|"Justice ain't gonna dispense itself."|
|Factory worker (formerly)|
|Santa Fe, New Mexico, USA|
|Various employers, including the Ace Valentine megafarm (formerly)|
Deadlock Gang (formerly)
|Matthew Mercer  (English)
Boris Rehlinger (French)
- 1 Overview
- 2 Abilities
- 3 Strategy
- 4 Match-Ups and Team Synergy
- 5 Story
- 5.1 Early Life
- 5.2 The Deadlock Gang
- 5.3 Overwatch
- 5.4 Vigilante
- 5.5 Rejoining Overwatch
- 6 Achievements
- 7 Trivia
- 8 Videos
- 9 Concept Art
- 10 Balance Change Logs
- 11 References
- 12 External links
Armed with his Peacekeeper revolver, McCree takes out targets with deadeye precision and dives out of danger with eagle-like speed.
2 shots per second
- Peacekeeper's alternate fire is also called "Fan the Hammer."
- Works only while McCree is on a surface.
- McCree can roll off ledges.
- Travels in the direction McCree is walking, not the direction he is facing (unless he is not moving).
0.65 seconds before cooldown starts
- Flashbang can affect enemies up to 10 m away.
1.0 to 1.5 seconds: 275 per second
After 1.5 seconds: 550 per second
- Deadeye replenishes Peacekeeper's ammo.
- Deadeye only targets enemy heroes, and cannot target objects such as barriers, turrets, mines, etc.
- Deadeye begins locking 0.2 seconds after activation. Over the next 0.8 seconds, it accumulates damage slowly to all enemies in sight, up to 80 for each. After 1 second, Deadeye accumulates damage at a rate of 275 per second. After 1.5 seconds, it accumulates at 550 per second.
- If the accumulated damage is above an enemy's health, a skull will appear.
- The player's field-of-view (FOV) settings do not affect the breadth of Deadeye. At lower FOV settings, McCree may be able to kill an enemy that the player cannot see.
- Despite the visuals in-game, the shots don't actually count as headshots — the ability will deal no damage when the "Headshots only" option is selected in a custom game.
- Ammo remaining in the cylinder is not relevant as it will keep firing even if it runs out of ammo.
- Deadeye can lock on to and kill more than 6 targets simultaneously.
As befits a gunslinger, McCree is one of the game's best duelists. He is capable of killing almost anyone he gets up close to with blinding speed by stunning them with Flashbang and unloading his Peacekeeper into them. The accurate hitscan nature of his primary weapon also makes him suitable for fighting mobile targets like Genji and Pharah at medium range. Combat Roll not only provides him a quick mobility to escape, but also fully reloads at the same time which is what his playstyle really needs. Deadeye can be used to quick-kill on non-tank heroes within his line of sight or zoning away the opponents due to how the guarantee kill shot.
While having a powerful gun, McCree's abilities are considered sub-par as a trade-off to his insane damage output. His low mobility means that he has no conventional routes to get up close to his opponents, making it easy to outflank him and kill him before he has a chance to fire back. Flashbang is only his way to protect himself in close-combat, missing the target will likely to force him to fight or escape from the death. His low ammunition means that missing one shot poses a far greater loss than those of other heroes. Like other hit scan heroes (excluding Widowmaker) McCree's damage falls off to half at max range, however the Peacekeeper's damage starts falling off earlier than other hit scan heroes, making him a poorer choice for static defense at long range.
Weapons & Abilities
- Peacekeeper: McCree's primary weapon. The primary fire shoots a single, perfectly accurate bullet down the crosshairs. The secondary fire "fans" the Peacekeeper's hammer, causing McCree to unload the remaining cartridges in the Peacekeeper's cylinder at blinding speed. The bullets from McCree's secondary fire cannot headshot.
- The deadly accuracy of the primary fire is best used on targets at medium range. It proves particularly useful on agile targets like Tracer who are often difficult to hit with secondary fire.
- Secondary fire is woefully inaccurate at anything past short range, but will kill anyone with 200 or less hit points in a single volley if all of the bullets hit. Use the secondary fire when close to an opponent to quickly deal massive damage to them before they can respond.
- Combat Roll: When activated, McCree rolls a short distance in the direction he's currently moving. He also fully reloads his Peacekeeper during the roll.
- While Combat Roll does give McCree a small amount of mobility, it's nothing compared to Tracer's Blink. Combat Roll is best used as a quick way for McCree to reload his Peacekeeper than anything else. If you're in danger, however, it's best to use Combat Roll to get to cover instead of saving it for the reload.
- Flashbang: When activated, McCree hurls a small grenade forwards in an arc, which detonates after traveling a short distance. Enemies caught in the explosion are dealt a small amount of damage and briefly stunned. The effected target's momentum is also significantly slowed for the same duration.
- The main reason McCree is such a powerful duelist. Use Flashbang to stun your opponent, then deal damage with Peacekeeper while they can't respond.
- Flashbang is extremely deadly to heroes that rely on their mobility, such as Tracer. A Flashbang and a headshot from Peacekeeper is a guaranteed kill on any opponents below 165HP.
- While Flashbang (and its explosion) is blocked by Reinhardt's Barrier Field if thrown directly at the barrier, it can be thrown over the top of the barrier to circumvent it and stun Reinhardt. Try to only fight Reinhardt if you have enough height to throw the Flashbang over his Barrier Field successfully.
- Flashbang can be used to finish off very weak enemies (25 dmg) at close range, however it is best used to halt enemies.
- Deadeye (Ultimate): McCree's Ultimate ability. When activated, McCree enters a special targeting mode for a short duration, during which movement speed dramatically slows and he cannot use any other abilities. Enemies are gradually highlighted with a red bullseye as long as they are within McCree's vision. McCree can press the primary fire button at any point during this time to shoot a bullet at all highlighted targets, with the damage increasing the longer they were within McCree's vision. This is a channeled ability, and will immediately end if McCree is hit by a stun.
- The bullet fired by Deadeye will always hit a highlighted enemy, so long as they are within McCree's vision when he presses the primary fire button. It is worth noting Genji's Deflect can send back McCree's Deadeye wherever the opposing Genji's cursor is aimed, including McCree.
