A Complete McGinnis Guide

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McGinnis

McGinnis
Mini Turret
Mini Turret
Deploy a turret that shoots enemies, dealing spirit damage over time. The turret expires after a limited lifetime.
Turrets deal reduced damage to troopers and objectives.Read more
Medicinal Specter
Medicinal Specter
Deploy a spirit that provides healing to nearby allies.Read more
Spectral Wall
Spectral Wall
Cast a wall that applies slow on enemies it passes through. Erupt the wall to divide the terrain in half and damage nearby enemies.
After casting, pressor Ability 3 to erupt the wall early.

Can be Destroyed with Melee AttacksRead more
Heavy Barrage
Heavy Barrage
Unleashes a volley of rockets that home in on a targeted location.

McGinnis is slowed and is still able to use stamina.Read more
Build id
266726
Category 1

McGinnis is strongest in a defensive position. Her abilities allow her to dig her heels into any valuable space across the map, and force opponents to burn resources dislodging her from it. During the early lane phase, her heals and large ammo let her outlast most opponents and stabilize easily.

Category 2

McGinnis greatest weakness is her lack of a "get out of jail" ability. If enemies commit hard, and she fails to fend them off or run away, she often becomes free pickings for a kill. Because of this, it is important McGinnis position cautiously and always have a plan of escape if things go south.

Category 3

McGinnis has two primary niches. (1) is Babysitting a singular lane and constantly wasting enemy's time by forcing them to come deny her split-pushes. (2) is acting as the backline of a teamfight, providing constant peel, splash and heal to her aggressive teammates. Ideal McGinnis play involves fluidly switching between these niches across match time.

Lane Phase

(Essentials)

Titanic Magazine
Titanic Magazine
Weapon
1 600
Extra Regen
Extra Regen
Vitality
800
Healing Booster
Healing Booster
Vitality
1 600
Compress Cooldown
Compress Cooldown
Spirit
1 600
Superior Cooldown
Superior Cooldown
Spirit
3 200
Lane Phase

(Contextual)

Monster Rounds
Monster Rounds
Weapon
800
Healing Rite
Healing Rite
Vitality
800
Extra Charge
Extra Charge
Spirit
800
Rapid Recharge
Rapid Recharge
Spirit
3 200
Cultist Sacrifice
Cultist Sacrifice
Weapon
3 200
Mid Game

(Essentials)

Heroic Aura
Heroic Aura
Weapon
3 200
Mystic Expansion
Greater Expansion
Greater Expansion
Spirit
3 200
Healing Tempo
Healing Tempo
Vitality
6 400
Category 7

Explained: After 10-15 minutes, McGinnis' position should depend entirely on the tempo of her team. If her team is passive, she too must be passive. If her team is aggressive, she too must be aggressive. She cannot do these things independently, or she risks being targeted.

Category 8

If her team is adequately pressuring the map, McGinnis becomes free to look for split-pushes and/or enable and support her frontliners. If her team is struggling to pressure the map, McGinnis must instead play to slow the enemy advance and give her teammates time to internally stabilize.

Category 9

Late Game McGinnis should help her team break all objectives and collapse onto nearby teamfights.

Late Game

(Essentials)

Tesla Bullets
Tesla Bullets
Weapon
3 200
Healing Nova
Healing Nova
Vitality
3 200
Extra Spirit
Extra Spirit
Spirit
800
Improved Spirit
Improved Spirit
Spirit
1 600
Boundless Spirit
Boundless Spirit
Spirit
6 400
Late Game

(Requires More Experience)

Fleetfoot
Fleetfoot
Weapon
1 600
Extra Stamina
Extra Stamina
Vitality
800
Stamina Mastery
Stamina Mastery
Vitality
3 200
Mystic Slow
Mystic Slow
Spirit
1 600
Lightning Scroll
Lightning Scroll
Spirit
6 400
Items:

(Beginner)

Long Range
Long Range
Weapon
1 600
Slowing Bullets
Slowing Bullets
Weapon
1 600
Sharpshooter
Sharpshooter
Weapon
3 200
Reactive Barrier
Reactive Barrier
Vitality
1 600
Dispel Magic
Dispel Magic
Vitality
3 200
Suppressor
Suppressor
Spirit
1 600
Escalating Exposure
Debuff Reducer
Debuff Reducer
Vitality
1 600
Category 13

(Intermediate)

Active Reload
Active Reload
Weapon
1 600
Spirit Shredder Bullets
Spirit Shredder
Weapon
1 600
Vampiric Burst
Vampiric Burst
Vitality
6 400
Restorative Locket
Restorative Locket
Vitality
1 600
Majestic Leap
Majestic Leap
Vitality
3 200
Quicksilver Reload
Quicksilver Reload
Spirit
1 600
Knockdown
Knockdown
Spirit
3 200
Weakening Headshot
Weakening Headshot
Weapon
1 600
Mercurial Magnum
Mercurial Magnum
Spirit
6 400
Category 14

(Advanced)

Alchemical Fire
Alchemical Fire
Weapon
3 200
Silencer
Silencer
Weapon
6 400
Rescue Beam
Rescue Beam
Vitality
3 200
Slowing Hex
Slowing Hex
Spirit
1 600
Echo Shard
Echo Shard
Spirit
6 400
Vortex Web
Vortex Web
Spirit
6 400
Counterspell
Counterspell
Vitality
3 200
Fury Trance
Fury Trance
Vitality
3 200
Blood Tribute
Blood Tribute
Weapon
3 200
Category 15

(Expert)

Glass Cannon
Glass Cannon
Weapon
6 400
Colossus
Colossus
Vitality
6 400
Magic Carpet
Magic Carpet
Spirit
6 400

The order of leveling abilities

Ability
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
Mini Turret
Mini Turret
1
2
5
Medicinal Specter
Medicinal Specter
1
2
5
Spectral Wall
Spectral Wall
1
2
5
Heavy Barrage
Heavy Barrage
1
2
5

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