overwatch

Cassidy, originally named McCree until 2021, is a Sharpshooter Damage hero in Overwatch. He is one of the 21 heroes included in the game's release on 24 May 2016.

Overview

Armed with his Peacekeeper revolver, Cassidy takes out targets with deadeye precision and dives out of danger with eagle-like speed.

Abilities

Passive Abilities

Sub-Role: Sharpshooter
Hero-ability-circle
Sub-Role Damage Sharpshooter Circle
Type
Passive Ability
Critical hits reduce your movement ability cooldowns.

Additional details:

Weapons

Peacekeeper
Key mouse 1
Hero-ability-circle
Ability-mccree1
Type
Weapon (Primary Fire)
Effect Type
Hitscan Hitscan
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Accurate, powerful revolver.
Damage:
70 - 21
Falloff range:
25 - 35 meters
Headshot:
✓ (x2)
Rate of fire:
2 shots/s
Ammo:
6
Reload time:
1.5 seconds animation
Projectile radius:
0.07 meters
Spread:
None
critical
Deals 2x damage when hitting critical locations.
hitscan
Projectile attacks and healing with no travel time, hitting targets instantly.
Cassidy fires off a round from his trusty six-shooter.

Additional details:
  • Damage per second: 140 while firing (93.33 overall w/reload)
  • After the shot, the game raises the Cassidy camera (changes the facing angle) by 4 units, after which it starts lowering the character's camera to its previous value. As soon as this happens Cassidy can shoot again.

Keywords:
critical
Deals 2x damage when hitting critical locations.
hitscan
Projectile attacks and healing with no travel time, hitting targets instantly.

Example video:

Fan the Hammer
Key mouse 2
Hero-ability-circle
Fan the Hammer
Type
Weapon (Secondary Fire)
Effect Type
Hitscan Hitscan
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Wildly fire remaining rounds.
Damage:
50 - 15
Falloff range:
20 - 30 meters
Headshot:
Rate of fire:
8.33 shots/s
Ammo consumption:
All remaining ammo
Ammo:
6
Reload time:
1.5 seconds animation
Projectile radius:
0.07 meters
Spread:
6 degrees
hitscan
Projectile attacks and healing with no travel time, hitting targets instantly.
Cassidy can fan the Peacekeeper's hammer to swiftly unload the entire cylinder.

Additional details:
  • Damage per second: 416.67 while firing (135.14 overall w/reload)
  • Each shot raises the Cassidy camera (changes the facing angle) by 2.5 units.
  • The first shot has no spread.

Keywords:
hitscan
Projectile attacks and healing with no travel time, hitting targets instantly.

Example video:

Special Abilities

Combat Roll
LSHIFT
Hero-ability-circle
Ability-mccree2
Cooldown Icon
5 seconds
Type
Ability
Effect Type
Movement Movement
Roll in the direction you're moving to take reduced damage and reload.
Dmg. reduction:
-50% taken
Cast time:
None
Duration:
0.4 seconds
Max. range:
6.22 meters
Movement speed:
15 m/s
evasive
Can pass through enemy heroes and does not block movement.
movement
Silenced by Hinder. An ability that grants the hero enhanced movement that ends prematurely when interrupted by Displace, Hacked, Hinder, Sleep, and Stun.
reloads
Fully reloads the hero's weapon.
Cassidy dives in the direction he's moving, effortlessly reloading his Peacekeeper in the process.

Additional details:
  • Can be used while airborne.
  • Cassidy can roll off ledges.
  • Travels in the direction Cassidy is walking, not the direction he is facing (unless he is not moving).
  • Movement is not blocked by enemy player collision.
  • Destroys fences and other breakables Cassidy collides with while rolling.

Keywords:
evasive
Can pass through enemy heroes and does not block movement.
movement
Silenced by Hinder. An ability that grants the hero enhanced movement that ends prematurely when interrupted by Displace, Hacked, Hinder, Sleep, and Stun.
reloads
Fully reloads the hero's weapon.

Example video:

Flashbang
E
Hero-ability-circle
Magnetic Grenade
Cooldown Icon
12 seconds
Type
Ability
Effect Type
Arcing projectile Arcing projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
!
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
!
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Hinder enemies in front of you, slowing them and preventing them from using movement abilities.
Damage:
75
Headshot:
Cast time:
0.13 + 0.6 seconds
Duration:
0.23 seconds (max travel time)
1.2 seconds (hinder)
Max. range:
7 meters
Radius:
3 meters
Movement slow:
-50%
Projectile speed:
30 m/s
Projectile radius:
0.2 meters
area of effect
Affects targets in a spherical area.
cleansable
Applies a negative status effect that can be removed by Cleanse.
hinder
Silences Movement abilities.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Additional details:
  • Flashbang explodes immediately upon hitting an enemy or terrain or upon reaching its maximum range, applying its effects to all enemies in radius.
  • Enemy heroes hit by the explosion take damage and become "hindered", interrupting and preventing movement abilities and crouching for the duration and slowing them. See Movement abilities for a list of affected abilities.
  • The hindered status can be removed by effects that grant phased out status, such as Protection Suzu Icon Protection Suzu.
  • The projectile can be destroyed while in air by Ability-dva3 Defense Matrix, Abilities-sigma3 Kinetic Grasp, Ability JavelinSpin Javelin Spin, Perk PowerMatrix Power Matrix and ULT Kekkai Sancturary Kekkai Sanctuary and reflected by Ability-genji2 Deflect, but the splash is unaffected.
  • Baptiste-ability4 Amplification Matrix affects all damage dealt, if the projectile passes through it. Splash damage alone going through is not amplified.

Keywords:
area of effect
Affects targets in a spherical area.
cleansable
Applies a negative status effect that can be removed by Cleanse.
hinder
Silences Movement abilities.
travel time
Projectile attacks and healing with travel time. Can be Negated.

Ultimate Ability

Deadeye
Q
Hero-ability-circle
Ability-mccree4
Ultimate Ready
1800
Type
Ultimate Ability
Effect Type
Hitscan Hitscan
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Face off against your enemies. Press Q to lock on, then Q or Key mouse 1 to fire.
Damage:
150 per second (during warning)
300 per second (remaining duration)
Headshot:
Rate of fire:
8.93 shots/s
Ammo consumption:
1 per target
Dmg. reduction:
-40% ... 0% taken
Cast time:
0.7 + 0.3 seconds (when fired)
0.3 + 0.4 seconds (when canceled)
Duration:
2 seconds (warning time)
7 seconds (max)
Max. range:
200 meters
View angle:
105 degrees
Mov. speed penalty:
-70% ... -35%
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
hitscan
Projectile attacks and healing with no travel time, hitting targets instantly.
reloads
Fully reloads the hero's weapon.
Focus. Mark. Draw. Cassidy takes a few precious moments to aim; when he’s ready to fire, he shoots every enemy in his line of sight. The weaker his targets are, the faster he'll line up a killshot.

