Patch 09-16-2026 Data researched 2026-09-21 What changed
BI Billy — frontline frame MC McGinnis — controller frame

Playing Billy against McGinnis

Moderate threat

Everything below is generated for Deadlock patch 09-16-2026 from McGinnis's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Quick summary

Threat
Moderate threat
Main problem
Spectral Wall drops between you and your team mid-fight, cuts the 5v5 into two losing 2v3s, and slows anyone who forces through it (+24% slow at T3).
Your main advantage
You choose the terms of engagement (Billy 2/3 against McGinnis 0/3).
Primary rule
Do not commit before Spectral Wall is gone. Spectral Wall first, always. Fake an engage to force the wall, then commit when it is on cooldown — everything else in her kit is survivable without it.
Key item
Inhibitor — McGinnis gives this team real unkillable frontline. Buy on a gun hero when one enemy is both out-damaging and out-healing your team — it hits both problems at once.

Data-supported Measured: you win 48.7% of these, which is 0.5 points below your overall win rate (12,600 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: Deadlock Labs (deadlocklabs.gg/heroes/mcginnis/) (mirrored).

What should I do right now?

Before lane

Do

  • Plan for Inhibitor — know which tier it sits in so you are not improvising at the shop.
  • Know what Spectral Wall looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with McGinnis's engage range.

During lane

Do

  • 0% move speed while firing and no mobility ability at all — if a dive actually reaches her she cannot leave.
  • 3.29s reload is a real window; a hero who counts her magazine gets a free engage every cycle.
  • The melee-reload loop from Blasted means he never has to stop shooting to reload in an extended lane trade

Avoid

  • A 66-round magazine plus Mini Turret gives her the best raw lane-hold in the game; she out-attrits almost any duo lane.
  • Spectral Wall denies orb contests and safely secures her own last hits by cutting off the enemy's approach angle.

Mid game

Do

  • Their first real spike is Spectral Wall unlock (level 1 priority) — respect it from that point, not before.
  • Your spike is Bashdown T2 (+1 charge, +2m radius): Two charges turn his anti-air pull and knockup from a single interrupt into continuous area control

Avoid

  • Taking an even fight against McGinnis on their spike timing when you could take the same fight ten minutes later on yours.

Teamfights

Do

  • Watch for Heavy Barrage. Leave the marked area immediately — the rockets home but the zone does not follow you, so lateral distance beats it every time.
  • Melee the Spectral Wall. It is destructible by melee attacks; a heavy melee opens a gap in seconds and is faster than the 20+ second walk around.

Avoid

  • Spending your own escape before Spectral Wall is on cooldown.

Abilities to watch

  • Heavy Barrage Ultimate

    This is the ability that actually kills you — T1 applies a 24% movement and dash slow for 1s to targets hit, which compounds with the barrage itself. Everything else in the kit is set up by it.

    • Leave the marked area immediately — the rockets home but the zone does not follow you, so lateral distance beats it every time.
    • Do not try to fight through it toward her; that is exactly the trade the ability is priced for.
    • She is slowed during the channel and cannot reposition quickly — this is the best window to dive her personally.
  • Spectral Wall Ability 3

    This is the ability that actually kills you — Slow on anyone passing through, increased by +24% at T3. Not a hard CC, but it functions as a full movement denial for heroes without a blink. Everything else in the kit is set up by it.

    • Melee it. Spectral Wall panels break to melee attacks, and a heavy melee opens a hole faster than walking around.
    • Blink, teleport or displacement ignores it outright — Pocket's Flying Cloak, Mirage's Traveler and Paradoxical Swap all bypass a wall.
    • Pre-commit before she can place it; the wall is reactive, so the punish is engaging on the cooldown, not through the wall.
  • Medicinal Specter Ability 2

    The reason she can hold a lane or a choke indefinitely. It turns a defensive stand into a war of attrition she wins, and later becomes a full team sustain and spirit-resist station.

    • Apply anti-heal (Healbane / Toxic Bullets) before committing; the specter is a heal-over-time, so reducing the rate breaks the attrition math rather than the burst.
    • The specter is placed at a fixed point — force the fight to move, or displace her out of it (a Bebop hook or a Paradox swap drags her off her own healing).
    • Attacking from a flank that makes her step out of the radius to return fire wins the trade for free.
  • Mini Turret Ability 1

    Free area denial and chip damage she does not have to aim. In lane they secure the wave and punish anyone who walks into her half; in fights they add damage she keeps producing while reloading.

