McCree is one of the heroes in Overwatch. He is an outlaw gunslinger and former gang member who fights for the principle of righteousness.
Using his Peacekeeper, McCree takes out targets with deadeye precision and dives out of danger with eagle-like speed.
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 and 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. 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.
He resurfaced several years later as a gunslinger for hire. But while McCree's talents are sought after by parties great and small, he fights only for causes he believes are just.
Peacekeeper 6 rounds per clip 1.5-second reload Primary fire: Single Shot Single shot hitscan type 20 - 70 damage 20 - 45m falloff range 2 shots per second ✔ Subject to falloff damage ✔ Can headshot Secondary fire: Fan the Hammer Burst fire hitscan type 22 - 45 damage per bullet 1 - 6 bullets per shot Max 270 damage 18 - 30m falloff range 1 bullet in 0.11 second to 6 bullets in 0.67 second All remaining rounds per burst 0.3 second buffer ✔ Subject to falloff damage ✘ Cannot headshot McCree fires off a round from his trusty six-shooter. He can fan the Peacekeeper’s hammer to swiftly unload the entire cylinder. Primary Fire Key: (, , ) Secondary Fire Key: (, , )
Combat Roll Non-damaging movement type 6 m range 12 m/s movement speed Lasts 0.5 seconds 8-second cooldown McCree dives in the direction he's moving, effortlessly reloading his Peacekeeper in the process. Default Key: (, , )
Flashbang Stunning arcing splash projectile type 25 damage 2 m splash radius 5 m range 0.35 seconds buffer Lasts 0.7 seconds 10-second cooldown ✘ Cannot headshot McCree heaves a blinding grenade that explodes shortly after it leaves his hand. The blast staggers enemies in a small radius. Default Key: (, , )
Ultimate Ability: Deadeye Channeled ultimate type Charged rapid fire hitscan ability type 100 or 250 damage per sec 2 m/s movement speed 0.2 sec cast Lasts 6 seconds ✘ Cannot headshot
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.
Default Key: (, , )
"It's high noon."
Beside these abilities, McCree is able to jump, crouch, reload (only when his ammo is not full), and perform Quick Melee.
All seasonal event items, which are marked with special event icons ( • • • • • ), are only available to be unlocked either through their respective Loot Boxes or by Credits within the event's duration.During the event, newly-introduced event items cost three times as much as non-event items of the same rarity, while returning seasonal items are unlocked at the regular price.
Jesse McCree was originally a member of the Deadlock Gang. In an Overwatch sting operation at Route 66, McCree was captured alongside several other gang members. Overwatch was impressed with his skills and gave him the option of becoming a member of Blackwatch rather than going to prison. He accepted, and began to serve under the supervision of Gabriel Reyes.
When Overwatch began to decline and Blackwatch's rebellion was beginning, McCree opted to leave Overwatch and cut off all contact with its members. He resurfaced after its collapse as a mercenary. At some point, McCree stopped a robbery at the Rikimaru in Hanamura.
McCree later is back to United States, secretly boarded a hypertrain to Houston. When Talon agents attempted to hijack the train, McCree dispatched them, leaving behind the object they were looking for. The news reports blamed McCree for the raid, but he was not caught.
At the time of the Overwatch recall, McCree was in the American Midwest, near Indiana or Kentucky.
Around the time of Christmas, McCree came to Dorado. He was seemingly passed out in Calaveras. Sombra could be seen across the bar although McCree did not seem aware of her presence.
McCree is a calm man, rarely showing intense emotions with an element of carefreeness. Although he was once an outlaw, he is always looking to do the right thing, trying to atone for his past. He often acts polite and respectful towards both his team and strangers but can be cocky at times. He is also appreciative of weapons and prefers for them to be treated with care, as verified by his dialogue with Reaper. Additionally, McCree seems to be pretty charming, evidenced by his brief conversation with Ana before a match starts.
Fancying himself as a justice bringing cowboy and having an appearance to match, McCree usually makes multiple references to Western films and culture, as shown by his voice lines and quotes during battle. He also seems to joke about himself being wanted dead by multiple groups, according to his reaction to seeing his picture on a dartboard in Route 66. McCree also tends to be a bit sassy, as heard in his dialogue during Retribution.
McCree's Peacekeeper doesn't just deal high damage on headshots. It takes three bullets to kill a fully healed 200 HP character assuming they're all bodyshots (at the very least). If players constantly go for headshots, they may find themselves missing more often than not.