Additional details:
  • Activating Deadeye instantly replenishes Peacekeeper's ammo.
  • Deadeye can be canceled using Secondary Fire (Key mouse 2).
  • Deadeye is a channeled ability; getting stunned, knocked down or hacked, immediately ends the ability without firing.
    • Cassidy cannot jump, crouch or use other abilities while channeling Deadeye.
  • After Deadeye has been active for 2 seconds (warning time), its charge rate is increased and its movement speed penalty and damage reduction fade to their minimum values over the next 1.4 seconds.
  • If the duration runs out, Deadeye ends without firing.
  • Deadeye can only lock on to heroes, Ability-ashe4 B.O.B. and Baptiste's Baptiste-ability3 Immortality Field.
  • The targeting area of Deadeye is a 105° wide 3D cone. The player's field-of-view (FOV) settings does not affect this area, meaning that Deadeye may be able to target enemies outside of view (especially vertically) or vice versa, depending on the setting.
  • Despite the visuals in-game, the shots are actually aimed at a point at the target's chest instead of their head.[4]
    • If the line of sight to this point is obstructed or it is outside the targeting area, the charging is paused and continues from the same amount when the line of sight is restored.
  • The lock on is removed and any accumulated damage is reset if the target becomes invisible.
  • Deadeye cannot be fired unless there is at least one target with unobstructed line of sight within the targeting area.
  • Barriers and invulnerability states (phased out, invincible) can negate/block the shots, but they do not prevent locking on, pause charging or prevent the hero from being fired at.
    • Venture's Burrow prevents lock on and pauses the charging.
    • Other objects and players in front of the intended target can also block the shots.
  • The damage relative to the target's health is displayed as a closing red circle. If the accumulated damage is above an enemy's remaining health, a skull will appear.
  • In a normal game (and without modifiers like Mercy's damage amplify), the maximum possible damage per target is 1,800.
  • While unlikely in a normal game scenario, Deadeye can lock on to and shoot at more than 6 targets simultaneously.
    • Ammo remaining in Peacekeeper's cylinder is not relevant as Deadeye will keep firing even if it runs out of ammo.

Co-op details:
  • Initial charge rate increased from 130 to 325 damage per second.
  • Ramped charge rate increased from 260 to 650 damager per second.
  • Has a maximum damage cap of 1560 per target.

Keywords:
channeled
A continuous action that ends prematurely when interrupted by Displace, Hacked, Sleep, or Stun.
hitscan
Projectile attacks and healing with no travel time, hitting targets instantly.
reloads
Fully reloads the hero's weapon.

Example video:

Perks

Minor Perks

A Minor Perk can be chosen at level 2.

Bang Bang
Hero-ability-circle
Perk BangBang
Type
Minor Perk
Effect Type
Arcing projectile Arcing projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
!
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
!
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Cassidy throws a second Flashbang that travels farther, but both Flashbangs deal 40% reduced damage.
Damage:
75 → 45
Headshot:
Shots per volley:
1 → 2
Max. range:
10 meters (2nd grenade)

Additional details:
  • The second grenade explodes 0.1 seconds after the first.

Even the Odds
Hero-ability-circle
Even The Odds
Type
Minor Perk
Regenerate 30 health per second for each enemy targeted by Deadeye.
Healing:
30/s per target

Additional details:
  • Targets must be in view and fulfill the conditions for accumulating damage to also count for healing.

Major perks

A Major Perk can be chosen at level 3.

Rollin' Round-Up
Hero-ability-circle
Perk Rollin' Round-Up
Type
Major Perk
Combat Roll also heals 15 health for each bullet reloaded.
Healing:
15 per bullet

Additional details:
  • Despite being intended for Combat Roll, Ability-mccree4 Deadeye can also trigger this Perk's healing.

Silver Bullet
Key mouse 2
Hero-ability-circle
Silver Bullet
Cooldown Icon
8 seconds
Type
Major Perk
Effect Type
Hitscan Hitscan
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Peacekeeper's secondary fire is replaced with a piercing shot that inflicts bleeding. Combat Roll and Deadeye reset its cooldown.
Damage:
70 - 21 (base)
70 (bleed)
Falloff range:
25 - 35 meters
Headshot:
✓ (x2)
Duration:
2.5 seconds (bleed)

Additional details:
  • Holding secondary fire causes Cassidy to aim down sights. Pressing primary fire then fires the shot.
  • Base damage from the shot can critical hit, dealing double damage, but bleed damage is unaffected.
  • Shot pierces enemies and deployables, excluding barriers.
  • Base damage can be boosted by Baptiste-ability4 Amplification Matrix, bleed damage cannot.
  • Bleed damage counts as a damage over time effect. It can be cleansed and it ignores armor.

Hero-specific options

Setting name Options Description
Recoil recovery aim compensation On (default) Stops the recoil's downward pulling return motion if the player applies enough vertical crosshair movement after the shot.
Off Recoil's return motion is unaffected by player input, always pulling the crosshair back downwards the same amount as the recoil raised it.
Hide Deadeye fire and cancel text Off (default) Cancel text UI element is displayed to the left of the crosshair.
On Cancel text UI element is hidden.
Hide Deadeye timer Off (default) Timer UI element is displayed around the crosshair.
On Timer UI element is hidden.

Stadium

Cassidy is a playable hero in Stadium game mode. See Cassidy/Stadium for a list of hero-specific Items and Powers.

Strategy

Strength

As befits a gunslinger, Cassidy is one of the game's best duelists. He is capable of killing almost anyone he gets up close to with blinding speed his grenade 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.

Weakness

While having a powerful gun, Cassidy'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. In close combat, the only way for Cassidy to protect himself is to kill the opponent quickly. Missing the target will likely force him to fight or escape. His low ammunition means that missing one shot poses a far greater loss than those of other heroes. Like other hit scan heroes, Cassidy's damage falls off to 30% 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