    • Shoot them. At 100 HP a turret dies to a fraction of a magazine or any AoE ability, and killing them costs her the charge for the full cooldown.
    • Approach from outside turret attack range and force her to re-place them under pressure rather than pre-placed.
    • Turrets are static: break line of sight behind a pillar and they stop contributing entirely.

Abilities to bait — in this order

  1. 1. Spectral Wall

    Spectral Wall first, always. Fake an engage to force the wall, then commit when it is on cooldown — everything else in her kit is survivable without it.

  2. 2. Medicinal Specter

    Medicinal Specter second: make her drop it defensively on a trooper wave or a poke trade, then fight her when her attrition tool is gone.

  3. 3. Mini Turret

    Mini Turret charges third — destroy them as they are placed so she cannot hold charges for the actual fight.

Matchup overview

  • Their structural weakness: Zero mobility and zero escape. There is no button that saves her from a successful engage. Why this is shown: McGinnis's weaknesses. Strong evidence
  • Their structural weakness: Low burst — she cannot punish a mistake quickly, only grind. Why this is shown: McGinnis's weaknesses. Strong evidence
  • Their structural weakness: Loses to heroes who ignore her geometry: blinks and teleports walk through her entire kit. Why this is shown: McGinnis's weaknesses. Strong evidence
  • Read this matchup as one where the early deficit sticks. McGinnis is a top-tier laner, and the 09-16-2026 patch removed the fixed bonus souls for being modestly behind in net worth on both hero kill bounties and Rift bounties, with the notes explicitly naming early-to-mid game as the most affected window. What is left is a redistribution inside your own team, not a handout. The practical consequence is that a lane you lose 0-6 minutes no longer self-corrects — you have to not lose it, or take the game somewhere else quickly. Why this is shown: 09-16-2026 removed the fixed bonus souls for modest net-worth deficits on kill and Rift bounties, hitting early-to-mid game hardest. Verified
  • Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against McGinnis is one anti-heal, one shred, and damage after that. Why this is shown: Resists and healing reduction both stack multiplicatively; shred is subtracted from total resist after multiplication. Strong evidence

What they do against you

  • Spectral Wall drops between you and your team mid-fight, cuts the 5v5 into two losing 2v3s, and slows anyone who forces through it (+24% slow at T3). Why this is shown: Authored from McGinnis's kit. Strong evidence
  • She walls your retreat and then drops Heavy Barrage on the pocket you are trapped in — homing rockets mean strafing does not save you. Why this is shown: Authored from McGinnis's kit. Strong evidence
  • A 66-round magazine plus 2-3 Mini Turrets means the total DPS pointed at you in her zone is far higher than her personal 29 DPS suggests. Why this is shown: Authored from McGinnis's kit. Strong evidence
  • Medicinal Specter with T3 gives her team +40% spirit resist and a constant heal, so spirit-burst compositions simply fail to kill anyone inside it. Why this is shown: Authored from McGinnis's kit. Strong evidence
  • Spectral Wall T1 amps her own damage +20% against anyone the wall touched, so being clipped by the wall makes the follow-up minigun burst hurt far more. Why this is shown: Authored from McGinnis's kit. Strong evidence

