can take out Sentry Turrets in one shot, your long wait between shots means a group of Sentry Turrets can whittle down your health enough to be quickly finished off by Symmetra or one of her allies. She isn't particularly powerful at close or long distances when she's at low energy; once she's powered up, though, she's a force to be reckoned with. You'll rarely be fighting Symmetra alone, though, as she'll usually have some Sentry Turrets set up around her position to trap you. Feel free to pick off Symmetra at a distance, but you should only advance on her if you're with your team. Photon Barrier can block off Deadeye, so when you activate it try to quickly land your shots before Symmetra can respond with Photon Barrier; if she deploys it before you can do so, cut your losses and try to shoot down any enemies on your side of the barrier.||(To be added)|
|Torbjörn himself is of little threat to you, but when he has Overload active, he'll be tougher for you to kill. Try to surprise him before he can use it; if you can't kill him in time, though, use Combat Roll to gain distance from him until Overload wears off or you've regrouped with your team. You can easily destroy Torbjörn's Turret by peeking in and out of cover while firing at it. Flashbang does effect the Turret, but you will usually have better targets to use it on. Your low mobility means it may be easy for Torbjörn to catch you in his Molten Core, so be careful.||(To be added)|
|With her constant mobility, Tracer will prove to be a massive pain to kill at a distance. If you land Flashbang on her, though, that's another story; a Flashbang followed by a single headshot will be sufficient to rip through her minimal health. Even without Flashbang, a single headshot will put her at 10 health, making her an easy target for your teammates to finish off so long as they're focused on her. Try to stay by your Support or Tank allies, as Tracer will probably try to flank and harass them; you're their best defense should you catch her by surprise with a Flashbang.||(To be added)|
|Widowmaker easily has you outmatched at a distance due to her superior range and lack of damage falloff. Her Grappling Hook also allows her to stay far out of range of your Flashbang combo. It will be very difficult to sneak up on Widowmaker and you don't stand a chance at a distance. Only approach her while being protected by friendly barriers, otherwise try to stay behind cover and stick to your team.||(To be added)|
|Ana will usually stay out of your range and behind her teammates. An enemy being given a constant healing supply by Ana will be difficult to gun down, even with help from your teammates. However, Ana lacks any kind of mobility, so you can easily get the drop on her and kill her with your Flashbang/Fan the Hammer combo if you catch her by surprise. If you do catch her out in the open, while she deals decent damage at a distance, your gunshots will far outdamage hers at medium range. Just don't try to snipe her from afar, as your bullets won't reach while hers will. Be extremely careful about being out in the open when activating Deadeye, as Ana's Sleep Dart will instantly cut it off.||(To be added)|
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|Lúcio will usually be protected behind his teammates or riding over a high wall. To kill kill him from afar, you'll need to be extra careful with your shots due to his small hitbox and his health regeneration. His Amp It Up on speed boost can help his teammates retreat or advance on your position faster than you can respond. Be careful when you're perched on high ground, as Lúcio can disturb you with a knockback from his Soundwave. Should he attempt to approach you like this, though, he'll leave himself open to a Flashbang. Try not to use Deadeye right after Lúcio uses Sound Barrier, as his teammates will most likely survive your shots.||(To be added)|
|Mercy can often be found in the air floating from teammate to teammate; this makes her an easy target for your Peacemaker. With your mid-to-long range, you can finish off a Mercy out in the open before she can retreat. However, if Mercy is hiding behind her team, don't try to chase after her as her teammates will simply gang up on you and kill her. Instead, have an ally who can flank chase her down, or if your team is nearby, advance in a group.||(To be added)|
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|Both you and Zenyatta have the potential to deal high damage at a distance. While your shots will be more accurate, Zenyatta's high power and larger ammo magazine will help him gradually kill you if you try to fight out in the open. His Orb of Discord will help him and his team finish you off even quicker. If you must fight Zenyatta at a distance, stay behind cover between shots to avoid his counter-fire. Just remember that his Orb of Discord will notify him of your exact location, meaning it will be easy for him to land an Orb Volley on you and potentially instantly kill you. Should you fail to kill Zenyatta, he can retreat and recover his shields, so unless his teammates are nearby, don't hesitate to chase him down and finish him off. If you catch Zenyatta by surprise at point blank, you can easily kill him before he can retaliate.||(To be added)|
Armed with his Peacekeeper revolver, the outlaw Jesse McCree doles out justice on his own terms. A $60 million bounty is on his head. At times, he has missed his old farm boy life. He enjoys liquor with "bite" to it, along with cookies.