- The red dot in the middle of the bullseye indicates how much damage Deadeye will do to that specific target. When the dot stops growing, that indicates that Deadeye will instantly kill the target, unless they are protected by a barrier, have bonus Health from an ability like Sound Barrier, or are otherwise invulnerable. There are some occurrences where McCree will activate his Ultimate, and for example he is locked on to 4 targets, he shoots the first 3 targets. In the time he is shooting said 3 targets, target 4 moves to cover at the perfect time and McCree's bullet misses and hits where the target was last in sight. This could also happen if a Mei puts up an ice wall right before getting shot, the ice wall will protect her from McCree's bullet even though she was locked on to at the time of the Ultimate being fired.
- Enemies who were previously targeted but who have left McCree's vision will have their bullseye turn grey. It will turn back to red when they are once more in his vision.
- If significant risks present themselves while using Deadeye, the options to either fire or cancel before the killing shot are always present. Doing so will not kill targets, but can still deal significant damage. Doing so can prove useful when a team fight requires an extra hand to progress successfully.
- Due to the channeled nature of Deadeye, the primary weaknesses McCree faces include Sleep Darts and Chain Hooks. One effective way to maximize Deadeye's potential is to have a Sombra use her EMP beforehand, preventing any barriers, Chain Hooks, Sleep Darts, or other stuns from interrupting Deadeye.
- McCree is a powerful anti-flanker and medium range damage dealer. Though it might be tempting to send him out on his own, he actually works best when staying near his team, as he can quickly kill annoying flankers like Genji and deal significant damage to Tanks like Winston, keeping his own team safe. McCree's low mobility makes him vulnerable to being picked off by enemies like Widowmaker if he travels by himself, and most enemies will be able to hear him coming a mile away due to his loud footsteps.
- Stick to using the Peacekeeper's primary fire at anything other than short range. Aim for headshots if your enemy is moving in a predictable way, as they deal a large amount of damage.
- Flashbang does interrupt some abilities and ultimates, so it is encouraged to use it against ultimates like Reaper's Death Blossom or Roadhog's Whole Hog.
- It might be a better choice to land a single headshot on a stunned target rather than Fanning the Hammer. Doing so eliminates the need to reload afterwards, potentially proving useful if further engagements immediately present themselves.
- Use Combat Roll to retreat and return fire rather than rolling forward to fight back. Even if you can fully reload without a reloading animation, you will lose your only method of escape if you encounter an engagement against your favor.
- Minimize the risk of enemy fire by peeking around corners when no friendly Barrier is available. Doing so can maintain a compromised, yet safer line of sight while mitigating damage from enemies.
- Try to gain vertical height before using Deadeye, as tdoing so permits a greater field of vision over targets hiding behind cover. Be aware that McCree is extremely easy to kill while using Deadeye, and that enemies like Widowmaker or Soldier: 76 can burst McCree down long before he has the chance to confirm his targets.
- Deadeye can be used in one of two ways: to clear out an area by the very threat of the ability, or as a way of assassinating mobile priority targets. The "standard" combination of Mercy and Pharah flying through the air are especially vulnerable to being killed by Deadeye, as it takes little time for McCree to line up a killing shot for both of them.
- It is worth noting Deadeye is particularly strong when used unpredictably. It would be best to try and flank the enemy team and use it from behind, so as to relay the idea that McCree is in front, providing a stark advantage while attempting to eliminate multiple foes quickly. Note that although Reinhardt's Shield can block the Deadeye shots, Deadeye is still capable of dealing tremendous damage to his shield.
- A notable vantage point when using Deadeye on Dorado is just after the first checkpoint, upon going through the large gate, situated above and to the right, where a small (and very accessible) ledge can be found. The ledge provides a clear view over the long stretch of road ahead of the Payload, making it an excellent spot for McCree's Deadeye. This location's notable elevation provides a view of the enemy team otherwise inaccessible from ground level. This ledge also provides access to an area filled with plants, flowers, etc. on the structure to the right, permitting further access to the very small ledge on the building. Be aware that if the enemies find your position, they can easily relocate beneath the ledge to avoid McCree's line of sight.
- McCree's Peacekeeper can be treated like Widow's Kiss or Hanzo's Storm Bow. While it is tempting to aim for headshots, aim for bodyshots if headshots prove too difficult. It is better to land several body shots than failing to land a headshot and needlessly risking the outcome of a duel.
Match-Ups and Team Synergy
|D.Va's Boosters can help her quickly close the gap between herself and you, and her Defense Matrix will block your standard fire as well as your Flashbang. At point blank firing distance, her gunfire will outdamage yours, and she has way greater health than you do. Even if you get her close to losing her Mech, she can simply disengage with her Boosters. Try to make sure you're always with your team, since while you'll lose most one-on-one fights with D.Va, if she barrels into a group of your allies by herself, she'll end up on the receiving end of a severe beating. If you manage to get her out of her Mech, she's easy prey; a Flashbang combo at close range or a headshot from afar will quickly snuff her out. Don't get too overconfident at a distance, though; if she can peek around cover and land her shots while dodging yours, she can quickly build up her Ultimate and get a new Mech. Defense Matrix can negate Deadeye completely, but its duration is shorter than Deadeye's; you'll need to wait until Defense Matrix is on cooldown, but during that time her allies might rush in to kill you, so be exceptionally careful before using Deadeye around D.Va.||(To be added)|
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|Reinhardt and his Barrier Field both have substantial health to withstand any attacks from you, and at close range Reinhardt's mighty melee swings will make quick work of you. While you can hit Reinhardt with Flashbang while his barrier is up by aiming over it, Fan the Hammer will be insufficient to kill him, and will only leave you in a position for him to clobber you to death. Instead, make use of your superior attack range, flanking behind and above Reinhardt's position. While Reinhardt can protect himself and his allies behind his shield from Deadeye, you fire one shot per target; if Reinhardt's shield is at low health and multiple allies are hiding behind him, your first shot may end up shattering the shield and your successive shots may hit their mark.||(To be added)|
|As long as you can keep your distance from Roadhog, he'll serve as good Ultimate fodder; you'll struggle to kill him due to his high health and damage reduction from Take a Breather, but landing continuous damage on him will help you built your Ultimate charge quickly. Should you end up in a close-quarters engagement, things will get more dangerous, as a Chain Hook from him will result in your quick death. Flashbang and Fan the Hammer will rarely be sufficient to kill him, and he can restore his health after the combo with Take a Breather; during that time, try to gain some distance and get behind cover so he can't grab you with his Hook once he's done healing. Make sure Roadhog isn't nearby when you activate Deadeye, as a Hook grab will cancel your Ultimate outright.||(To be added)|
