Jesse McCree





Mccree-portrait.png
"Justice ain't gonna dispense itself."

Real Name
Jesse McCree
Age
37
Occupation
Bounty Hunter
Affiliation
Overwatch (formerly)
Role
Offense
Health
200
Abilities
Peacekeeper
Combat Roll
Flashbang
Deadeye
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Abilities[edit | edit source]

AbilityIconDescription
PeacekeeperMcCree fires off a round from his trusty six-shooter. He can fan the Peacekeeper’s hammer to swiftly unload the entire chamber.
Combat Roll
McCree dives in the direction he’s moving, effortlessly reloading his Peacekeeper in the process.
Flashbang
McCree heaves a blinding grenade that explodes shortly after it leaves his hand. The blast staggers enemies in a small radius.
Deadeye
(Ultimate ability)

Focus. Mark. Draw. McCree takes a few precious moments to aim; when he’s ready to fire, he shoots every enemy in his line of sight. The weaker his targets are, the faster he’ll line up a killshot.

Ability Breakdown[edit | edit source]

AbilityAmmoFire RateDamageHeadshotReload/Cooldown
Peacekeeper62 rps701.5s
Fan the Hammer1x66 rps70 per shot
(6 shots)
-1.5s
Combat Roll----8s
Flashbang--25 (plus 0.7s stun)-10s
Deadeye--~170 per 1s casting--

Strategy[edit | edit source]

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[edit | edit source]

  • 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 chamber 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'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.
    • The secondary fire button can be pressed at any time to cancel Deadeye without shooting a bullet, refunding a portion 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[edit | edit source]

  • 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 Pharahflying 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'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.

Story[edit | edit source]

Icon-mccree.png
"Justice ain't gonna dispense itself."
Armed with his Peacekeeper revolver, the outlaw Jesse McCree doles out justice on his own terms.[1]

Peacekeeper[edit | edit source]

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.[1] He was given instruction by Gabriel Reyes, another Blackwatch member.[2] 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.[1]

Vigilante[edit | edit source]

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.[1]
Note: the following sections aren't necessarily in chronological order.

Train Hopper[edit | edit source]

"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 'crashes the party'
McCree caught a ride on a hypertrain headed for Houston.[3] 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 repel 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.[4]

Noodle Shootout[edit | edit source]

"Street still in shambles following noodle joint shootout - who's keeping us safe?"

The aftermath of the shootout
McCree made an appearance as a vigilante, thwarting a robbery attempt of a ramen shop. The media mainly focused on his "anochronistic fashion sense," though pundit Joel Marricone espoused the belief that McCree's vigilantism should be welcomed, given the high crime rate in the area.[5]
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