Mini Turret
Ability 1 · deployable summon (multi-charge) Places a small automated turret that fires spirit damage at nearby enemies for a limited lifetime. Turrets deal reduced damage to troopers and objectives.
What it is for: 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.
- Damage
- 24 DPS per turret with 100 turret health (deadlock.one). T1 adds +10 turret DPS and +10m attack range; T3 adds +25% turret fire rate and +12s lifetime. A June 2026 patch reduced turret damage and moved her win rate down about 1.9 points (deadlocklabs.gg).
- Defensive
- Turrets act as a tripwire and a damage sponge; they must be shot, which reveals the shooter.
How to play against it
- 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.
Interactions
- Spectral Wall T3 automatically deploys 2 Mini Turrets near the wall for 8s, which is the real turret spike.
- Turret damage is spirit, so spirit power items scale them; her standard build (Mystic Expansion, Boundless Spirit) is built around that.
- 100 HP means any AoE or a couple of rifle bullets clears them.
Upgrade tiers
- T1: +10 turret DPS, +10m attack range.
- T3: +25% turret fire rate, +12s turret lifetime.
Medicinal Specter
Ability 2 · deployed area heal-over-time Summons a spirit at a location that heals McGinnis and nearby allies for a duration.
What it is for: 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.
- Damage
- No damage. Heals +25/sec (deadlock.one).
- Mobility
- None, though T2 grants +100% stamina recovery inside it.
- Defensive
- Primary defensive tool; at T3 it also gives +2% max HP regen, +3m radius and +40% spirit resist to everyone inside.
How to play against it
- 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.
Interactions
- T3's +40% spirit resist inside the zone makes it a hard counter to spirit-burst ultimates dropped on her team.
- T2's stamina recovery lets a team dash-reset out of a bad engage from inside the zone.
- Anti-heal items applied to the allies standing in it blunt the whole thing.
Upgrade tiers
- T1: +1.5s duration.
- T2: -20s cooldown, +100% stamina recovery.
- T3: +2% max HP regen, +3m heal radius, +40% spirit resist.
Spectral Wall
Ability 3 · deployable terrain wall with slow, detonatable Projects a barrier of spirit panels that slows enemies who pass through it, and can be detonated early to split the terrain and damage anything nearby.
What it is for: The single most defining zone-control tool in the game: it cuts a fight in half, denies a chase, blocks a dive route, or traps someone on the wrong side of it. Highest-win-rate McGinnis players open with it (deadlocklabs.gg).
- Damage
- 60 damage on eruption (deadlock.one).
- Crowd control
- 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.
- Defensive
- Blocks line of sight and physical pathing; it is how she survives having zero movement abilities.
How to play against 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.
- Note where she is standing relative to the wall — she almost always walls to protect her own flank, so the side she is NOT on is the safe approach.
Interactions
- Can be destroyed with melee attacks — this is the primary counterplay and many players forget it.
- T3 spawns 2 Mini Turrets near the wall for 8s, stacking her two zone tools into one button.
- It is why Lash's worst matchup is McGinnis (-1.6% win-rate delta per deadlocklabs.gg): the wall removes the vertical approach lane he needs.
Upgrade tiers
- T1: +20% damage amp for McGinnis on hit enemies for 7s.
- T2: -20s cooldown, +2s duration.
- T3: deploys 2 Mini Turrets near the wall for 8s, +24% slow.
Heavy Barrage
Ultimate · sustained homing rocket bombardment on a target area McGinnis unloads a continuous stream of rockets that home toward a designated location for a duration. She can keep moving during the cast, though her movement is slowed.
What it is for: Area denial as a win condition. It makes a chokepoint, an objective, or a downed team's escape route simply unstandable for several seconds, and forces a retreat even when it does not kill.
- Damage
- 21 damage per rocket (deadlock.one). T3 adds +15 damage per rocket with increased spirit scaling.
- Crowd control
- T1 applies a 24% movement and dash slow for 1s to targets hit, which compounds with the barrage itself.
- Mobility
- She keeps moving and can use stamina during the channel, but is slowed.
How to play against 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.
- Break the Spectral Wall first if she has combined the two; barrage only kills when the exit is blocked.
Interactions
- Combos directly with Spectral Wall: wall the escape route, barrage the trapped side.
- T1's dash slow makes it much harder to dash out of the zone, which is the main escape.
- Because she stays mobile, she can barrage from behind cover and out of most counter-fire.
Upgrade tiers
- T1: 24% movement and dash slow for 1s on hit.
- T2: -45s cooldown, +6s duration.
- T3: +2m radius, +15 damage per rocket with increased spirit scaling.