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|Winston is able to absorb all 6 shots from Fan the Hammer and survive with ease. Though he too fights at short range, his high health and mobility will let him endure bullets from the Peacekeeper, and his Projected Barrier will stops your allies from helping at a distance. Your role when engaging an enemy Winston is to stay with your group and prevent him from attacking your weaker teammates. While you'll struggle with him at close range in a one-on-one, with your teammates by your side you can make him regret diving into your back line. If Winston is lurking with his team without his barrier up, you can land free shots on his large frame to build up your Ultimate charge or potentially kill him.||(To be added)|
|Zarya will struggle against you when you fight her at a distance. However, she can gain massive amounts of charge if you times your shots poorly, especially if you hit her with Fan the Hammer while her Barrier is active. Even if her Barrier is on cooldown, she also has enough health to withstand a full Fan the Hammer clip, so only attempt to hit her with it if she comes to you. In general, you should try to keep your distance and fight where you're most comfortable. Watch for Barriers on your enemies when you activate Deadeye; if you shoot an enemy with a Barrier active, you'll end up providing Zarya a massive charge, so if possible try to wait until the Barrier wears off after 2 seconds.||(To be added)|
|Ashe is a dangerous match up, the pace of which will be established by the distance between you two when the fight begins. At a distance Ashe will hold a powerful advantage with her longer range and larger ammo capacity. The closer you get to Ashe the greater your chances become, but her Coach Gun will help her keep you out of Flashbang range or escape to higher ground for the added advantage of leaving you unable to chase her easily. Use cover as best you can you close the gap between you and her or sneak up on her where she'll fall quickly to Fan the Hammer.||(To be added)|
|You'll win most encounters with Bastion if you catch him in Recon Configuration. While he's in Sentry Configuration, though, it's an entirely different story. It will be difficult to shoot his weakspot on his rear unless you sneak up on him, and even then he'll most likely withstand your attacks, then swivel around and rip through you. Attacking him point blank is a dangerous tactic, as he can quickly gun you down. Should you peek in and out of barriers or cover, though, and he isn't likewise protected, you can land a few safe shots on Bastion and eventually kill him.||(To be added)|
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|While Genji can fight you at both close and long distances, your high damage and accuracy can make short work of him. Although he can potentially Deflect your Flashbang, this issue can be avoided by simply throwing the Flashbang at the ground, since the area-of-effect explosion will be enough to stun Genji if he is up close. Deflect is deadly against Deadeye, turning your lethal shots back at you, so take caution when activating it while Genji is around.||(To be added)|
|Hanzo will try to fight you from extreme ranges, where your Peacekeeper will struggle to deal maximum damage. However, your Peacekeeper's shots will usually be more accurate than Hanzo's arrows. Focus on avoiding Hanzo's shots while closing in on him until you're close enough to hit him with a Flashbang; if he's at a higher elevation or too far away, peek behind corners to land shots on him or simply stick with your team. Sonic Arrow will betray your exact location to Hanzo, so be careful if attempting to peek shots behind corners as he may land a headshot right when you turn the corner. At close range, beware of Hanzo's Storm Arrows, as their burst damage can quickly kill you; a Flashbang will disrupt him long enough for you to act, even if you're not close enough to be effective with Fan the Hammer.||(To be added)|
|Both you and Junkrat are dangerous in close corridors. It's crucial to catch him by surprise with Flashbang, otherwise his grenades will make quick work of you. Even if you kill Junkrat in a close-quarters fight, Total Mayhem's bombs may end up killing you, as you have no means of escaping them other than Combat Roll. Watch your step, as getting caught in a Steel Trap will certainly spell your doom.||(To be added)|
|A duel at high noon between two McCrees will be decided by who can aim at the other's head first, should you both be fighting out in the open. In close-range combat, Flashbang and Combat Roll will play a large role. Whoever gets hit by Flashbang first will likely not survive the following Fan the Hammer.||(To be added)|
|You and Mei have similar playstyles at both long and close distances. At close range, you both will try to stun the other before landing the finishing blow. In Mei's case, she'll be attempting to freeze you over; your best defense is to quickly Flashbang her before she can finish freezing you, as once you're frozen solid, you're as good as dead. Should you miss your Flashbang, you'll have almost no chance of surviving; even Combat Roll won't move you far enough away to escape her Endothermic Blaster. Should you fail to kill Mei with your Flashbang combo and she uses Cryo-Freeze, it's better to run than to wait for her to come out; without your Flashbang, you're easy prey, and should you run you might bait her into leaving Cryo-Freeze early, at which point one or two shots should be able to finish her off. At longer range, both of you have the same damage falloff, but Mei's Icicle is a projectile while your Peacekeeper fires a hitscan bullet, meaning you'll have an easier time landing your shots. Deadeye can be blocked by a well-placed Ice Wall, so take caution around Mei.||Should a friendly Mei freeze the enemy team over with Blizzard, any Tanks caught in the Blizzard will lose their ability to deploy their shields, meaning a quick Deadeye can gun everyone down.|
|Pharah can be shot down mid-air with only 3 shots, but you'll need to be in your effective range, which isn't infinite. A smart Pharah floating in the sky will keep her distance from you and bombard you with rockets from afar, so stay behind cover or barriers while you get close enough to shoot her down. Pharah is an easy mark for Deadeye; try to activate it when she's not focused on you so she can't attack before you can fire.||(To be added)|
|Reaper demands close-range combat, but you're no slouch at close quarters yourself. Should Reaper attempt to harass you at point blank, your Flashbang/Fan the Hammer will deal substantial damage if it doesn't outright kill him. His Wraith Form can help him easily avoid your Flashbang; if he avoids it, try not to use Fan the Hammer so you don't waste your time reloading after shooting at nothing. Should he survive your combo, a few headshots will be enough to put him down before he can kill you. Should you fail to land your shots, though, he'll make quick work of you, so be careful. Reaper is useless against you at longer range, so if you see him roaming about, take the opportunity to gun him down.||(To be added)|
|Soldier: 76 puts up a stronger fight than you at range, but a single headshot from you will put Soldier: 76 at death's door. You have the upper hand in close quarters, but if you fail to kill him, he can Sprint away to disengage while you have few means to chase after him. If your Flashbang is on cooldown and Soldier: 76 has Biotic Field active, you'll be in for a much tougher fight. At a distance, this fight will be decided on who can land their shots better; in close combat, it will depend on whether you can surprise him with Flashbang or not.||(To be added)|