McCree's gun has one of the best trade-offs of accuracy-to-fire-rate and damage in the game. He can cause severe damage by aiming at critical regions.
McCree rewards players for precise aiming, dealing highly lethal damage upon critical hits.
McCree's Peacekeeper can be useful at close-mid ranges, as scoring headshots becomes much easier.
McCree can act as a pseudo sniper, if the player has decent enough aim. Skilled players can even snipe a Pharah out of the sky.
When playing McCree, there are occasionally two types of aiming styles: tracking and flicking. Tracking is self-explanatory: you track an enemy and shoot. Flicking is where you "flick" your wrist to an enemy's position almost wildly and fire. While tracking is usually more accurate, flicking can be useful in a pinch. Know when to use each style.
McCree's Peacekeeper has an extremely long range. If you can see it, you can shoot it.
Combat Roll reloads McCree's Peacekeeper instantly, allowing for a continuous combo of attacks. This can prove a useful addition to the Flash-Fan combo, as it can take down bulkier targets like Bastion.
Combat Roll can also be used to evade projectiles, though it does not negate damage. Unlike Reaper's Shadow Step and Tracer's Recall, McCree's Combat Roll cannot be timed to avoid ultimate attacks, such as Tracer's Pulse Bomb or D.Va's Self Destruct. (A well-timed Shadow Step or Recall can evade ultimates like the examples above.)
Fan the Hammer
Although McCree's alt-fire is less accurate and each bullet is weaker than normal, the high potential burst damage means it is better than his main fire in several situations, especially against low-health targets like Genji or Tracer. It can also do significant damage to unaware high-health targets, but it won't necessarily eliminate them alone.
The best time to use Fan the Hammer is during the popular Flashbang/Alt Fire combo. It is best performed with a full clip, as it makes up for any missed shots and still deals plenty of damage. You should not waste Fan the Hammer on tanks, as the reload is very long compared to most other heroes. This is especially true for tanks like D.Va or Roadhog, who maximize their damage up close. McCree's Alt Fire is best used on stunned "squishy" heroes, or all who have 200 HP or less.
While a Flash Fan combo (Flashbang followed by alt-fire) can be devastating, don't depend entirely on it. For example, do not bother Flash Fanning Torbjörn's turrets, since they cannot move and a few regular shots will kill them without spending Flashbang.
Pairing it with Deadeye is a critical double-edged sword; while enemies will not be able to escape line of sight, they still have a small margin of time before Deadeye locks in, allowing them to use abilities to escape, or worse, finish you off before you can execute Deadeye.
While Flashbang can stun enemies briefly, take note that the enemies who have more health will survive a Flash Fan combo, and high damage heroes like Roadhog or Bastion can easily finish McCree off easily. Be careful who you approach Flashbang with.
Flashbang is similar to Ana's Biotic Grenade, but has one major difference. Her grenade explodes on contact with any object, while Flashbang detonates after a set amount of time, whether or not it is touching the ground. Take note of this, for if you try to stun an enemy far away, if will not work no matter how you try to throw it.
A very popular combo is to Flashbang, Fan the Hammer, Combat Roll (which instantly reloads your Peacekeeper) and to immediately Fan the Hammer again. This can eliminate most tank characters, and is especially effective against Reaper.
Deadeye targets all enemies in front of him for one-shot kills. Because it takes a while to charge and has an obvious activation, it can be difficult to use against players beyond novices. When shielded by abilities, like Sound Barrier, Particle Barrier, or any other shield, use Deadeye. McCree can safely stand behind a friendly shield while he takes his time to charge his shots.
Use Deadeye while enemies are under pressure to move the payload or cap the point (usually while in overtime), as they are forced to stay on it while McCree readies his instakill shots.
Synchronize use of Deadeye with team members moving in to flush enemies out of cover.
If no enemy player is within the field of view when using Deadeye (this includes enemies taking cover), don't forget it can be canceled. This can help players get out of the vulnerable state but takes away 100% of the Ultimate bar as compensation.
Zarya'sGraviton Surge combined with Deadeye is a highly effective combo, as it groups up enemies and lines them up for kills. So can Blizzard, Halt or other crowd control abilities.
McCree's Deadeye actually ramps up damage depending on how long the player waits, even after the red skulls appear. This is useful to know if a Reinhardt shield is blocking targets.