The Deadlock Gang
McCree grew up on a farm in New Mexico. As a young ruffian, he had a chance encounter with Elizabeth Ashe. The two committed an impromptu string of crimes together and with two others, formed the Deadlock Gang. The two of them never dated; possibly part of the reason was that according to McCree, Ashe was never his type due to her wealthy background. As a young man, McCree made a name for himself as a member of the Deadlock Gang.
|“||Right. This is where I picked up the damn ingrate.||„|
|~ Gabriel Reyes, reflecting on his recruitment of McCree|
McCree's time in the Deadlock Gang came to an end when he and his associates were busted in an Overwatch sting operation. With his expert marksmanship and resourcefulness, he was visited by Gabriel Reyes, the head of Overwatch's Blackwatch covert ops division. Reyes gave him the choice between rotting in a maximum security lockup or joining Blackwatch. McCree 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 Reyes, and was given some pointers in shooting by Ana Amari. He had a mixed relationship with fellow Blackwatch members Genji Shimada and Moira O'Deorain. He thought that the hiring of O'Deorain was a mistake.
|“||An Overwatch facility was attacked. The team needed to respond. But officially, their hands were tied. Luckily, Blackwatch plays by its own rules. We all knew who was responsible. Rumor had it he'd be well protected. Our mission was to drop in and get him out so he could face the music. At least, that's how it was supposed to go.||„|
|~ Jesse McCree|
Eight years before the present day, McCree was with Reyes and Gerard Lacroix in the Rome Blackwatch facility. Overwatch was being attacked by Talon, but Lacroix had tracked down one of their associates—Antonio Bartalotti, whose compound in Venice was a hotbed of illegal activity. McCree was up for a "road trip" to apprehend him, but Lacroix pointed out that Bartalotti was too well connected with the Italian government. Instead, he planned to go after Bartalotti's employees, to bring charges against them, and thus disrupt Bartalotti's cash flows. Thus, Bartalotti would be less able to purchase "friends in high places," and as such, Overwatch could go after him. Satisfied with the plan, McCree and Reyes left the building. Seconds later, it was destroyed in an explosion, courtesy of a bomb set by a Talon agent. McCree and Reyes rushed in, and were able to save Lacroix, but many other Overwatch members weren't as lucky.
Awhile later, at Overwatch Headquarters, Reyes asked McCree if he was still up for the "road trip" he'd proposed. McCree was, but was disheartened to learn that the operation was simply apprehending Bartalotti. Reyes assured McCree that the info they got from Bartalotti would allow them to hit Talon harder next time. Thus, they headed for Venice alongside Shimada and O'Deorain.
|“||This is your fault commander! We had a plan! We could've walked Antonio right out of the city! I didn't sign up for this!||„|
|~ McCree during the shootout|
The Blackwatch team arrived in a Venice safehouse and set up survaillance on the manor. They found Talon soldiers patrolling the grounds. When night fell, they infiltrated the manor. They made their way through its interior, killing and/or incapacitating numerous Talon guards. Upon reaching Antonio's office, they found him there, not surprised to see them. Nor was he intimidated, as he pointed out that Overwatch abducting a "respected businessman" would be a public relations nightmare. Furthermore, even if they did take him, his "friends" would have him released within a week. After some thought, Reyes said "you're right" and shot Antonio, the force of the blast sending him through his office window, and triggering an alarm. McCree was outraged, pointing out that this wasn't the plan. Reyes casually suggested that they go with "Plan B"—fight their way out, guns blazing. As they exfiltrated the manor, Genji asked about McCree's unease, pointing out that they'd killed before. McCree pointed out that what had happened was an execution. Genji simply responded "dead is dead." Regardless, the team succeeded in escaping, with all four Blackwatch agents making their way out despite the hordes of Talon soldiers that came their way. However, the incident was reported in the press, and Blackwatch's existence was revealed to the public.