General Strategies

Match-Ups and Team Synergy

Tank

New Tank Icon  Tank Matchups & Synergies
Hero Match-Up Team Synergy
Icon-D.Va
D.Va
WEAK MATCHUP | HIGH RISK
D.Va's Ability-dva2 Boosters allow her to quickly close the gap, and her Ability-dva3 Defense Matrix can completely absorb Cassidy's Ability-mccree1 Peacekeeper shots, Fan the Hammer Fan the Hammer, and Magnetic Grenade Flashbang. At point-blank range, her Ability-dva1 Fusion Cannons and Ability-dva7 Micro Missiles will easily out-damage him, and her massive armor pool heavily mitigates his primary fire. Cassidy will lose most isolated one-on-one duels with D.Va. However, her large critical hitbox makes her an excellent target to farm ultimate charge from at a distance. If D.Va loses her Mech, Pilot D.Va is easy prey; a Flashbang combo or a single headshot will quickly eliminate her. Cassidy must be exceptionally careful when using Ability-mccree4 Deadeye, as Defense Matrix can completely swallow the lethal shots. Waiting for her to exhaust her matrix or her mech to be destroyed is crucial before committing the ultimate.
TBA SYNERGY
Team synergy details with D.Va are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Domina
Domina
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Domina are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Domina are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Doomfist
Doomfist
EVEN MATCHUP | HIGH RISK
Cassidy possesses one of the strongest counters to Doomfist's hyper-mobility: Magnetic Grenade Flashbang. Because Flashbang applies the Hindered status, it completely locks Doomfist out of Rocket punch Rocket Punch, Ability Doomfist Seismic Slam Seismic Slam, and Ability Doomfist Meteor Strike Meteor Strike for 1.2 seconds, often leaving him stranded in the middle of Cassidy's team to be bursted down. However, Cassidy must exercise extreme caution with his primary fire and Fan the Hammer Fan the Hammer while Doomfist is using Power Block Power Block; carelessly unloading into a blocking Doomfist will instantly grant him an Empowered gauntlet. Furthermore, Deadeye makes Cassidy practically stationary, making him an incredibly easy target for Doomfist to interrupt and cancel the ultimate with a Rocket Punch.
TBA SYNERGY
Team synergy details with Doomfist are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Hazard
Hazard
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Hazard are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Hazard are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Junker Queen
Junker Queen
WEAK MATCHUP | HIGH RISK
Although Junker Queen lacks barriers to block Cassidy's shots, her slender hitbox and erratic movement make her a challenging target to duel. Cassidy must avoid being struck by her Jagged Blade Icon Jagged Blade; if pulled in, her Carnage Icon Carnage swing will inflict massive burst damage and a bleed effect that heals her. Cassidy can use Ability-mccree2 Combat Roll to dodge the knife or mitigate the incoming burst damage of her axe. If she attempts to rush him with Commanding Shout Icon Commanding Shout, Magnetic Grenade Flashbang is essential to Hinder her advance and allow Cassidy to retreat to a safer distance. Cassidy can also use Flashbang to completely interrupt and cancel her ultimate, Rampage Icon Rampage, provided he reacts quickly enough during her wind-up animation.
TBA SYNERGY
Team synergy details with Junker Queen are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Mauga
Mauga
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Mauga are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Mauga are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Orisa
Orisa
WEAK MATCHUP | HIGH RISK
Matchup details for Orisa are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Orisa are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Ramattra
Ramattra
WEAK MATCHUP | HIGH RISK
Ramattra's Void Accelerator Icon Void Accelerator has no damage falloff, allowing him to pressure Cassidy well outside of the Ability-mccree1 Peacekeeper's effective range. Up close, his Nemesis Form Icon Nemesis Form poses a severe threat; his Pummel Icon Pummel strikes pierce through all targets and his movement speed is increased, meaning Ability-mccree2 Combat Roll will rarely create enough distance for Cassidy to escape safely. Furthermore, Ramattra's Block Icon Block drastically reduces all incoming frontal damage. Even a fully charged Ability-mccree4 Deadeye will struggle to eliminate a full-health Ramattra who is actively blocking. Cassidy should maintain high ground and strictly engage Ramattra while he is in his Omnic form, exploiting his large head hitbox.
TBA SYNERGY
Team synergy details with Ramattra are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Reinhardt
Reinhardt
STRONG MATCHUP | MEDIUM RISK
Reinhardt's massive Ability-reinhardt2 Barrier Field and high health pool allow him to withstand most of Cassidy's standard poke damage, and his Ability-reinhardt1 Rocket Hammer will effortlessly crush Cassidy in close-quarters combat. While Cassidy can throw a Magnetic Grenade Flashbang over Reinhardt's shield to temporarily Hinder him and drop the barrier, following up with Fan the Hammer Fan the Hammer is usually insufficient to kill him and will leave Cassidy in lethal melee range. Instead, Cassidy should utilize his superior range and mobility to take off-angles, shooting around or above the shield. When utilizing Ability-mccree4 Deadeye, Cassidy fires from right to left; if Reinhardt's shield is low on health and multiple enemies are hiding behind it, the first shot may shatter the shield, allowing the successive shots to instantly eliminate the exposed targets behind him.
TBA SYNERGY
Team synergy details with Reinhardt are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Roadhog
Roadhog
EVEN MATCHUP | EXTREME RISK
As long as Cassidy maintains his distance, Roadhog serves as a massive target for farming ultimate charge. His large hitbox makes landing continuous headshots very easy. However, Roadhog's Ability-Roadhog3 Chain Hook is a guaranteed death sentence for Cassidy. If hooked, Cassidy lacks the defensive utility to survive the follow-up Ability-Roadhog1 Scrap Gun blast. Up close, Magnetic Grenade Flashbang and Fan the Hammer Fan the Hammer will rarely kill a Roadhog, as he can simply use Ability-Roadhog2 Take a Breather to mitigate the damage and heal. However, if timed perfectly, Flashbang can be used to interrupt Take a Breather, denying him his primary sustain. Cassidy must ensure Roadhog is distracted or his hook is on cooldown before activating Ability-mccree4 Deadeye, as a hook will instantly cancel the ultimate.
TBA SYNERGY
Team synergy details with Roadhog are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Sigma
Sigma
EVEN MATCHUP | MEDIUM RISK
Sigma possesses a versatile toolkit that can heavily disrupt Cassidy's rhythm. His Abilities-sigma1 Hyperspheres deal massive burst damage, and his Abilities-sigma2 Experimental Barrier can be repositioned dynamically to block Cassidy's shots or completely shut down his Ability-mccree4 Deadeye sightlines. Abilities-sigma4 Accretion can stun Cassidy out of his ultimate or leave him vulnerable to follow-up fire. Most importantly, Abilities-sigma3 Kinetic Grasp will absorb Cassidy's primary fire, Fan the Hammer Fan the Hammer, and Deadeye shots, converting them into Overhealth. Cassidy should bait out Kinetic Grasp with primary fire before committing to a duel or using his abilities.
STRONG SYNERGY
Sigma's Abilities-sigma2 Experimental Barrier provides a safe staging ground for Cassidy to apply mid-range pressure. Additionally, Sigma's Abilities-sigma4 Accretion knocks targets to the ground, providing Cassidy with a stationary target for an easy Fan the Hammer Fan the Hammer execution. The strongest synergy lies in their ultimates: using Ability-mccree4 Deadeye during Sigma's Abilities-sigma5 Gravitic Flux guarantees that enemies are suspended in the air without cover, making them exceptionally easy to lock onto and eliminate before the slam even occurs.
Icon-Winston
Winston
WEAK MATCHUP | HIGH RISK
Winston's high mobility and barrier make him a difficult target for Cassidy to isolate. His Ability-winston3 Barrier Projector can block Cassidy's shots and prevent him from peeling for his Supports. If Winston dives Cassidy, his high health pool allows him to absorb a full Fan the Hammer Fan the Hammer volley with ease, while his Ability-winston1 Tesla Cannon outputs consistent, un-missable damage that will quickly whittle Cassidy down. However, Cassidy's Magnetic Grenade Flashbang is an excellent peeling tool; Hindering Winston mid-dive will prevent him from using his Ability-winston2 Jump Pack to escape, leaving his massive hitbox exposed to focused fire from Cassidy's team. Cassidy should avoid fighting Winston alone and strictly engage him alongside his team.
TBA SYNERGY
Team synergy details with Winston are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Wrecking Ball
Wrecking Ball
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Wrecking Ball are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Wrecking Ball are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Zarya
Zarya
EVEN MATCHUP | MEDIUM RISK
Zarya will struggle to contest Cassidy at mid-to-long ranges where her Ability-zarya1 Particle Cannon beam cannot reach. However, Cassidy must exercise strict trigger discipline; recklessly firing into her Ability-zarya2 Particle Barrier—especially with a full Fan the Hammer Fan the Hammer volley—will grant her maximum energy, turning her into a lethal threat. Even without barriers, Zarya's health pool is large enough to survive a close-range ambush. Cassidy should maintain his distance and focus on other targets until her barriers are on cooldown. When using Ability-mccree4 Deadeye, Cassidy must wait for her barriers to expire, as shooting a bubbled target will both fail to secure the elimination and feed her immense charge.
EXCEPTIONAL SYNERGY
A friendly Zarya's Ability-zarya4 Graviton Surge is the perfect setup tool for Cassidy. By pulling enemies together and immobilizing them, it allows Cassidy to unleash a devastating Ability-mccree4 Deadeye that can wipe the entire enemy team, provided they lack a barrier or defense matrix to absorb the shots.