How you counter them

  • Melee the Spectral Wall. It is destructible by melee attacks; a heavy melee opens a gap in seconds and is faster than the 20+ second walk around. Why this is shown: Authored counterplay against McGinnis. Strong evidence
  • Bring a blink, teleport or displacement. Pocket's Flying Cloak, Mirage's Traveler, Paradoxical Swap and similar ignore her walls entirely — this is why mobility burst heroes beat her. Why this is shown: Authored counterplay against McGinnis. Strong evidence
  • Count her magazine and engage on the 3.29s reload. She has 0% move speed while firing and no escape ability, so a dive landed on reload is usually a kill. Why this is shown: Authored counterplay against McGinnis. Strong evidence
  • Kill the Mini Turrets on sight — 100 HP each, and each kill puts a charge on full cooldown while she has no other chip damage. Why this is shown: Authored counterplay against McGinnis. Strong evidence
  • Force fights away from her prepared ground. She cannot rotate quickly (6.7 m/s, 2 stamina), so take an objective on the opposite side of the map and she arrives late and un-set-up. Why this is shown: Authored counterplay against McGinnis. Strong evidence
  • Apply anti-heal before engaging into Medicinal Specter; the zone is a heal-over-time, so cutting the rate breaks it more cleanly than trying to out-damage it. Why this is shown: Authored counterplay against McGinnis. Strong evidence
  • Metal Skin is the right shape of answer to McGinnis's gun — 5 seconds of complete bullet immunity on a 24-second cooldown — but know its two holes before you rely on it. It does not stop on-bullet build-ups, so their Toxic Bullets bleed, Silencer stacks and slow build-ups keep landing while you are immune, and it costs you −1.5 m/s and −20% dash distance for the duration, which is the wrong trade if you were planning to walk out during it. Use it to win a stand-and-fight window, not to escape one. Why this is shown: Metal Skin: 5s bullet immunity, 24s cooldown, does not stop on-bullet-hit build-ups, −1.5 m/s and −20% dash distance while active. Verified
  • You are the one standing in front of McGinnis's gun, which makes the fire-rate items pay for you in a way they do not for your backline. Juggernaut cuts fire rate by 40% on anyone shooting you — it is a passive tax on their entire damage output for as long as you hold the frontline — and Return Fire punishes the same behaviour. Compare that against another resist item honestly: resists stack multiplicatively so your fifth resist source buys little, while a fire-rate cut applies to a number nothing else in your build is touching. Why this is shown: Juggernaut reduces attacker fire rate by 40%; resistances stack multiplicatively with diminishing percentage returns. Strong evidence

Trading

  • Her 3.29s reload, with 0% move speed while shooting — she cannot fire and cannot flee simultaneously. Why this is shown: McGinnis's vulnerability windows. Strong evidence
  • Immediately after Spectral Wall is spent or broken by melee: she has no other way to stop a gap-close. Why this is shown: McGinnis's vulnerability windows. Strong evidence
  • During Heavy Barrage, when she is slowed and channel-committed to a target area away from herself. Why this is shown: McGinnis's vulnerability windows. Strong evidence
  • Any rotation. Moving between lanes she has no turrets down, no wall placed and no heal zone, and at 6.7 m/s she cannot get away from a flank. Why this is shown: McGinnis's vulnerability windows. Strong evidence
  • The first seconds after she places Medicinal Specter, since that zone anchors her to a known point you can pre-aim. Why this is shown: McGinnis's vulnerability windows. Strong evidence

Laning

  • What they want in lane: A 66-round magazine plus Mini Turret gives her the best raw lane-hold in the game; she out-attrits almost any duo lane. Why this is shown: McGinnis's laning strengths. Strong evidence
  • What they want in lane: Spectral Wall denies orb contests and safely secures her own last hits by cutting off the enemy's approach angle. Why this is shown: McGinnis's laning strengths. Strong evidence
  • What you can take from them in lane: 0% move speed while firing and no mobility ability at all — if a dive actually reaches her she cannot leave. Why this is shown: McGinnis's laning weaknesses. Strong evidence
  • What you can take from them in lane: 3.29s reload is a real window; a hero who counts her magazine gets a free engage every cycle. Why this is shown: McGinnis's laning weaknesses. Strong evidence
  • Your lever: The melee-reload loop from Blasted means he never has to stop shooting to reload in an extended lane trade Why this is shown: Billy's laning strengths. Strong evidence
  • McGinnis is one of the strongest laners in the game and the standard build order will lose to them. Tier I is 800 and Tier II is 1,600, so your first meaningful decision comes fast: against this hero the 1,600 that answers their specific threat (Healbane if they out-sustain you, Debuff Reducer if they out-lock you, Battle Vest at +18% if they out-gun you) is worth more than the damage item that wins you a lane you are not going to win anyway. Why this is shown: Item tiers are 800/1,600/3,200/6,400; enemy laning trait 3 means the early damage race is already lost. Strategic

