Precise placement is everything for McGinnis, whether she's creating a killzone or splitting the enemy team. She can help keep her team running making them hard to dislodge when entrenched.
Precise placement is everything for McGinnis, whether she's creating a killzone or splitting the enemy team. She can help keep her team running making them hard to dislodge when entrenched.
Build by: Elendilli Twitch.tv/Elendilli
This build uses everything Mcginnis has to offer from Gun,
Turrets, Movement, Heal, Support, Ult, Utility. After months
of testing and trying to make Mcginnis work, this is the best
and the greatest Mcginnis build I have created.
Buy Enchanters Emblem & skip Heroic temporarily if vs heavy spirit lane. Buy Cultist ASAP at +8 min.
I
Monster Rounds
Shove out lanes / Passive regen / Upgrade to Cultist.
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Active
Heroic Aura
RUSH THIS 2nd ITEM AFTER MONSTER ROUNDS. Bullet resist aura for yourself and teammates. Turrets & allies shoot faster when activated. Buy Enchanters Emblem vs heavy spirit lanes.
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Extra Charge
Two turret charges. Buying this early means you want to force push guardians w/ turret+heal. Outnumbering enemies 3 to 2 helps a lot.
III
Active
Cultist Sacrifice
Buy around ~8 minutes and consume the red camp. Gives us Ability range for turrets & heal (15%) and health later on (scales w/ boons). EAT THE RED NEUTRALS.
I
Extended Magazine
Extra ammo. Very efficient 800.
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Active
Fleetfoot
Amazing mobility paired with Heroic Aura. Become a racecar with bullet resist. Move faster during ultimate with Active 40% Slow resist.
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Titanic Magazine
Necessary for all the fire rate that we will have from Cultist, Heroic, Healing Tempo etc... Ammo runs out too quick otherwise.
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Extra Health
Very good health gain. Upgrades into Fortitude right after. Buy this item after Enchanter's Emblem if you're vs two spirit heavy laners.
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Fortitude
Become very tanky and very fast combined with our other movespeed items and also save heal for teammates thanks to Fortitude passive.
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Extra Regen
Lane regen. Turns into Healing Booster for Healing Tempo later.
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Enchanter's Emblem
Buy during laning phase instead of Heroic Aura 2nd if enemy has heavy spirit damage. If over 65% health, longer heal duration and CDR.
Buy Mystic Regen after Healing Tempo (800) for incredible value.
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Backstabber
Backstabber is currently better than Slowing Bullets because of the raw spirit damage on low cd, bullet shred, movespeed AND wallhack. You can buy this during laning phase to pressure harder.
II
Enduring Speed
The movespeed provided by this item is very crucial not to mention slow resist which also makes us move fast. You even move faster during ult.
IV
Active
Focus Lens
Long duration silence is perfect for pressuring or just running down your target if they don't have Debuff Remover or allied Divine Barrier.
III
Rapid Recharge
More turrets.
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Healing Booster
Buy before Healing Tempo since it makes our heal go from 3% to 3.6%.
IV
Healing Tempo
Amazing buffs for your team and yourself.
I
Mystic Regeneration
Buy when you have HEALING TEMPO and have an open flex slot but only around 800 souls. Drop a turret and any Hero it attacks will keep up Healing Tempo across the map. SELL BACKSTABBER B4 THIS.
IV
Glass Cannon
Will almost double our DPS late game when we have all our Mid Late items and 15-20 BOONS. The health loss amount isn't that much considering the mobility we have & dmg we get in return.
IV
Inhibitor
Very good item. Reduces all damage output & heal from targets & thanks to our massive ammo and mobility, we can constantly reapply Inhibitor.
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Imbue
Compress Cooldown
Turrets cooldown faster. Useful when defending from pushes and need more turrets.
IV
Transcendent Cooldown
Everything coolsdown faster. Mainly Fleetfoot and Heroic aura for items and ability cooldowns for late game combine when low on slots.
I
Sprint Boots
Buy when doing box runs. Will pay for itself over time and turn into Enduring speed later.
III
Active
Debuff Remover
Main reason to buy: Spirit burn. Sometimes you need to buy even more time for your allies so buy this to stall the enemy and remove debuffs.
III
Counterspell
For lash ult, Infernus ult, Holliday ult (usually used after barrel), Geist ult, Paradox ult (after carbine usually), Seven stun, Pocket ult, Shiv ult, Wraith ult, Vyper venom
IV
Cheat Death
Buy against enemies that always burst you down or if you always get Black Holed by Dynamo or Lash ultied and need an opportunity to cast all your spells & try to escape.
IV
Plated Armor
Buy when m1 Heroes are giving you difficulty and want to tank up against them. Even better vs Heroes that have secondary effects (Like Haze passive).
IV
Juggernaut
Buy when you plan to tank up and absorb damage.
II
Slowing Bullets
Gun damage applies slow. Works well with Mystic Slow applied by Turrets + innate slow on turrets.
III
Active
Blood Tribute
SUPER STRONG ITEM TO GUN DOWN OPPONENTS AND PREVENT DEBUFFS OR LONG STUNS (MO AND K, HOLLIDAY ULTS, POCKET ULT DURATION)...
III
Burst Fire
Buy if you are ahead and want to shoot, move and slide (ult sliding) even faster.
III
Tesla Bullets
Mainly bought to macro, farm faster & apply debuffs later. Farms waves/camps extremely fast if you know how to spread damage evenly.
IV
Active
Capacitor
Debuffs positive enemy buffs. Very useful against Viscous Cube, Mo Burrow (it works he loses resists but still burrowed), Abrams siphon etc...
II
Suppressor
Tesla & Turrets will apply fire rate slow.
II
Mystic Slow
Tesla & Turrets will apply Mystic Slow slow + innate movespeed slow. Works well with Slowing Bullets.
II
Arcane Surge
Dash jump before using CULTIST for longer duration & before dropping Heal for longer lasting bigger aoe heal. Time this purchase with your next Cultist cooldown (works on Cultist for duration only).
I
Imbue
Mystic Expansion
More turret range & in some situations use it on your HEAL to make it bigger for your team
III
Greater Expansion
Turrets, heal and even ultimate gets bigger aoe.
IV
Active
Curse
When Heroes like Pocket or Geist trying to ult are a problem this item will pressure them. Also for carpet users like Magician.
IV
Imbue
Active
Echo Shard
Two heals or two walls. By default on heal. Helps team and yourself with perma healing & Healing Tempo.
III
Toxic Bullets
If your teammates already have this item (2 or more) consider other anti heal options. You'll need this for sure if you don't have any since it's cheaper than Inhibitor and does consistent damage.
II
Healbane
Your turrets will apply Healbane passively. Very cheap and easy way to apply Healbane (unless your team has 2 or 3 Healbanes already then consider Decay).
III
Active
Decay
Deals significant DOT and healing reduction to one target. Consider if they have a lot of heal. Pairs well with Healbane.
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