This interaction with Ana's nano boost and Mercy's damage boost or even Zenyatta's discord orb is rather peculiar. While Ana's nano boost speeds up the time needed for the red skull appear, the latter two actually helps McCree get kills out of enemies when the red skull is only almost locking in.
Although Deadeye shots can be powerful, especially when fully charged, they are not considered head shots. This means that if players are in a "headshots only" custom mode, Deadeye is useless.
Timing and Positioning are KEY with Deadeye. A Deadeye out in the open leaves you prone to damage, therefore wasting your ultimate. Waiting too long before shooting will also waste the ultimate. Deadeye drastically slows down your speed, so time your shots properly. Watch your health while keeping track of the locked targets.
Use Deadeye after enemies have been damaged, so the lock in time is shortened.
If playing McCree in Junkenstein's Revenge, Deadeye is useful for incapacitating a boss while eliminating other Zomnics, as Deadeye can eliminate more than six enemies.
If using Deadeye, do not wait for an entire team come to you. Either two things will happen: enemies run away, or they try to kill you. Either result is a waste of Deadeye. Walking away with 3 kills is still beneficial, and is better than getting killed and wasting Deadeye.
To give McCree just enough time to charge Deadeye, try pairing him with Zarya or Mei, as they can provide him with wide open shots.
Deadeye shots can be blocked by the bodies of enemy players. This means that heroes with larger bodies can potentially sacrifice themselves to protect their teammates. This is particularly the case for D.Va, who can quickly boost to McCree's position, and will be able to call another mech after it is destroyed.
Use dead eye as a good anti air. Most times an unprepaired pharmercy(a phara and mercy) can easily be caught out by deadeye.
Deadeye is one of many abilities that causes much fear among players, especially enemies. Try to use the element of surprise and find a hidden spot. Theoretically, people who are afraid will act less logically and think, but of course, pros who have heard the activation many times will be less likely to freak out.
Purportedly, the voice actor for McCree (Matthew Mercer) likes to mess with players by saying "It's High Noon" over the voice chat. This causes people to collectively freak out because they believe a Deadeye is imminent.
When using Mccree's Blackwatch skin, it appears that his revolver has a laser sight. But the beam does not go far and touch the crosshair, which is purely cosmetic. If it does, it'll give the player an unfair advantage.
One could also draw a connection to Erron Black from Mortal Kombat X, as both sport a cowboy/BAMF attitude and work as gunslingers. They also are equipped with grenades (Note, however, that both use relatively different types. McCree uses flashbang grenades, while Erron Black uses "Sand Grenades".) which are used in-game and make use of a six-shooter's fire and alt-fire modes. Their voices are also similar, though Erron Black is voiced by a different person. On top of that, McCree's Take It Easy victory pose is similar to to Erron Black's end victory pose when killing with a brutality. On the contrary, Erron Black wields two revolvers, both used in one of his brutalities.
McCree has a dialogue in which Sombra questions his real name. He says that his name isn't Joel. This is referencing popular 1930's American actor, Joel McCrea, who commonly performed in Wild West films.
This also implies that McCree is also Joel Morricone, the journalist who wrote about his vigilante justice in Hanamura. Joel Morricane is credited as "Guest Blogger, Coffee Drinker, White Hat Wearer, Pundit for Hire", most of which shares a lot of similarity with McCree himself.
McCree's "On The Range" skin is possibly a reference to Clint Eastwood's iconic character The Man With No Name in Sergio Leone's Dollars trilogy.
This is also supported by the reference to the Dollars trilogy in McCree's voice lines "I'm not good, not bad, but I sure as hell ain't ugly", and the Weekly Brawl rule The Good, The Bad And The Ugly.
McCree's "Gambler" skin is a reference to the outfit and style of Doc Holliday, portrayed by Val Kilmer in Tombstone, as is his "I'm Your Huckleberry" voice line.
McCree's "Mystery Man" skin is a reference to the famous pulp character The Shadow.
McCree's "Vigilante" skin is likely a reference to the famous comic strip character Dick Tracy.
McCree's spray of his wanted poster has a total of $60,000,000 which is similar to the bounty of Vash the Stampede from the anime Trigun Vash's bounty is $60,000,000,000 and uses a revolver and is dressed in red.
McCree's "Scrooge" skin is a reference to Ebenezer Scrooge. With said skin equipped, his belt buckle reads GAMF, the G likely meaning Greedy or Grumpy, as Scrooge is.