Mid game

  • Their spike — Spectral Wall unlock (level 1 priority): Her defining tool is online immediately; the highest-win-rate skill order opens Spectral Wall, Medicinal Specter, Mini Turret (61.5% WR per deadlocklabs.gg). Why this is shown: McGinnis's power spike timeline. Strong evidence
  • Their spike — Spectral Wall T2 (mid game): -20s cooldown means she can wall every fight rather than every other fight, which changes how the whole map is contested. Why this is shown: McGinnis's power spike timeline. Strong evidence
  • Their spike — Heavy Barrage T2: -45s cooldown and +6s duration turn the ultimate from a once-a-fight tool into a standing area-denial presence. Why this is shown: McGinnis's power spike timeline. Strong evidence
  • Their spike — Late 40min+ with Boundless Spirit: Turret and barrage spirit scaling makes her zone genuinely lethal rather than merely annoying. Why this is shown: McGinnis's power spike timeline. Strong evidence
  • Your spike — Bashdown T2 (+1 charge, +2m radius): Two charges turn his anti-air pull and knockup from a single interrupt into continuous area control Why this is shown: Billy's power spike timeline. Strong evidence
  • Your spike — Blasted T2: The Bashdown charge refund plus +7% wrecked amplification ties his damage engine to his CC and roughly doubles his effective output in a sustained brawl Why this is shown: Billy's power spike timeline. Strong evidence
  • The first Unstable Rift lands around 11:00 and then every 7 minutes, and McGinnis beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Why this is shown: First Unstable Rift ~11:00 (±1 min) then every 7 minutes; ~60s world-visual warning precedes the global announcement. Strong evidence
  • Your kit is built around lockdown and that is worth less on the Mid Boss than on McGinnis — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on McGinnis if they contest. The payoff is worth the trip: 3,000 souls plus 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Why this is shown: Mid Boss has 35% Debuff Resist (03-06-2026); reward is 3,000 souls +50/min, two buffs, and Rejuvenator revive credits. Verified

Teamfights

  • Stacking a second damage-reduction debuff onto McGinnis is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying Inhibitor against their carry is a common and invisible waste. Why this is shown: 05-22-2026: total damage-reduction debuffs changed to stack diminishingly rather than additively. Verified
  • Fights against McGinnis recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on Diviner's Kevlar at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. Why this is shown: 09-16-2026 introduced Ultimate Cooldown Reduction, first granted by Diviner's Kevlar at +10%; Rift cadence is 7 minutes. Verified

Positioning

  • McGinnis wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Why this is shown: Zone-control kits convert space into damage; positioning must precede the cast. Strategic

Build adjustments

  • McGinnis heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (Toxic Bullets, T3) builds up through gunfire, and spirit-applied (Healbane, T2) lands off spirit damage. Buy the one that matches how you actually deal damage, or it will never apply. Why this is shown: Anti-heal application routes differ by damage type; mechanics research, patch 09-16-2026. Verified
  • Inhibitor (vitality T4) — McGinnis gives this team real unkillable frontline. Buy on a gun hero when one enemy is both out-damaging and out-healing your team — it hits both problems at once. Why this is shown: Answers: enemy-frontline-durability, enemy-sustain, enemy-sustained-bullet, enemy-sustained-spirit. Verified
  • Alchemical Fire (weapon T3) — McGinnis gives this team real zoning and area denial. Buy for zone denial and faster objective damage, or to punish enemies who must hold a choke. Why this is shown: Answers: enemy-zone-control, enemy-summons, enemy-frontline-durability. Strong evidence
  • Monster Rounds (weapon T1) — McGinnis gives this team real objective pressure. Buy when you need to clear jungle camps and waves quickly, or to trade objectives with a pushing enemy. Why this is shown: Answers: enemy-objective-pressure, enemy-summons. Strong evidence

Common mistakes

  • The losing pattern against McGinnis is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and McGinnis has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Why this is shown: Zipline attachment is blocked for 3s after taking enemy hero or objective damage; enemy rangedPoke 2+. Verified
  • The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for McGinnis. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their area damage land on empty bridge. Why this is shown: Unstable Rift: 20m capture radius, progress halts while any enemy is inside, occupants revealed on the minimap. Strategic

Analyse this against your whole enemy team

A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.

Open in the matchup tool
Sources and method for this page

McGinnis's kit and counterplay were compiled from 5 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Billy's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

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