Damage

New Damage Icon  Damage Matchups & Synergies
Hero Match-Up Team Synergy
Icon-Anran
Anran
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Anran are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Anran are currently missing. You can help the Overwatch Wiki by adding them!
Icon-ashe
Ashe
EVEN -> WEAK MATCHUP | HIGH RISK
Ashe is a highly dangerous matchup that hinges entirely on engagement distance. At long ranges, Ashe holds a definitive advantage due to the scoped precision of Ability-ashe1 The Viper and her superior damage falloff profile. As Cassidy closes the distance, his lethality increases, but Ashe can use her Ability-ashe3 Coach Gun to blast herself out of Magnetic Grenade Flashbang range or secure high ground that Cassidy cannot easily reach. Cassidy must utilize natural cover to close the gap and force a close-quarters engagement where his Fan the Hammer Fan the Hammer and burst damage give him the edge.
TBA SYNERGY
Team synergy details with Ashe are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Bastion
Bastion
EVEN MATCHUP | EXTREME RISK
Cassidy holds a significant advantage when fighting Bastion in his Ability-bastion1 Configuration: Recon mode due to his slender profile and superior burst damage. However, when Bastion transforms into Ability-bastion2 Configuration: Assault, engaging him head-on is a death sentence; the minigun will shred Cassidy's health pool in less than a second. Cassidy's Ability-mccree2 Combat Roll damage reduction is insufficient to survive sustained fire. Cassidy must use cover to bait out the Assault configuration, wait for its duration to expire, and then engage. Magnetic Grenade Flashbang can be used to Hinder Bastion, preventing him from retreating during his vulnerable windows.
TBA SYNERGY
Team synergy details with Bastion are currently missing. You can help the Overwatch Wiki by adding them!
Icon-cassidy
Cassidy
MIRROR MATCHUP | MEDIUM RISK
The mirror matchup is a pure test of mechanical skill and positioning. At mid-range, the duel is decided by who can land headshots more consistently. In close-quarters, the fight heavily revolves around who successfully lands their Magnetic Grenade Flashbang first. A Hindered Cassidy cannot use Ability-mccree2 Combat Roll to dodge or reload, making him an easy target for Fan the Hammer Fan the Hammer. If both Cassidys activate Ability-mccree4 Deadeye simultaneously, it becomes a literal quick-draw contest determined by who holds the trigger long enough to secure the skull icon without dying first.
MIRROR SYNERGY
Team synergy details with Cassidy are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Echo
Echo
VERY STRONG MATCHUP | LOW RISK
Cassidy is one of the premier counters to Echo. His hitscan Ability-mccree1 Peacekeeper is exceptionally reliable for shooting her out of the sky during her FLIGHT Flight, completely ignoring the travel-time issues projectile heroes face against airborne targets. While Echo's STICKY BOMBS Sticky Bombs and FOCUSING BEAM Focusing Beam are dangerous, her large wingspan makes her an incredibly easy target to burst down. Cassidy only needs to be overly cautious if his health drops below 50%, as Focusing Beam will instantly melt him. If she dives too close, Magnetic Grenade Flashbang will Hinder her, disabling her Flight and causing her to plummet to the ground for an easy elimination.
TBA SYNERGY
Team synergy details with Echo are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Emre
Emre
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Emre are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Emre are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Freja
Freja
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Freja are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Freja are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Genji
Genji
STRONG MATCHUP | HIGH RISK
Cassidy is heavily favored in this duel due to his high burst damage and crowd control. The key to the matchup is playing around Genji's Ability-genji2 Deflect. Cassidy should never blindly use Fan the Hammer Fan the Hammer or throw a Magnetic Grenade Flashbang directly at a deflecting Genji, as the stun or lethal damage will be turned against him. Instead, Cassidy can throw the Flashbang at the ground slightly to the side or above Genji's deflect hitbox; the explosive radius will still Hinder him, stopping his Ability-genji3 Swift Strike escape and leaving him vulnerable to a quick headshot. Deflect is highly lethal against Ability-mccree4 Deadeye, so Cassidy must ensure Genji's cooldown is forced out before drawing his ultimate.
TBA SYNERGY
Team synergy details with Genji are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Hanzo
Hanzo
EVEN MATCHUP | HIGH RISK
Hanzo prefers to duel from long ranges where the Ability-mccree1 Peacekeeper suffers from severe damage falloff. However, Cassidy's hitscan weapon is more reliable than Hanzo's projectile arrows in a mid-range strafing duel. Cassidy must avoid predictable movement, as a single headshot from Hanzo's Ability-hanzo1 Storm Bow is instantly lethal. Cassidy should use cover to close the distance into Magnetic Grenade Flashbang range, but he must be wary of Ability-hanzo03 Storm Arrows, which can quickly burst him down up close. Furthermore, Hanzo's Ability-hanzo2 Sonic Arrow removes the element of surprise, making ambushes exceptionally dangerous if Hanzo pre-aims the corner.
TBA SYNERGY
Team synergy details with Hanzo are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Junkrat
Junkrat
EVEN MATCHUP | HIGH RISK
Junkrat thrives in tight corridors and chokepoints where his rebounding Ability-Junkrat1 Frag Launcher grenades deal massive, unavoidable splash damage. Cassidy must engage Junkrat in open spaces or from high ground where his hitscan accuracy provides a definitive advantage. In close quarters, whoever lands their burst damage first will win; Cassidy must utilize Ability-mccree2 Combat Roll to dodge the lethal Frag + Ability-Junkrat2 Concussion Mine combo. If Cassidy secures the elimination at close range, he must immediately roll away to avoid the death-drops from Junkrat's Ability-Junkrat4 Total Mayhem passive.
TBA SYNERGY
Team synergy details with Junkrat are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Mei
Mei
EVEN MATCHUP | MEDIUM RISK
Mei operates at the exact same effective ranges as Cassidy, making this a highly volatile matchup. Up close, Mei's Ability-mei1 Endothermic Blaster will heavily slow Cassidy, and his Ability-mccree2 Combat Roll will rarely carry him far enough to escape its range. If Cassidy lands a Magnetic Grenade Flashbang, he must secure the kill quickly before Mei uses Ability-mei2 Cryo-Freeze to cleanse the Hinder and heal herself. If she retreats into Cryo-Freeze, Cassidy should reposition, as lingering nearby makes him an easy target for a point-blank Icicle headshot upon her exit. Mei's Ability-mei3 Ice Wall is an incredibly effective tool for completely blocking off Ability-mccree4 Deadeye sightlines.
STRONG SYNERGY
If an allied Mei successfully catches the enemy tank line or backline in her Ability-mei4 Blizzard, Cassidy is provided with entirely stationary targets. This makes a follow-up Ability-mccree4 Deadeye completely unmissable, guaranteeing a team wipe since enemy tanks will be unable to deploy barriers while frozen.
Icon-Pharah
Pharah
STRONG MATCHUP | LOW RISK
Alongside Echo, Pharah is a prime target for Cassidy. His hitscan weapon bypasses her aerial evasion, allowing him to consistently pressure her out of the sky with three to four well-placed body shots. However, Cassidy must remain within his 20-30 meter effective range, as Pharah's Ability-parah1 Rocket Launcher deals full splash damage from any distance. A skilled Pharah will hug skybox cover and attempt to divebomb Cassidy with Ability-parah3 Concussive Blast; Cassidy must utilize hard cover and rely on his Supports to sustain through her rocket spam while he lines up his shots. Pharah's slow movement in the air makes her an incredibly easy mark for Ability-mccree4 Deadeye.
