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Controls the battle with combat turrets
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.




Share of matches where it is bought, and win rate with it.
The most played McGinnis builds over the last 7 days, with their real win rate. Filter by the match's average rank.
Maggie McGinnis always had a knack for building things. At 4 she was using Lincoln Logs to recreate architectural marvels. At 10 she built and rewired a custom light fixture for her parents' anniversary. At 15 she designed a machine that refined the souls of the dead...that last one got a little more attention than the Lincoln Logs.
Now the head of Fairfax Industries Military R&D department, McGinnis spends her time in the machine shop, not in a lab. She's not interested in theory, to her science is magic you can touch.
1,528 builds played since Nov 8 · all ranks.
McGinnis · by 123 · version 185 · updated Nov 15
Code923607Turret on the wave, wall when they push
Monster Rounds0.8 k souls
Weapon · Tier I
Author's noteTurrets are weak on troopers, this clears the wave for you
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Extra Charge0.8 k souls
Spirit · Tier I
Author's noteOne more turret ready at any time
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Sprint Boots0.8 k souls
Vitality · Tier I
Author's noteYou're slow and you get chased. Becomes Enduring Speed
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Mystic Expansion0.8 k souls
Spirit · Tier I
Author's noteImbue Mini Turret. Turrets shoot from further away
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Extra Spirit0.8 k souls
Spirit · Tier I
Author's noteMore turret DPS and a harder hitting wall for 800 souls. Becomes Improved Spirit
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Pick what your lane needs
Enchanter's Emblem1.6 k souls
Vitality · Tier II
Author's noteYou sit back behind turrets, so staying above 65% is easy. Spirit resist and shorter cooldowns in most lanes
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Healbane1.6 k souls
Vitality · Tier II
Author's noteTurrets tick spirit nonstop, so their sustain hero never heals at full while near them
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Grit0.8 k souls
Vitality · Tier I
Author's notePanic barrier when they dive past the turrets
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Spirit Shielding1.6 k souls
Vitality · Tier II
Author's noteSeven or Bebop burst you off the turret spot. A barrier after their combo keeps you there
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Extra Stamina0.8 k souls
Vitality · Tier I
Author's noteOne more dash to escape divers
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Suppressor1.6 k souls
Spirit · Tier II
Author's noteVs Haze or Wraith lanes. Every turret tick is spirit damage, so their fire rate stays down
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Cooldowns, range, then raw spirit
Compress Cooldown1.6 k souls
Spirit · Tier II
Author's noteImbue Heavy Barrage. More barrages per game. Builds into Superior Cooldown
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Mystic Vulnerability1.6 k souls
Spirit · Tier II
Author's noteTurret bullets are spirit damage, so their spirit resist is always down
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Improved Spirit1.6 k souls
Spirit · Tier II
Author's noteTurret damage. Becomes Boundless Spirit
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Superior Cooldown3.2 k souls
Spirit · Tier III
Author's noteMore turrets, more walls, more heals
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Greater Expansion3.2 k souls
Spirit · Tier III
Author's noteLonger wall, wider heal, bigger barrage, longer turret range
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Boundless Spirit6.4 k souls
Spirit · Tier IV
Author's notePlain bigger turrets and a bit of HP. Upgrade Improved Spirit
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Max one or two
Duration Extender1.6 k souls
Spirit · Tier II
Author's noteImbue Heavy Barrage. Rockets for longer. Becomes Superior Duration
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Spirit Lifesteal1.6 k souls
Vitality · Tier II
Author's noteTurrets do your damage, this heals you off them
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Heroic Aura3.2 k souls
Weapon · Tier III
Author's noteBullet resist and a fire rate push for the whole team. Great for objectives
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Stamina Mastery3.2 k souls
Vitality · Tier III
Author's noteDivers love McGinnis. Extra air dash to get away
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Mystic Slow1.6 k souls
Spirit · Tier II
Author's noteTurrets slow everyone they hit. Divers never reach you. Becomes Lightning Scroll
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Enduring Speed1.6 k souls
Vitality · Tier II
Author's noteUpgrade Sprint Boots. Speed plus slow resist, so divers can't pin you away from your turrets
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Pick 2-3 by game
Superior Duration3.2 k souls
Spirit · Tier III
Author's noteLonger wall, longer Specter, longer barrage
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Spirit Burn6.4 k souls
Spirit · Tier IV
Author's noteTurrets and barrage cross the damage line fast. Burn plus anti heal on everyone
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Transcendent Cooldown6.4 k souls
Spirit · Tier IV
Author's noteTurrets and items up all the time
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Healing Tempo6.4 k souls
Vitality · Tier IV
Author's noteEveryone standing in Medicinal Specter shoots and moves faster while it heals them
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Escalating Exposure6.4 k souls
Spirit · Tier IV
Author's noteTurret hits stack spirit amp. Good once you sit behind your turrets all fight
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Lightning Scroll6.4 k souls
Spirit · Tier IV
Author's noteUpgrade Mystic Slow. Everyone Heavy Barrage hits gets stunned once, so the rockets can't be walked out of
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Only if needed
Indomitable6.4 k souls
Vitality · Tier IV
Author's noteDivers try to stun you before the wall goes up. That stun gets cleansed and your cooldowns drop 20%
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Unstoppable6.4 k souls
Vitality · Tier IV
Author's noteVs dive teams (Shiv, Abrams, Lash). Press it and keep fighting next to your turrets
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Divine Barrier6.4 k souls
Vitality · Tier IV
Author's noteSave your carry. Cleanse plus barrier
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Spirit Resilience3.2 k souls
Vitality · Tier III
Author's noteSpectral Wall stops walkers, not spells. Spirit resist vs a caster heavy lineup
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Juggernaut6.4 k souls
Vitality · Tier IV
Author's noteUpgrade Enduring Speed. Haze or Wraith on you lose fire rate with every shot, and slows barely stick
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Dispel Magic3.2 k souls
Vitality · Tier III
Author's noteBurns, bleeds, hexes. Cleanse and walk back behind the wall
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Turrets everywhere, a wall nobody walks through, a heal for the team. You win fights before they reach you. Made by deadlocklabs.gg: we go through Emissary+ games on the current patch and the best player builds, keep what actually wins and write down why. L>R inside a group, optional groups = buy when the game asks for it. WR in the title = Emissary+ games this patch where the player finished the core. Updated every patch. Counters, matchups, more McGinnis builds: deadlocklabs.gg/heroes/mcginnis