|One headshot from you will put Sombra at a near-death state; however, she'll rarely let herself be visible out in the open, so you'll need to keep your eyes peeled. You can still handle yourself fairly in a fight should she Hack you, but if you get her close to death you don't have any means to stop her from retreating with Translocator. Being Hacked while you're preparing Deadeye will nullify your Ultimate, so be especially careful about her when using it.||(To be added)|
|Be careful when turning corners when a Symmetra is around, as while your Peacemaker can take out Sentry Turrets in one shot, your long wait between shots means a group of Sentry Turrets can whittle down your health enough to be quickly finished off by Symmetra or one of her allies. She isn't particularly powerful at close or long distances when she's at low energy; once she's powered up, though, she's a force to be reckoned with. You'll rarely be fighting Symmetra alone, though, as she'll usually have some Sentry Turrets set up around her position to trap you. Feel free to pick off Symmetra at a distance, but you should only advance on her if you're with your team. Photon Barrier can block off Deadeye, so when you activate it try to quickly land your shots before Symmetra can respond with Photon Barrier; if she deploys it before you can do so, cut your losses and try to shoot down any enemies on your side of the barrier.||(To be added)|
|Torbjörn himself is of little threat to you, but when he has Overload active, he'll be tougher for you to kill. Try to surprise him before he can use it; if you can't kill him in time, though, use Combat Roll to gain distance from him until Overload wears off or you've regrouped with your team. You can easily destroy Torbjörn's Turret by peeking in and out of cover while firing at it. Flashbang does effect the Turret, but you will usually have better targets to use it on. Your low mobility means it may be easy for Torbjörn to catch you in his Molten Core, so be careful.||(To be added)|
|With her constant mobility, Tracer will prove to be a massive pain to kill at a distance. If you land Flashbang on her, though, that's another story; a Flashbang followed by a single headshot will be sufficient to rip through her minimal health. Even without Flashbang, a single headshot will put her at 10 health, making her an easy target for your teammates to finish off so long as they're focused on her. Try to stay by your Support or Tank allies, as Tracer will probably try to flank and harass them; you're their best defense should you catch her by surprise with a Flashbang.||(To be added)|
|Widowmaker easily has you outmatched at a distance due to her superior range and lack of damage falloff. Her Grappling Hook also allows her to stay far out of range of your Flashbang combo. It will be very difficult to sneak up on Widowmaker and you don't stand a chance at a distance. Only approach her while being protected by friendly barriers, otherwise try to stay behind cover and stick to your team.||(To be added)|
|Ana will usually stay out of your range and behind her teammates. An enemy being given a constant healing supply by Ana will be difficult to gun down, even with help from your teammates. However, Ana lacks any kind of mobility, so you can easily get the drop on her and kill her with your Flashbang/Fan the Hammer combo if you catch her by surprise. If you do catch her out in the open, while she deals decent damage at a distance, your gunshots will far outdamage hers at medium range. Just don't try to snipe her from afar, as your bullets won't reach while hers will. Be extremely careful about being out in the open when activating Deadeye, as Ana's Sleep Dart will instantly cut it off.||(To be added)|
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|Lúcio will usually be protected behind his teammates or riding over a high wall. To kill kill him from afar, you'll need to be extra careful with your shots due to his small hitbox and his health regeneration. His Amp It Up on speed boost can help his teammates retreat or advance on your position faster than you can respond. Be careful when you're perched on high ground, as Lúcio can disturb you with a knockback from his Soundwave. Should he attempt to approach you like this, though, he'll leave himself open to a Flashbang. Try not to use Deadeye right after Lúcio uses Sound Barrier, as his teammates will most likely survive your shots.||(To be added)|
|Mercy can often be found in the air floating from teammate to teammate; this makes her an easy target for your Peacemaker. With your mid-to-long range, you can finish off a Mercy out in the open before she can retreat. However, if Mercy is hiding behind her team, don't try to chase after her as her teammates will simply gang up on you and kill you. Instead, have an ally who can flank chase her down, or if your team is nearby, advance in a group.||(To be added)|
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|Both you and Zenyatta have the potential to deal high damage at a distance. While your shots will be more accurate, Zenyatta's high power and larger ammo magazine will help him gradually kill you if you try to fight out in the open. His Orb of Discord will help him and his team finish you off even quicker. If you must fight Zenyatta at a distance, stay behind cover between shots to avoid his counter-fire. Just remember that his Orb of Discord will notify him of your exact location, meaning it will be easy for him to land an Orb Volley on you and potentially instantly kill you. Should you fail to kill Zenyatta, he can retreat and recover his shields, so unless his teammates are nearby, don't hesitate to chase him down and finish him off. If you catch Zenyatta by surprise at point blank, you can easily kill him before he can retaliate.||(To be added)|
Armed with his Peacekeeper revolver, the outlaw Jesse McCree doles out justice on his own terms. A $60 million bounty is on his head. At times, he has missed his old farm boy life. He enjoys liquor with "bite" to it, along with cookies. He refuses to eat pork.
McCree is an ace shot, but prefers revolvers to rifles. While the latter may have improved accuracy, he prefers revolvers for their rate of fire, and one's ability to shoot from the hip. He also knows how to play poker.
|“||What about you, Jesse? What's your story?
Not much to tell that you probably haven't heard before. So if you don't mind, I'd rather not tell it. The past is the past, y'know?
|~ Frankie and McCree|
As a young ruffian, McCree spent his time drifting from one job to the next. One of his jobs was at a pork processing plant, where he had an experience that put him off eating pork for life. Eventually, he arrived at Bellerae. He spent two months working on the Ace Valentine megafarm, a job that wasn't the best in the world, but not nearly as bad as some of the others he'd had. He became friends with Julian, who was the one who talked the megafarm's foreman into giving him a job.
The Deadlock Gang
|“||Huh...You've got an awful lot of grit for a rich girl.
A rich girl. Gotta be, with that swanky outfit.
|~ McCree and Ashe's first meeting|
While at the megafarm, Julian bet the other farmhands that McCree could shoot a playing card from fifty yards. Julian won the bet, but the farmhands took umbrage at losing, and a fistfight broke out. McCree dove into the brawl to protect Julian (getting a bruised eye in the process) before Sheriff Carson arrived, arresting McCree, and taking his revolver.
Inside the Bellrae prison, he had a chance encounter with Elizabeth Ashe, who had also been arrested. He told her about what had happened, and his plans to move to the west coast to work in security, but not before getting his hands on a new firearm, given how dangerous it was to travel through the American southwest these days. The two hit it off, before Ashe was released due to her parents.