Back at HQ, Reyes was debriefed by Jack Morrison, Ana Amari, and a recovered Lacroix. McCree watched the interogation from behind a one-way mirror. After Reyes was debriefed, Morrison asked if McCree had anything to add, to which McCree asked where Morrison wanted him to start. McCree gave his account of events. Much later, McCree reflected that while Antonio had got what was coming to him, it still didn't seem right. He also reflected that this was "where it all started to go wrong," as not only Blackwatch been revealed, but individuals within Talon emerged to fill the void Bartalotti's death had made.
|“||Null Sector is holding Mondatta, Mayor Nandah, and a hundred prisoners in the power plant. It's all walled off. You want in, you're going to need to blow open the doors. That's assuming you can get past the air defenses.||„|
|~ McCree gives his sit-rep|
Seven years before the present day, Blackwatch and its agents were placed under suspension, as the division came under investigation. This same year, the King's Row Uprising occurred. McCree was present in London, and while there, he reported to Jack Morrison and Reyes on the developing hostage situation on the ground. He signed out as he came under attack by a Null Sector omnic, but took it out. Officially, no Overwatch agents were allowed in England due to the prime minister's orders. When Morrison accused Reyes of breaching protocol, Reyes suggested that McCree was merely there "on vacation."
At some point after the King's Row Uprising, McCree had his left arm replaced with a cybernetic graft, though it took awhile to get used to.
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. He 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.
|“||Ain't the fastest or cheapest way to travel, but that's the appeal. Rich folks like to go where the gettin's expensive. But hey, the food is great. So is the bourbon selection. Not that I'd know. They don't sell folks like me a ticket...||„|
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. He noticed the Talon soldiers were using Blackwatch tactics. 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.
|“||Street still in shambles following noodle joint shootout - who's keeping us safe?||„|
|~ Joel Morricone|
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 Morricone espoused the belief that McCree's vigilantism should be welcomed, given the high crime rate in the area.
|“||Jesse McCree. It's been a while. You promised you'd write.
Well Ashe...I've been kind of busy.
|~ Ashe and McCree|
Having anonymously tipped off the Deadlock Gang that a military freight train full of ordnance would be crossing Route 66 at 11:55 AM, knowing Ashe wouldn't be able to resist following up on it, McCree relaxed with a slice of apple pie and a cup of coffee at the nearby Panorama Diner while waiting for the heist to go down. Sure enough, the train was passing by overhead right on time when it was derailed by an explosion, destroying the bridge and sending the train cars crashing down onto the road. Leaving payment for his meal, McCree walked out to greet Ashe. Their reunion was cordial, if tense. McCree hinted that he had sent the tip, and all he wanted was a specific crate—in return, the gang was free to help themselves to everything else. Opening the crate and seeing what was inside however, to McCree's disappointment Ashe decided it was very much her business, especially when he refused to tell her what the device was. What followed was a standoff, and come the stroke of noon, a gunfight.
Despite being outnumbered, McCree was able to turn the tables on his attackers, incapacitating all of them. Having removed what military ordnance had already been loaded on the Deadlocks' hover dolly, he tied the unconscious gang members to it and sent it down the highway, telling Ashe to "say high to the gang for me" (and ignoring her angry screaming). Turning his attention back to the crate, he reactivated the being inside it—Echo, a mysterious robot that he knew from his past with Overwatch. He told her about the recall order issued by Winston, and that while he'd been the one to receive it, she was the one that Overwatch needed. Asking Echo to pass along his greetings to Winston the two parted ways, as McCree drove off on Ashe's hoverbike saying that he had some business to attend to. Further down the road, he drove past the gang, upsetting Ashe once again when she recognized her bike.
|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.|
- McCree's Peacekeeper revolver was built by a legendary gunsmith and fires custom high-caliber 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.
- McCree's design is based on an old StarCraft sketch by Chris Metzen of a character named Prospector Logann. This sketch helped serve as an inspiration for the first game pitch proposed by the Titan team following the cancellation of Project Titan, a science fiction game that would have depicted the StarCraft universe from a new and unique perspective, and a new illustration of Logann was created by Arnold Tsang and Peter Lee for the project, as well as a 3D model. Eventually this design became the basis for McCree in Overwatch, with only minor alterations to the design, such as changing his duster into a serape.
- When naming McCree, the developers made lists of first and last names to find the best cowboy name, but none of them felt quite right. Someone suggested the name of one of Blizzard's own developers, Jesse McCree, and it came out on top in the end. The real Jesse McCree had to sign his name away for the Overwatch team to use it.
- The aesthetic design of McCree seems to be heavily inspired by The Man With No Name in Sergio Leone's Dollars Trilogy. Similarities include: a long poncho adored with lines and symbols dragged over the shoulder, similar style of hat, similar facial hair, squinty eyes and the frequent use of cigars. References the trilogy can also be found in McCree's voice lines, in which he says: "I'm not good, not bad but I sure as hell ain't ugly". This is a reference to the third movie of the trilogy, The Good, The Bad and The Ugly.
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