TBA SYNERGY
Team synergy details with Pharah are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Reaper
Reaper
EVEN -> STRONG MATCHUP | HIGH RISK
Reaper thrives strictly in point-blank engagements where his Ability-reaper1 Hellfire Shotguns can out-leech and out-damage almost the entire roster. However, Cassidy's burst damage and crowd control give him the upper hand. If Reaper attempts to teleport or walk into close range, Magnetic Grenade Flashbang followed by a quick headshot will instantly force him to retreat or die. Reaper's Ability-reaper2 Wraith Form allows him to easily dodge the Flashbang projectile, so Cassidy must bait out the ability with primary fire before committing his cooldowns. At mid-range, Reaper's damage is negligible, allowing Cassidy to gun him down with impunity.
TBA SYNERGY
Team synergy details with Reaper are currently missing. You can help the Overwatch Wiki by adding them!
File:Icon-shion.png
Shion
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Shion are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Shion are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Sierra
Sierra
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Sierra are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Sierra are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Sojourn
Sojourn
EVEN MATCHUP | HIGH RISK
Sojourn excels at mid-to-long ranges, heavily outclassing Cassidy in poke phases due to his strict damage falloff. Cassidy must avoid her Disruptor Shot Icon Disruptor Shot area of effect, as it will rapidly drain his health and slow his movement. If Cassidy can close the gap, his Magnetic Grenade Flashbang is a lethal counter to her Power Slide Icon Power Slide; Hindering her prevents her swift escape, allowing Cassidy to secure the elimination. However, Cassidy must be constantly aware of her Railgun Icon Railgun charge, as a fully charged secondary fire will instantly kill him with a headshot regardless of distance.
TBA SYNERGY
Team synergy details with Sojourn are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Soldier 76
Soldier: 76
EVEN MATCHUP | MEDIUM RISK
Soldier: 76 boasts superior sustained damage and extreme range advantage over Cassidy. At long ranges, Soldier will win the poke war. In close quarters, however, Cassidy's burst damage is far superior. If Cassidy lands a Magnetic Grenade Flashbang, he completely disables Soldier's Icon-ability.sprint Sprint, preventing him from escaping. Cassidy must be wary of engaging Soldier while his Icon-ability.bioticfield Biotic Field is active, as the 40 HP/s healing can easily out-sustain body shots and Fan the Hammer Fan the Hammer. Cassidy should utilize Ability-mccree2 Combat Roll to quickly dodge Soldier's burst-damage Icon-ability.helixrockets Helix Rockets during duels.
TBA SYNERGY
Team synergy details with Soldier: 76 are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Sombra
Sombra
EVEN MATCHUP | HIGH RISK
Sombra relies on her permanent invisibility to choose her engagements, meaning Cassidy will rarely get the drop on her. If she opens with Ability Sombra Hack Hack and Ability Sombra Virus Virus, Cassidy is placed at a severe disadvantage. However, a single headshot from the Ability-mccree1 Peacekeeper will critically injure her and often force an immediate retreat. If Cassidy manages to land Magnetic Grenade Flashbang, the Hinder effect completely disables her Ability Sombra Translocator Translocator, leaving her stranded and guaranteeing the elimination. Sombra is the absolute hardest counter to Ability-mccree4 Deadeye; her Hack or EMP will instantly cancel his ultimate from stealth, so Cassidy must ensure she is dead or out of range before activating it.
TBA SYNERGY
Team synergy details with Sombra are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Symmetra
Symmetra
STRONG MATCHUP | LOW RISK
Symmetra's lack of burst mobility makes her an easy target for Cassidy's primary fire. While the Ability-mccree1 Peacekeeper can destroy her Ability-symmetra2 Sentry Turrets in a single shot, his slow rate of fire means clearing a full cluster can take several seconds, leaving him vulnerable to her team. At low energy, her Ability-symmetra1 Photon Projector beam is weak, but a fully charged Symmetra can melt Cassidy in a fraction of a second. Cassidy should engage her from mid-range where her beam cannot reach. When using Ability-mccree4 Deadeye, Symmetra's massive Photon Barrier Photon Barrier can completely bisect the map and block all shots; Cassidy should either use his ultimate to force out the barrier or wait for it to fall.
TBA SYNERGY
Team synergy details with Symmetra are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Torbjörn
Torbjörn
STRONG MATCHUP | LOW RISK
Torbjörn's wide hitbox makes him highly susceptible to Cassidy's primary fire. However, when Torbjörn activates Ability-torbjorn4 Overload, he gains bonus armor and movement speed, making him exceptionally difficult to burst down. Cassidy should poke from behind cover, wait for Overload to expire, and then aggressively engage. Torbjörn's Ability-torbjorn3 Deploy Turret can be easily dispatched by Cassidy peeking from behind natural cover. Cassidy's low mobility makes him highly vulnerable to Torbjörn's Ability-torbjorn5 Molten Core puddles; he must use Ability-mccree2 Combat Roll to immediately evacuate the area if the ultimate is deployed nearby.
TBA SYNERGY
Team synergy details with Torbjörn are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Tracer
Tracer
EVEN -> STRONG MATCHUP | MEDIUM RISK
Tracer's erratic mobility and tiny hitbox make her incredibly difficult to hit with standard primary fire. However, a single headshot will instantly remove 140 of her 175 HP, forcing her to immediately use Ability-tracer3 Recall. Cassidy's Magnetic Grenade Flashbang is his greatest asset here; Hindering Tracer completely disables her Ability-tracer2 Blink and Recall, guaranteeing a swift execution. A skilled Tracer will attempt to bait the Flashbang out before fully committing to the duel. If Tracer manages to stick Cassidy with her Ability-tracer4 Pulse Bomb, he can use Ability-mccree2 Combat Roll at the exact moment of detonation to utilize its 50% damage reduction and survive the blast.
TBA SYNERGY
Team synergy details with Tracer are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Vendetta
Vendetta
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Vendetta are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Vendetta are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Venture
Venture
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Venture are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Venture are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Widowmaker
Widowmaker
VERY WEAK MATCHUP | EXTREME RISK
Widowmaker dominates Cassidy in almost every scenario. Her Ability-widowmaker1 Widow's Kiss sniper rifle possesses no damage falloff and can instantly execute him from across the map, whereas Cassidy's damage becomes negligible at those extreme ranges. Attempting to flank her is difficult due to his loud footsteps, and her Ability-widowmaker2 Grappling Hook allows her to easily reposition to high ground away from his Magnetic Grenade Flashbang range. Cassidy should exclusively traverse the map utilizing heavy barrier protection or strict hard-cover pathing. He should never challenge her in a long-range sightline.
TBA SYNERGY
Team synergy details with Widowmaker are currently missing. You can help the Overwatch Wiki by adding them!