The following day, Carson released McCree from the cell, but refused to return his revolver. McCree returned to the megafarm but was fired; despite the circumstances of the earlier brawl, he'd put three farmworkers in the med clinic. Doherty revealed that Julian had been fired as well, pointing out that there was no shortage of workers lining up to take their positions. He was even refused his week's wages. However, Ashe had come to the farm in her family car, and offered him a ride. McCree accepted, and discovered that Ashe's home was Lead Rose Manor. McCree was taken aback—he'd figured Ashe was rich, but not this rich.
Ashe got down to business, taking McCree to a hill by the estate, and giving him an Arbalest revolver. He proved that he could shoot as well as he said against the targets she had set up. Returning to the estate, Ashe revealed her situation—in three months time, she'd turn eighteen, and when that happened, her parents would cut her off completely. She intended to spend those three months performing heists against her parents' company; stealing goods, selling them, and leaving with enough money to go and do whatever she wanted. She wanted McCree's help, as she figured he could use the money, and he was a good shot. McCree 'negotiated' his cut to 20% (not knowing that Ashe would have accepted 30) and agreed to join her.
The First Heist
|“||You've got a lot to lose, Ashe. More than I've got to gain. You sure you're ready to throw that away?
Jesse McCree, I may not be able to see the future, but I know one thing:Whether I'm headed for heaven or hell, I want it to be on the route that I choose. Not one chosen for me. So, are you with me or not?
|~ McCree and Ashe prior to their first heist|
The duo's first target was Arbalest Fulfillment Center Beta-3. Due to having access to the schematics, getting into the facility was relatively easy. McCree cautioned her against the heist, pointing out that her parents might reconsider disinheritance in a week or so, but Ashe refused. They made it inside the facility and used a cargo elevator to arrive at its lower level. They found multiple black crates, but using a drone (and a tablet she'd stolen from her parents), four crates of Seraphim rifles were obtained. They loaded the crates onto the cargo elevator and returned to the main level. However, a proximity warning was triggered on the way up, as the crates had gone outside their intended storage location. Furthermore, the crates would detonate if the correct code wasn't entered. McCree took a pair of rifles and the two climbed up the shaft, with B.O.B. pulling them up from the blast.
They'd been saved from the fire, but not the security drones that were closing in on them. They ran to their truck, with McCree driving, and Ashe using the rifle to fire against the drones. The two managed to escape, but at the cost of the truck's destruction, and a long, slow walk across the desert before B.O.B. picked them up.
Back at Lead Rose, McCree wasn't as eager to get back into the fray as Ashe was—they'd nearly lost their lives, and all they had to show for it was a pair of rifles. Ashe, however, wasn't dissuaded, despite McCree's continued unease, and her plans to bring in help—a hacker, and someone good with demolitions. She offered him a chance to quit, to take the rifle, but pointed out that the rifle would only sell enough to cover him for a few months. Ten rifles, however? Power cells? Sniper scopes? If he left now, he'd forsake the chance of getting a bigger score. McCree commented that there was more to life than money, but as Ashe pointed out, it was easier to live life with money than without it. Finally, McCree relented, and suggested that they track down Julian, since he was familiar with demolitions. He suggested that they could find him at Cutthroat Trout's; a bar out of town that he'd already frequented. Ashe told him to set up a meeting with Julian for tomorrow night, while she continued to work on finding a hacker.
Along with B.O.B., the two arrived at tomorrow sunset, though had to walk a fair distance, since McCree wisely suggested that they keep Ashe's family car out of sight. Arriving in the bar, they met with Julian, and were joined by Frankie; the hacker that Ashe had managed to contact. Ashe lay out the basics of her plan, but McCree wasn't convinced that Frankie could be trusted, since Frankie was part of the Diamondbacks. Frankie corrected him, saying that she'd worked for the gang, but wasn't a member herself. Frankie, in turn, was skeptical, given Ashe's lack of resources. On that note, Julian headed off, before returning to the table saying that he'd made a bet. Ashe would race Dezba on the Trout's hovercycle racetrack. If she won, they'd get four hovercycles. If they lost, Dezba would get B.O.B.
Ashe was enraged, and McCree, while less so, pointed out that it was illegal to wager omnics these days. However, no-one in the Trout cared about the law, and since Julian had already made the wager, if Ashe backed out, Dezba would win B.O.B. by right of forfeit. With no other options, Ashe took part in the race, and won, much to McCree's relief.
The Brisco Incident
The group returned to Lead Rose, but operated from an old barn on the estate's grounds. Ashe's next heist was to attack an Arbalest automated transport convoy. McCree was uneasy, fearing that she was rushing into things, and hadn't forgotten what had happened last time. Ashe hadn't forgotten either, which was why they were going to prepare for the plan with every hour they had, and do so properly. Which in this case, meant a visit to Fort Starr, to pick up ammo. While there, they had a run-in with the Diamondbacks, who were less than enthused to see Frankie working with another group.
The confrontation ended without incident, but McCree could tell that Frankie was shaken. She explained that she hadn't left the gang on good terms. They returned to Lead Rose, and McCree noted that Ashe was intent on fixing her hoverbike—the one she'd wrecked on the racing track at Cutthroat Trout's. He told her that it was best to put the bike to burial, but Ashe refused to give up.
The day came when they attacked the convoy. In what would later be reported as the Brisco Incident, the plan was for Frankie to hack the main transport vehicle, at which point Ashe and McCree would engage the convoy directly, firing from their hovercycles. They'd board the vehicle and steal its schematic drive. Julian would then use his explosives to cover their retreat. The plan went awry from the start however, as there was more than one main transport vehicle, so it would take longer for Frankie to find which one had the schematic drive they were after. Ashe refused to abort, and she and McCree began firing. The heist succeeded.
The group returned to their base of operations, basking in the success of their heist. McCree was no exception, commenting that, in light of his take of the profits, it was like "seeing the end of a long, dark tunnel." Julian and Frankie reminisced on their experiences in the Omnic Crisis, but McCree remained silent, not wanting to discuss his past. He confided with Ashe that the 'light' at the end of his 'tunnel' was to have a piece of land of his own to work on, much to her amusement at his lack of ambition. When he asked her what she planned to do after her 18th birthday however, Ashe didn't have an answer. The group retired for the evening, McCree refusing to play cards with Julian due to his terrible poker face.
