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==Strategy== 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 except a Tank 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|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|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. **The secondary fire button can be pressed at any time to cancel Deadeye without shooting a bullet, refunding half of the Ultimate charge. This also occurs if McCree lets the duration of Deadeye run out without pressing the primary fire button or if he dies while the ability is active. ===General Strategies=== *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 tear through 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. *McCree's usual combo is to stun a target using Flashbang, and then follow up with the Peacekeeper's secondary fire to quickly kill them. If the target is still alive (due to having high Health or from missed Peacekeeper shots), follow up with Combat Roll and another round of bullets from the Peacemaker's secondary fire. Keep in mind that McCree is highly vulnerable after using all of his abilities in this way. If your aim isn't good enough to kill them before then, they'll likely kill you instead. *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. If no priority targets present themselves, use it instead to threaten enemies into ducking into cover so that your team can advance in a similar way to [[D.Va|D.Va's]] [[Self-Destruct]]. Remember that you gain a good portion of the Ultimate charge back if Deadeye is cancelled, letting you repeatedly threaten with it within a short time.
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