Support

New Support Icon  Support Matchups & Synergies
Hero Match-Up Team Synergy
Icon-Ana
Ana
EVEN -> STRONG MATCHUP | HIGH RISK
Ana typically positions herself deep in the backline, far outside of Cassidy's optimal effective range. Her Ability-ana1 Biotic Rifle deals consistent damage that can easily pressure Cassidy if he stands in the open. However, Ana possesses absolutely zero mobility. If Cassidy can successfully flank her, she is an incredibly easy target for a Magnetic Grenade Flashbang and headshot combo. Cassidy must bait out or sidestep her Ability-ana2 Sleep Dart, as landing it will completely reverse the duel in her favor. Using Ability-mccree4 Deadeye in Ana's line of sight is extremely dangerous, as his heavily slowed movement makes him a guaranteed target for a Sleep Dart cancellation.
TBA SYNERGY
Team synergy details with Ana are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Baptiste
Baptiste
EVEN MATCHUP | MEDIUM RISK
Baptiste is a highly lethal support who can output damage numbers rivaling Cassidy's own via his Baptiste-ability1 Biotic Launcher. In a direct duel, Cassidy's burst damage usually gives him the upper hand. However, Baptiste's Baptiste-ability3 Immortality Field is a massive counter to Cassidy's kit. It prevents Cassidy from securing assassinations and completely negates the lethal damage of Ability-mccree4 Deadeye. Cassidy must ensure the Immortality Field is destroyed or on cooldown before committing to a full engagement or drawing his ultimate. Baptiste's Baptiste-ability5 Exo Boots allow him to easily access high ground, forcing Cassidy to take longer routes to chase him.
TBA SYNERGY
Team synergy details with Baptiste are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Brigitte
Brigitte
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Brigitte are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Brigitte are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Illari
Illari
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Illari are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Illari are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Jetpack Cat
Jetpack Cat
EVEN MATCHUP | MEDIUM RISK
Jetpack Cat (Fika) spends the majority of her time airborne, making her tiny hitbox and high mobility difficult to track. However, as a hitscan hero, Cassidy is well-equipped to consistently pressure her out of the sky with primary fire. If she descends to use her close-range abilities, Magnetic Grenade Flashbang is essential to Hinder her and prevent her from utilizing her thrusters to escape. If Fika targets Cassidy or an ally with her ULT Catnapper Catnapper ultimate, throwing a Flashbang to Hinder her dive is the most reliable way to break the engagement and secure an elimination.
SITUATIONAL SYNERGY
A friendly Jetpack Cat can use her Ability Lifeline Lifeline tether to physically tow Cassidy into the skybox. If perfectly coordinated, Cassidy can activate Ability-mccree4 Deadeye while being pulled, granting him an unprecedented, barrier-bypassing aerial vantage point over the entire enemy team.
Icon-Juno
Juno
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Juno are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Juno are currently missing. You can help the Overwatch Wiki by adding them!
Icon-kiriko
Kiriko
EVEN -> WEAK MATCHUP | HIGH RISK
Kiriko is highly lethal in a duel. Her Kunai Icon Kunai have no damage falloff and possess a massive headshot multiplier, allowing her to easily two-tap Cassidy from ranges where his Ability-mccree1 Peacekeeper hits like a wet noodle. Her slender hitbox makes landing consistent shots difficult. While Magnetic Grenade Flashbang is effective at Hindering her and disabling her Swift Step Icon Swift Step teleport, she can simply deploy Protection Suzu Icon Protection Suzu to cleanse the Hinder, heal herself, and instantly regain the upper hand. Suzu is also a hard counter to Ability-mccree4 Deadeye; a skilled Kiriko will perfectly time her Suzu to grant her team invulnerability at the exact moment Cassidy pulls the trigger, completely negating the ultimate.
TBA SYNERGY
Team synergy details with Kiriko are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Lifeweaver
Lifeweaver
TBA MATCHUP OR PRIORITY | TBA RISK
Lifeweaver may seem like an easy target due to how little he relies on offense, but he can be surprisingly tanky with his self-healing and his Thorn Volley Icon Thorn Volley outranges Cassidy's Ability-mccree1 Peacekeeper, since it has no falloff. When against a Lifeweaver, headshots and Magnetic Grenade Flashbang are Cassidy's best means of killing him. Cassidy's headshots can potentially outdamage Lifeweaver's healing and his Hinder prevents Lifeweaver from escaping with Rejuvenating Dash Icon Rejuvenating Dash. If Tree of Life Icon Tree of Life is active, Cassidy shouldn't engage him while he's near it. It does a lot of healing and its overhealing can prevent him from dying.
STRONG SYNERGY
Lifeweaver provides exceptional positional utility for Cassidy, who otherwise lacks vertical mobility. An allied Lifeweaver can pre-place a Petal Platform Icon Petal Platform to grant Cassidy instant access to high ground for superior poking angles. For a devastating combo, Lifeweaver can ascend on his platform and use Life Grip Icon Life Grip to pull Cassidy into the air right as he activates Ability-mccree4 Deadeye ("Petal Noon"), catching the enemy team entirely off-guard from an unexpected skyward angle.
Icon-Lúcio
Lúcio
EVEN MATCHUP | LOW RISK
Lúcio's speed and unpredictable Wall Ride Wall Ride movements make him a frustrating target for Cassidy to pin down. His Ability-Lucio3 Amp It Up speed boost allows his team to rapidly collapse on Cassidy's low mobility or disengage entirely. If Cassidy secures high ground, Lúcio can easily dive him and use Ability-Lucio5 Soundwave to knock him off his vantage point. Cassidy should prioritize Magnetic Grenade Flashbang to Hinder Lúcio, stopping his Wall Ride and causing him to fall in a predictable trajectory for an easy execution. Cassidy must hold Ability-mccree4 Deadeye if he suspects Lúcio has Ability-Lucio4 Sound Barrier, as the massive overhealth will completely absorb the lethal shots.
TBA SYNERGY
Team synergy details with Lúcio are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Mercy
Mercy
STRONG MATCHUP | LOW RISK
Mercy spends most of the match gliding between teammates using Ability-mercy3 Guardian Angel, making her a highly visible airborne target for Cassidy's hitscan Ability-mccree1 Peacekeeper. With consistent aim, Cassidy can quickly pick her off before she finds cover. However, if Mercy is pocketing a tank or DPS from safely around a corner, Cassidy should not overextend to chase her, as his low mobility will leave him trapped and eliminated by her team. If Mercy attempts a risky Ability-mercy5 Resurrect in the open, Cassidy can use Magnetic Grenade Flashbang to interrupt the cast or use his high burst damage to eliminate her before the animation completes.
TBA SYNERGY
Team synergy details with Mercy are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Mizuki
Mizuki
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Mizuki are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Mizuki are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Moira
Moira
EVEN MATCHUP | MEDIUM RISK
Moira is a highly resilient duelist who can easily out-sustain Cassidy if he misses his shots. Her Ability Moira Biotic Orb Biotic Orb combined with the auto-locking nature and self-healing of her Ability Moira Biotic Grasp Biotic Grasp allows her to rapidly drain his health. Cassidy can use Ability-mccree2 Combat Roll to mitigate incoming damage, but it will not break her lock-on beam. The key to this matchup is trigger discipline; Cassidy must bait out her Ability Moira Fade Fade ability with standard primary fire before committing his Magnetic Grenade Flashbang. Once Hindered, Moira cannot escape and is an easy target for a headshot. Cassidy should never pursue her into tight corridors where her damage orbs gain maximum value.
TBA SYNERGY
Team synergy details with Moira are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Wuyang
Wuyang
TBA MATCHUP OR PRIORITY | TBA RISK
Matchup details for Wuyang are currently missing. You can help the Overwatch Wiki by adding them!
TBA SYNERGY
Team synergy details with Wuyang are currently missing. You can help the Overwatch Wiki by adding them!
Icon-Zenyatta
Zenyatta
EVEN MATCHUP | EXTREME RISK
This matchup is an explosive glass-cannon duel. Zenyatta possesses absolutely zero mobility and a large, round hitbox, making him incredibly easy for Cassidy to hit. However, Zenyatta's Ability-zenyatta1 Orb of Destruction volley and Ability-zenyatta3 Orb of Discord can instantly delete Cassidy from across the map. If Discorded, Cassidy must immediately break line of sight, as he becomes fragile enough to be killed in two body shots. If Cassidy manages to flank Zenyatta, Magnetic Grenade Flashbang and a single headshot will instantly execute him. Zenyatta's Ability-zenyatta4 Transcendence provides massive healing, but Ability-mccree4 Deadeye is one of the few abilities in the game that deals instantaneous burst damage high enough to pierce through it and kill squishy targets anyway.
TBA SYNERGY
Team synergy details with Zenyatta are currently missing. You can help the Overwatch Wiki by adding them!