Showdown at The Hopper
Over the next two months, McCree and the gang pulled off nearly a dozen successful heists against Arbelest and other companies. By this point, McCree was insisting that their gang take on an actual name, pitching terms such as "The Vultures," "The Copper Cyotes," and "The Shadow Bats." Ashe refused each of his names, but noted that over the last two months, McCree had become more at ease, laughing far more than he used to. Regardless, they set off for a rendezvous with their latest client at The Hopper. Their client, Liu, arrived, but double-crossed the gang, having sold them out to the Diamondbacks.
Marco forced them to lower their masks, in do so establishing that he knew Ashe was the one conducting the heists. He stated that they'd made their last heist, that they'd got too greedy, having come into competition with the Diamondbacks. Julian tried to intervene, but Marco punched him. McCree almost dove in, but Ashe held him back. The Diamondbacks sped off.
McCree gave Julian some comfort, reassuring them that no, his nose wasn't broken, and that they could patch him up at Lead Rose. Ashe, for her part, refused to be cowed by the Diamondbacks, and told the gang that they could squeeze in a few more jobs, and that it was time for the big score.
The Big Score
|“||In black steel. Didn't want you to forget where you came from, but also that it didn't need to be the only part of you. Maybe you've been as rich as gold, but your'e tough as steel, too, Ashe.||„|
|~ McCree gives Ashe her birthday gift|
The gang carried out a heist on an Arbelest train shipment, carrying a weapon known only as "Siren." The train had yet to depart when they infiltrated the train yard. McCree found the cargo crate holding the weapon, but Julian triggered a motion sensor, which alerted the yard's security drones to their location. They managed to escape, but upon opening the crate, found only standard-issue rifles.
Ashe's 18th birthday arrived, but was still hung up by her mistake in their former heist. McCree consoled her, pointing out that they were loaded with the money they already had. He also gave her a birthday gift—a key chain for her hovercycle. Touched, Ashe commented that it was the nicest thing anyone had ever done for her. That wasn't all though, as the gang headed for Cutthroat Trout's for her birthday party...or not, as they instead headed into the manor, where the patrons of Cutthroat Trout's had come to her instead. McCree told her that they believed that they'd broken into the manor to celebrate "Calamity's" birthday, not Elizabeth Ashe's.
Unfortunately, the Diamondbacks weren't fooled, and peaved that Ashe had carried out a heist despite their warning, tried to burn the manor down. At this point, Julian approached McCree, revealing that he was in league with the Diamondbacks. He suggested that McCree allow himself to be ransomed so that Ashe would pay for his release. In essence, the profits from her heists would go to the Diamondbacks. McCree refused, and tried to warn Ashe, but was captured, beaten, and taken to the gang's hideout at Deadlock Gorge.
Showdown at Deadlock Gorge
At the hideout, it was revealed that Julian was in league with the Diamondbacks Ashe and the gang made an attempt to save McCree, but their plan failed, as they'd been ratted out by Julian. Frankie, however, was able to get the Diamondbacks to scatter by simulating a police raid. Taking Julian captive, they had him lead them to McCree's cell. McCree walked out of the cell and gave Julian a broken nose. They began to make their way out, but were attacked by the Diamondbacks, who'd since wised up to Frankie's deception. In the ensuing salvo, Ashe was wounded, and they took cover.
McCree suggested shooting their way out, but Ashe refused—they were both injured, and even if they used B.O.B. as a shield, it was too risky. Ashe offered herself up to the Diamondbacks in exchange for letting her friends go, much to McCree's protestations. They headed off on Ashe's hovercycle, but she was able to turn the tables, bringing the Diamondbacks to her side. She sent Bez to find them and bring them back.
|“||Deadlock for life.||„|
Ashe took the Diamondbacks' former hideout as her own, and with McCree, finally came up with a name for her gang—the Deadlock Rebels. Their heists continued. Over their time in the gang, neither McCree nor Ashe dated; possibly part of the reason was that according to McCree, Ashe was never his type due to her wealthy background.
|“||Right. This is where I picked up the damn ingrate.||„|
|~ Gabriel Reyes, reflecting on his recruitment of McCree|
McCree's time in the Deadlock Gang came to an end when he and his associates were busted in an Overwatch sting operation. With his expert marksmanship and resourcefulness, he was visited by Gabriel Reyes, the head of Overwatch's Blackwatch covert ops division. Reyes gave him the choice between rotting in a maximum security lockup or joining Blackwatch. McCree chose the latter.
Although he was initially cynical, he came to believe that he could make amends for his past sins by righting the injustices of the world. McCree appreciated the flexibility afforded to the clandestine Blackwatch, unhindered by bureaucracy and red tape. He was given instruction by Reyes, and was given some pointers in shooting by Ana Amari. He had a mixed relationship with fellow Blackwatch members Genji Shimada and Moira O'Deorain. He thought that the hiring of O'Deorain was a mistake.
|“||An Overwatch facility was attacked. The team needed to respond. But officially, their hands were tied. Luckily, Blackwatch plays by its own rules. We all knew who was responsible. Rumor had it he'd be well protected. Our mission was to drop in and get him out so he could face the music. At least, that's how it was supposed to go.||„|
|~ Jesse McCree|
Eight years before the present day, McCree was with Reyes and Gerard Lacroix in the Rome Blackwatch facility. Overwatch was being attacked by Talon, but Lacroix had tracked down one of their associates—Antonio Bartalotti, whose compound in Venice was a hotbed of illegal activity. McCree was up for a "road trip" to apprehend him, but Lacroix pointed out that Bartalotti was too well connected with the Italian government. Instead, he planned to go after Bartalotti's employees, to bring charges against them, and thus disrupt Bartalotti's cash flows. Thus, Bartalotti would be less able to purchase "friends in high places," and as such, Overwatch could go after him. Satisfied with the plan, McCree and Reyes left the building. Seconds later, it was destroyed in an explosion, courtesy of a bomb set by a Talon agent. McCree and Reyes rushed in, and were able to save Lacroix, but many other Overwatch members weren't as lucky.
