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.
Version 5. Small updates to the items and a few annotations. This build starts off durable with a focus on early gun options before transitioning into turrets in the mid game.
Buy in any order.
More ammo means easier last hits and more harass. Sell later if needed.
Extremely high value item. Only sell later if absolutely needed.
Mobility is your weakness. Buy early it if needed.
Buy early if you need regen or Enduring Speed sooner than later. Otherwise prioritize the other lane items.
Don't buy until your turrets have been leveled up.
Buy as needed.
Good for pushing and farming early. Works on towers. Can be bought to cheese kill Mid Boss early.
Great laning item if you need sustain. You will sell this mid game.
Usually worse than Extra Regen, but it's better in some games. You will sell this mid game.
Fantastic item, but you're starved for Spirit slots. Buy early if you commit to getting early flex slots.
Buy in any order.
Bonus ammo, chasing ability, and move speed for escapes. A must pick up early game.
HP, regen, and speed. A must pick up. More speed equals more farm and survivability.
All of your abilities want lower CDs and the HP regen helps a lot early game.
Your turrets and allies deal more spirit damage.
Buy it earlier if you're fighting a lot or need extra sustain.
Buy as needed.
This is a cheap and efficient option for pushing and fighting.
Boosts your early game chase and kill power. Buy if you want a more gun focused mid game.
This option scales well into late game by boosting your damage and survivability against targets you shoot.
Great for pushing and fighting. A must buy if you want a more gun focused mid game.
Buy Superior Cooldown before Echo.
Boosts you, your turrets, and your allies damage. Your turrets count as minions. Buy earlier in gun focused mid games.
When your turrets deal spirit damage they heal you. Spirit Lifesteal becomes your sustain.
Apply to your turret. While all your abilties want a shorter CD, your turret benefits the most.
Your bread and butter. Only buy once you have Improved Cooldown. Use it to drop two turrets or walls.
Buy as needed.
Mobility is your greatest weakness and this provides you with increased mobility, weapon damage, and weapon res.
You're starved for Vitality slots. Only buy if you and your turrets need more HP, or if you need more HP sustain.
You're starved for Vitality slots. Only buy if bullet damage is a big problem for you.
You're starved for Vitality slots. Only buy if spirit damage is a big problem for you.
In some games this is amazing and in others its almost pointless. If fights are spread out this item is extremely valuable.
Buy in any order.
When your turrets deal spirit damage they heal you. This item greatly improves your team fight sustain.
Your turrets applying Mystic Slow is incredibly annoying. The enemies WILL hate this.
Your turret build is already online, but this takes it to the next level of turret spam.
Your turret's damage is increased by A LOT in prolonged encounters.
Buy as needed.
A big boost to your gun and turret damage without taking up a precious spirit slot.
A slippery McGinnis is an alive McGinnis. Buy this in games where you need to dodge threats frequently.
More HP and lower CDs means more turrets. Dying and coming back to life is also huge late game.
Boosts all your abilities and items, but it takes a precious spirit slot. Only worth it in games your turrets live long enough.
A big stat boost that is greatly appreciated in most games, but rarely a better option than the other late game pick ups.
You're tanky and have good abilities. Use turrets to kill everything that moves, wall to trap enemies and escape, heal for sustain and pushes, and your ult to push and teamfight. Your ult can kill the hard creep camp, your heal lets you trade shots in lane, and your huge magazine lets you last hit and deny orbs like a god. Focus on early survivability and weapon damage. Transition into turrets mid game. Late game your turrets are annoying monsters that heal you and make your enemies cry.
Turrets are cool, and your eventual goal is to spam them, but you need to rely on your gun until the turret build is online. Do not fall for the bait that a turret build is good all game. Early game your turrets are annoying at best and free souls at worst. Once you've leveled your turrets once or twice they do become a minor threat, but even then, they don't scale as well as your gun until they have proper investment. A good turret build starts with a cheap and effective gun build. Learn to like your gun. It is a nice gun. We like our gun.
Your turret build comes online once you have Superior Cooldown and Echo Shard. Use your Echo Shard to drop two turrets in quick succession, allowing you to farm lanes and jungle camps by simply dropping two turrets, shooting the creeps once with your gun, and leaving to let the turrets solo them. In fights you can drop two right away and a third as soon as its available. The sudden influx of turrets will make you a big threat. Do note that your turrets greatest weakness is survivability. Strategically place them in fights so that they either benefit from your heal or are spread out to avoid dying to AOE spam.
Your biggest weakness is mobility. Enduring Speed and Fleet Foot have you mostly covered, but you might want to pick up Warp Stone or Superior Stamina in some games, too. Between your wall, heals, and eventual turret lifesteal, the only thing that kills you is a massive burst of damage or crowd control. They will try to run you down (because they hate you) so become a slippery turret spammer they can't catch.
Mini Turret
Medicinal Specter
Spectral Wall
Heavy Barrage
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