Map Strategies

Control

Control  Control Map Strategies
Map Strategy & Stage Tips
Control

Overall Strategy

TBA RATING | TBA FEATURE
Map strategy details for Overall Strategy are currently missing. You can help the Overwatch Wiki by adding them!
Antarctic Peninsula 1

 Antarctic Peninsula

TBA RATING | TBA FEATURE
Map strategy details for Antarctic Peninsula are currently missing. You can help the Overwatch Wiki by adding them!
Labs
Strategy details missing.
Sublevel
Strategy details missing.
Icebreaker
Strategy details missing.
Overwatch Busan

South Korea Busan

TBA RATING | TBA FEATURE
Map strategy details for Busan are currently missing. You can help the Overwatch Wiki by adding them!
Downtown
Strategy details missing.
Sanctuary
Strategy details missing.
MEKA Base
Strategy details missing.
Ilios

Greece Ilios

TBA RATING | TBA FEATURE
Map strategy details for Ilios are currently missing. You can help the Overwatch Wiki by adding them!
Lighthouse
Strategy details missing.
Well
Strategy details missing.
Ruins
Strategy details missing.
Lijiang Tower loading screen

China Lijiang Tower

TBA RATING | TBA FEATURE
Map strategy details for Lijiang Tower are currently missing. You can help the Overwatch Wiki by adding them!
Control Center
Strategy details missing.
Garden
Strategy details missing.
Night Market
Strategy details missing.
Nepal loading screen

Nepal Nepal

TBA RATING | TBA FEATURE
Map strategy details for Nepal are currently missing. You can help the Overwatch Wiki by adding them!
Village
Strategy details missing.
Shrine
Strategy details missing.
Sanctum
Strategy details missing.
Oasis

Iraq Oasis

TBA RATING | TBA FEATURE
Map strategy details for Oasis are currently missing. You can help the Overwatch Wiki by adding them!
City Center
Strategy details missing.
Gardens
Strategy details missing.
University
Strategy details missing.
Samoa beach

Samoa Samoa

TBA RATING | TBA FEATURE
Map strategy details for Samoa are currently missing. You can help the Overwatch Wiki by adding them!
Beach
Strategy details missing.
Downtown
Strategy details missing.
Volcano
Strategy details missing.

Escort

Escort  Escort Map Strategies
Map Strategy & Stage Tips
Escort

Overall Strategy

TBA RATING | TBA FEATURE
Map strategy details for Overall Strategy are currently missing. You can help the Overwatch Wiki by adding them!
Monte Carlo

Monaco Circuit Royal

TBA RATING | TBA FEATURE
Map strategy details for Circuit Royal are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
Dorado-streets2

Mexico Dorado

TBA RATING | TBA FEATURE
Map strategy details for Dorado are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
Havana

Cuba Havana

TBA RATING | TBA FEATURE
Map strategy details for Havana are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
Junkertown

Australia Junkertown

TBA RATING | TBA FEATURE
Map strategy details for Junkertown are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
Rialto

Italy Rialto

TBA RATING | TBA FEATURE
Map strategy details for Rialto are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
Route 66

USA Route 66

TBA RATING | TBA FEATURE
Map strategy details for Route 66 are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
ShambaliEscort

Nepal Shambali Monastery

TBA RATING | TBA FEATURE
Map strategy details for Shambali Monastery are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
Gibraltar

Gibraltar Watchpoint: Gibraltar

TBA RATING | TBA FEATURE
Map strategy details for Watchpoint: Gibraltar are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.

Hybrid

Hybrid  Hybrid Map Strategies
Map Strategy & Stage Tips
Hybrid

Overall Strategy

TBA RATING | TBA FEATURE
Map strategy details for Overall Strategy are currently missing. You can help the Overwatch Wiki by adding them!
Blizzard World

Blizzard World

TBA RATING | TBA FEATURE
Map strategy details for Blizzard World are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
Eichenwalde

Germany Eichenwalde

TBA RATING | TBA FEATURE
Map strategy details for Eichenwalde are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
Hollywood-set

USA Hollywood

TBA RATING | TBA FEATURE
Map strategy details for Hollywood are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
King's Row concept

United Kingdom King's Row

TBA RATING | TBA FEATURE
Map strategy details for King's Row are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
MidtownLoading

USA Midtown

TBA RATING | TBA FEATURE
Map strategy details for Midtown are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
Numbani Loading Screen

Numbani

TBA RATING | TBA FEATURE
Map strategy details for Numbani are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.
Paraíso pvp

Brazil Paraíso

TBA RATING | TBA FEATURE
Map strategy details for Paraíso are currently missing. You can help the Overwatch Wiki by adding them!
Attack
Strategy details missing.
Defense
Strategy details missing.

Push

Push  Push Map Strategies
Map Strategy & Stage Tips
Push

Overall Strategy

TBA RATING | TBA FEATURE
Map strategy details for Overall Strategy are currently missing. You can help the Overwatch Wiki by adding them!
Colosseo (day)

Italy Colosseo

TBA RATING | TBA FEATURE
Map strategy details for Colosseo are currently missing. You can help the Overwatch Wiki by adding them!
Pushing
Strategy details missing.
Defending
Strategy details missing.
PortugalPush

Portugal Esperança

TBA RATING | TBA FEATURE
Map strategy details for Esperança are currently missing. You can help the Overwatch Wiki by adding them!
Pushing
Strategy details missing.
Defending
Strategy details missing.
Toronto

Canada New Queen Street

TBA RATING | TBA FEATURE
Map strategy details for New Queen Street are currently missing. You can help the Overwatch Wiki by adding them!
Pushing
Strategy details missing.
Defending
Strategy details missing.
Runasapi 2

Peru Runasapi

TBA RATING | TBA FEATURE
Map strategy details for Runasapi are currently missing. You can help the Overwatch Wiki by adding them!
Pushing
Strategy details missing.
Defending
Strategy details missing.

Flashpoint

Flashpoint  Flashpoint Map Strategies
Map Strategy & Stage Tips
Flashpoint

Overall Strategy

TBA RATING | TBA FEATURE
Map strategy details for Overall Strategy are currently missing. You can help the Overwatch Wiki by adding them!
Aatlis loading screen

Morocco Aatlis

TBA RATING | TBA FEATURE
Map strategy details for Aatlis are currently missing. You can help the Overwatch Wiki by adding them!
Station
Strategy details missing.
Garden
Strategy details missing.
Town Center
Strategy details missing.
Bazaar
Strategy details missing.
Resort
Strategy details missing.
New Junk City

Australia New Junk City

TBA RATING | TBA FEATURE
Map strategy details for New Junk City are currently missing. You can help the Overwatch Wiki by adding them!
Arena
Strategy details missing.
The Ducts
Strategy details missing.
Refinery
Strategy details missing.
Junkyard
Strategy details missing.
Bomb Flats
Strategy details missing.
Suravasa

India Suravasa

TBA RATING | TBA FEATURE
Map strategy details for Suravasa are currently missing. You can help the Overwatch Wiki by adding them!
Market
Strategy details missing.
Garden
Strategy details missing.
Palace
Strategy details missing.
Temple
Strategy details missing.
Ruins
Strategy details missing.