Awhile later, at Overwatch Headquarters, Reyes asked McCree if he was still up for the "road trip" he'd proposed. McCree was, but was disheartened to learn that the operation was simply apprehending Bartalotti. Reyes assured McCree that the info they got from Bartalotti would allow them to hit Talon harder next time. Thus, they headed for Venice alongside Shimada and O'Deorain.
|“||This is your fault commander! We had a plan! We could've walked Antonio right out of the city! I didn't sign up for this!||„|
|~ McCree during the shootout|
The Blackwatch team arrived in a Venice safehouse and set up survaillance on the manor. They found Talon soldiers patrolling the grounds. When night fell, they infiltrated the manor. They made their way through its interior, killing and/or incapacitating numerous Talon guards. Upon reaching Antonio's office, they found him there, not surprised to see them. Nor was he intimidated, as he pointed out that Overwatch abducting a "respected businessman" would be a public relations nightmare. Furthermore, even if they did take him, his "friends" would have him released within a week. After some thought, Reyes said "you're right" and shot Antonio, the force of the blast sending him through his office window, and triggering an alarm. McCree was outraged, pointing out that this wasn't the plan. Reyes casually suggested that they go with "Plan B"—fight their way out, guns blazing. As they exfiltrated the manor, Genji asked about McCree's unease, pointing out that they'd killed before. McCree pointed out that what had happened was an execution. Genji simply responded "dead is dead." Regardless, the team succeeded in escaping, with all four Blackwatch agents making their way out despite the hordes of Talon soldiers that came their way. However, the incident was reported in the press, and Blackwatch's existence was revealed to the public.
Back at HQ, Reyes was debriefed by Jack Morrison, Ana Amari, and a recovered Lacroix. McCree watched the interogation from behind a one-way mirror. After Reyes was debriefed, Morrison asked if McCree had anything to add, to which McCree asked where Morrison wanted him to start. McCree gave his account of events. Much later, McCree reflected that while Antonio had got what was coming to him, it still didn't seem right. He also reflected that this was "where it all started to go wrong," as not only had Blackwatch been revealed, but individuals within Talon emerged to fill the void Bartalotti's death had made.
|“||Null Sector is holding Mondatta, Mayor Nandah, and a hundred prisoners in the power plant. It's all walled off. You want in, you're going to need to blow open the doors. That's assuming you can get past the air defenses.||„|
|~ McCree gives his sit-rep|
Seven years before the present day, Blackwatch and its agents were placed under suspension, as the division came under investigation. This same year, the King's Row Uprising occurred. McCree was present in London, and while there, he reported to Jack Morrison and Reyes on the developing hostage situation on the ground. He signed out as he came under attack by a Null Sector omnic, but took it out. Officially, no Overwatch agents were allowed in England due to the prime minister's orders. When Morrison accused Reyes of breaching protocol, Reyes suggested that McCree was merely there "on vacation."
The Echo Project
At some point during his time in Overwatch, McCree was assigned to the Echo Project, in order to help keep it secret. He was assigned to protect its head researcher, Dr. Mina Liao, and the two became friends. However, at some point after the King's Row Uprising, Liao's lab was attacked, and the doctor killed. The project was terminated, and Echo herself put into quarantine.
As Overwatch's influence waned, rogue elements within Blackwatch sought to bring down the organization and turn it to their own ends. Wanting no part of the infighting, McCree set off alone and went underground. He resurfaced several years later as a gunslinger for hire. But while McCree's talents were sought after by parties great and small, he fought only for causes he believed were just.
Note: the following sections aren't necessarily in chronological order.
|“||Ain't the fastest or cheapest way to travel, but that's the appeal. Rich folks like to go where the gettin's expensive. But hey, the food is great. So is the bourbon selection. Not that I'd know. They don't sell folks like me a ticket...||„|
McCree caught a ride on a hypertrain headed for Houston. Caught a ride, as in, sitting on top of the train as it barreled along, for, in his words, "they don't sell folks like me a ticket." Nor did hypertrains make it easy for soldiers to rappel down from helicopters onto, but that's what started happening, as McCree observed such an action taking place. He noticed the Talon soldiers were using Blackwatch tactics. Staying out of sight, he could tell that the operatives weren't after him, but he was concerned. First, the operatives (or at least their method of insertion) were operating in a manner similar to Blackwatch. Secondly, if McCree's face was spotted, he knew that he'd take the heat for whatever was about to go down. Making a decision, McCree vaulted into a train car and quickly dispatched a number of the operatives. He told the stunned passengers to stay in their seats, and that things would be over shortly.
Moving on, McCree saved one of the train staff from being executed, as he didn't know a set of codes. Apparently the soldiers were after something at the back of the train, so McCree headed that way. He dispatched the enemy soldiers there, but only after hearing one of their number call for backup. Reaching the device at the back, he tossed it off the train, content that the operatives would go after it and leave the train itself alone. His face now out in the open, McCree settled down to enjoy the ride, only to learn via a news report that the robbery had indeed been laid on him, and from a steward, learnt that the train would arrive in Houston in three minutes. He asked that the truth of what happened be relayed to the police, and that the arrival time be "fudged," in order to give him time to make his exit.
|“||Street still in shambles following noodle joint shootout - who's keeping us safe?||„|
|~ Joel Morricone|
McCree made an appearance as a vigilante, thwarting a robbery attempt of a ramen shop. The media mainly focused on his "anachronistic fashion sense," though pundit Joel Morricone espoused the belief that McCree's vigilantism should be welcomed, given the high crime rate in the area.
|“||Jesse McCree. It's been a while. You promised you'd write.
Well Ashe...I've been kind of busy.
|~ Ashe and McCree|
After the recall order initiated by Winston, McCree learned that Echo was being transported from Hurlburt Field to Davis–Monthan Air Force Base aboard a military freight train, along with weaponry. Having anonymously tipped off the Deadlock Gang that a train full of military ordnance would be crossing Route 66 at 11:55 AM, knowing Ashe wouldn't be able to resist following up on it McCree relaxed with a slice of apple pie and a cup of coffee at the nearby Panorama Diner while waiting for the heist to go down. Sure enough, the train was passing by overhead right on time when it was derailed by an explosion, destroying the bridge and sending the train cars crashing down onto the road. Leaving payment for his meal, McCree walked out into the cloud of dust to greet Ashe. Their reunion was cordial, if tense. At Ashe's suspicion that his presence was not a coincidence, McCree confirmed that he had sent the tip, and all he wanted was the specific crate that had just been loaded onto their hover dolly—in return, the gang was free to help themselves to everything else. Opening the crate and seeing what was inside, however, to McCree's disappointment Ashe decided it was very much her business, especially when he refused to tell her what the device was. What followed was a standoff, and come to the stroke of noon, a gunfight.
Despite being outnumbered, McCree was able to turn the tables on his attackers, incapacitating all of them. Having removed what military ordnance had already been loaded on the Deadlocks' hover dolly as Ashe had turned down his offer, he tied the unconscious gang members to it, separated B.O.B.'s head and limbs from his body (making sure to set the omnic's bowler hat back in the right position), and sent it down the highway, telling Ashe to "say high to the gang for me" while ignoring her angry screaming. Turning his attention back to the crate, revealed to be Echo's quarantine container, he reopened it and reactivated her. He told her about the recall order, and that while he'd been the one to receive it, she was the one that Overwatch needed. Asking Echo to pass along his greetings to Winston the two parted ways, as McCree drove off on Ashe's hoverbike saying that he had some business to attend to. Further down the road, he drove past the gang, upsetting Ashe once again when she recognized her bike.
|Interrupt an enemy Ultimate Ability with McCree's Flashbang in Quick or Competitive play.|
|Get 4 killing blows with a single use of McCree's Deadeye in Quick or Competitive play.|
- McCree's Peacekeeper revolver was built by a legendary gunsmith and fires custom high-caliber ammunition with technological enhancements, while his flashbangs are custom non-lethal grenades that were once used by Overwatch.
- Fitting with McCree's cowboy motif, activating Deadeye causes a tumbleweed to roll in front of him, a common cliche in western films.
- The engraving of McCree's belt buckle spells "BAMF," which is an acronym of "Bad Ass Mother Fucker."
- McCree has a few possible references to Doc Holiday in the film Tombstone. The most prominent being his voice-line "I'm your Huckleberry.", the others being his Gambler skin and his Gunspinning emote, the former representing Doc Holiday's traits of being a gambler, as well as referencing his appearance, and the latter referencing an action he did in the film.
- A McCree Figma statue is available.
- An actual Jesse McCree works at Blizzard Entertainment. McCree appears to be aware of this, having commented "my parents were big Overwatch fans."
- McCree's skin tone varies greatly throughout his many appearances. Some of his darker skin tones made him appear racially ambiguous, causing many fans to speculate that he might be Hispanic, indigenous, or mixed. On the Overwatch 5th Anniversary AMA on Reddit, it was officially confirmed that McCree is white and is just very tan.
- McCree's design is based on an old StarCraft sketch by Chris Metzen of a character named Prospector Logann. This sketch helped serve as an inspiration for the first game pitch proposed by the Titan team following the cancellation of Project Titan, a science fiction game that would have depicted the StarCraft universe from a new and unique perspective, and a new illustration of Logann was created by Arnold Tsang and Peter Lee for the project, as well as a 3D model. Eventually this design became the basis for McCree in Overwatch, with only minor alterations to the design, such as changing his duster into a serape.
- When naming McCree, the developers made lists of first and last names to find the best cowboy name, but none of them felt quite right. Someone suggested the name of one of Blizzard's own developers, Jesse McCree, and it came out on top in the end. The real Jesse McCree had to sign his name away for the Overwatch team to use it.
- The aesthetic design of McCree seems to be heavily inspired by The Man With No Name in Sergio Leone's Dollars Trilogy. Similarities include: a long poncho adored with lines and symbols dragged over the shoulder, similar style of hat, similar facial hair, squinty eyes and the frequent use of cigars. References the trilogy can also be found in McCree's voice lines, in which he says: "I'm not good, not bad but I sure as hell ain't ugly". This is a reference to the third movie of the trilogy, The Good, The Bad and The Ugly.
Balance Change Logs
For more information, see Patch Notes
- 2015-10-02, "Justice ain't gonna dispense itself.". Twitter. Accessed on 2016-05-18
- McCree Damage Falloff visualized [workshop by DarwinStreams], Reddit. Accessed on 2019-10-11
- McCree, Blizzard Entertainment. Accessed on 2015-03-09
- Overwatch, McCree Quotes
- Overwatch, Ashe Quotes
- Overwatch: The Official Cookbook
- Overwatch: Deadlock Rebels
- Ashe, Blizzard Entertainment. Accessed on 2018-11-13
- 2018-11-03, Michael Chu Twitter, Twitter. Accessed on 2018-11-03
- 2017-04-29, Thinking Globally: Building the Optimistic Future of Overwatch Michael Chu: "...you have McCree who's just been recruited into Blackwatch..." YouTube. Accessed on 2018-03-01.
- Overwatch, McCree Cosmetics
- 2017-11-12, BlizzCon 2017 Overwatch: What’s Next Panel Transcript. Blizzplanet, accessed on 2017-11-18
- 2018-04-04, NEW SEASONAL MISSION Retribution Overwatch. YouTube, accessed on 2018-04-08
- Overwatch Retribution
- 2018-04-08, Overwatch Twitter. Twitter, accessed on 2018-04-16
- 2017-04-05, Overwatch Digital Comic: "Uprising" PlayOverwatch. Accessed on 2017-04-05
- 2020-03-20, Developer Update | Introducing Echo | Overwatch. YouTube, accessed on 2020-03-25
- 2016-04-20, HERE’S YOUR FIRST LOOK AT THE OVERWATCH: MCCREE DIGITAL COMIC (EXCLUSIVE). Nerdist, accessed on 2016-04-21
- Overwatch: McCree: Train Hopper
- 2015-03-04, The New Peacekeepers. Play Overwatch, accessed on 2015-03-16
- 2019-11-07, BlizzCon 2019 Overwatch 2 Panel Transcript. Blizzplanet, accessed on 2020-04-10
- Tracer: Reflections
- 2020-03-18, PlayOverwatch Twitter. Twitter, accessed on 2020-03-18.
- 2021-02-20, BlizzConline 2021 | Behind the Scenes of Overwatch 2 | Overwatch. YouTube, accessed on 2021-03-13
- Overwatch Visual Source Book, pages 46-47
- BAMF - Wiktionary
- 2020-02-24, Toy Fair NY 2020: Figma Overwatch Action Figures. Blizzplanet, accessed on 2020-04-10
- 2019-11-11, BlizzCon 2019 Diablo IV: World and Lore Panel Transcript. Blizzplanet, accessed on 2020-04-18
- 2021-02-20, Overwatch Fans Have Mixed Reaction to OW2 McCree. Game Rant, accessed on 2021-06-01.
- 2021-05-24, Ask Us Anything! - Join the Overwatch development team for the fifth anniversary AMA. Reddit, accessed on 2021-06-01.
- The Art of Overwatch, pages 50-51
- Blizzcon 2017, Overwatch - Archives
- 2017-12-22, Every Overwatch Hero Explained by Blizzard’s Michael Chu | WIRED (2:26). Youtube, accessed on 2017-12-23