Achievements

Name Icon Description Reward
Gotcha
Magnetic Grenade Get 2 killing blows with a single use of Cassidy's Flashbang in Quick or Competitive Play.
Spray Cassidy Pixel
Pixel
It's High Noon
Ability-mccree4 Get 4 killing blows with a single use of Cassidy's Deadeye in Quick or Competitive play.
Spray Cassidy Cute
Cute

Trivia

Cultural References

Misc. Character Info

Development

Arnold Tsang and Peter Lee's new illustration of Logann, which served as inspiration for Cassidy

Arnold Tsang and Peter Lee's new illustration of Logann, which served as inspiration for Cassidy

Cassidy's design was based on an old StarCraft sketch by Chris Metzen of a character named Prospector Logann. This sketch helped serve as an inspiration for StarCraft: Frontiers. 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 Cassidy in Overwatch, with only minor alterations to the design, such as changing his duster into a serape.[11][12]

When naming Cassidy, 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 Team 4 to use it.[13] McCree commented in 2019 that "my parents were big Overwatch fans."[14]

However, in 2021, Jesse McCree was fired due to the California lawsuit against Activision Blizzard involving a culture of sexual harassment in the company. In response to this, it was stated in August that McCree would be renamed to something else in the future. New Blood, originally planned for September, was delayed, and was instead implemented in late 2021. To fill in the gap, a new map was released to the PTR.[15] In October, it was announced that McCree had been renamed to "Cole Cassidy." The name change was made permanent on October 26, 2021.[1]

From an in-universe standpoint, it is not entirely clear when Cassidy changes his name from McCree back to Cassidy, but it can be narrowed down. The Overwatch Twitter page makes it clear that the name change must come at some point after receiving Winston's recall,[1] whereas New Blood avoids naming McCree/Cassidy in its first issue (though uses "Cassidy" in its intro), but uses Cole/Cassidy several times in its second issue. At the very latest, the name change must come between the first and second issues, which fits in with the context of the original tweet, of helping the "new Overwatch," which Ana (re)introduces him to in the first issue.

Since 2021 however, Overwatch media has referred to Cassidy/McCree by the former name, even when he was canonically using the "McCree" pseudonym.

Overwatch 2

Overwatch 2 Skin Early Concept Arts

Overwatch 2 Skin Early Concept Arts

Overwatch 2 Skin Serape Concept Arts

Overwatch 2 Skin Serape Concept Arts

Like almost all Overwatch Heroes, McCree, now Cassidy, was redesigned and given a new look for Overwatch 2. For Cassidy, they had difficulties in changing his classic 'cowboy' aesthetic as it didn't feel right. They experimented with his looks, trying different styles of cowboy hats without changing too much as it's a signature aspect of Cassidy's appearance. They also kept his iconic red serape. They experimented with more tech-orientated looks and more classic cowboy-orientated looks. One noticable difference is the longer beard to signify a more aged look. This coincided with the general concept for all new hero looks for Overwatch 2, which was aimed at keeping the "essence" of the hero, while showing some evolution and character growth in the design. [16]

Removed Abilities

Flashbang (old)
E
Hero-ability-circle
Ability-mccree3
Cooldown Icon
10 seconds
Type
Ability
Effect Type
Arcing projectile Arcing projectile
Blocked by barriers.
Ignores barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Stun enemies in front of you.
Damage:
25
Headshot:
Cast time:
0.35 seconds recovery
0.65 seconds before cooldown starts
Duration:
0.8 second stun
Max. range:
7 meters
Radius:
3 meters
Projectile speed:
30 meters per second
Cassidy heaves a blinding grenade that explodes shortly after it leaves his hand. The blast staggers enemies in a small radius.

Additional details:
  • Initially replaced in Overwatch 2 by Magnetic Grenade.
  • Flashbang can affect enemies up to 10 m away.

Example video:

Magnetic Grenade (old)
E
Hero-ability-circle
Magnetic Grenade
Cooldown Icon
10 seconds
Type
Ability
Effect Type
Arcing projectile Arcing projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
!
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
!
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Throw a short-range grenade that homes in on nearby enemies and deals additional damage if it sticks to them.
Damage:
120 total (60 direct - 60 splash)
Headshot:
Cast time:
?
Duration:
1.2 seconds to explode
Max. range:
10 meters (chases up to 13 meters)
Radius:
3 meters
Projectile speed:
20 meters per second

Additional details:
  • Reworked in Season 5.
  • Explodes immediately upon reaching maximum range.
  • If the grenade sticks to an enemy or terrain, it explodes after a delay.
  • Movement abilities that teleport can unstick the grenade.
  • The projectile can be destroyed while in air by Ability-dva3 Defense Matrix, Abilities-sigma3 Kinetic Grasp and Ability JavelinSpin Javelin Spin and reflected by Ability-genji2 Deflect, but a stuck grenade and the splash are unaffected.
  • Baptiste-ability4 Amplification Matrix affects all damage dealt, if the projectile passes through it. Splash damage alone going through is not amplified.

Magnetic Grenade
E
Hero-ability-circle
Magnetic Grenade
Cooldown Icon
12 seconds
Type
Ability
Effect Type
Arcing projectile Arcing projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
Ignores barriers.
!
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
!
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
Ignores Amplification Matrix.
Throw a homing grenade that sticks to enemies, slowing them and preventing them from using movement abilities.
Damage:
10 (stick)
70 - 18 (explosion)
35 - 9 (explosion, self)
Headshot:
Cast time:
0 + 0.4 seconds
Duration:
0.75 seconds (homing limit)
1.5 seconds (max travel time)
1.25 seconds (stick duration)
Radius:
1.3 meters (lock-on)
3 meters (explosion)
Movement speed:
-25% slow
Projectile speed:
25 m/s (thrown)
10 m/s (homing)
Projectile radius:
0.15 meters

Additional details:
  • Replaced in Season 11 by reworked Magnetic Grenade Flashbang.
  • The grenade has a travel time limit which corresponds to ~37.5m distance along the grenade's trajectory.
  • While in air, the grenade locks on to the first hero that enters 1.3 meter radius of the projectile. Once locked on, the grenade will continuously chase them regardless of range or until it reaches its homing or maximum travel time limit.
    • The grenade will follow locked heroes through movement abilities, unless the ability causes the hero to phase out, which disjoints the grenade.
    • The grenade will explode if fails to reach the hero it was locked on to within the aforementioned time limit.
  • The grenade will stick to enemies and surfaces upon contact. The stuck grenade explodes after 1.25 seconds, dealing damage in an area.
  • The projectile can be destroyed while in air by Ability-dva3 Defense Matrix, Abilities-sigma3 Kinetic Grasp and Ability JavelinSpin Javelin Spin and reflected by Ability-genji2 Deflect, but a stuck grenade and the splash are unaffected.
  • Baptiste-ability4 Amplification Matrix affects all damage dealt, if the projectile passes through it. Splash damage alone going through is not amplified.

Removed Perks

Past Noon
Hero-ability-circle
Perk PastNoon
Type
Minor Perk
Deadeye refunds 40% Ultimate Charge if it fully expires.

Additional details:

Quick Draw
Hero-ability-circle
Perk QuickDraw
Type
Minor Perk
Fan the Hammer shots are individually controlled and can crit for 50% more damage.
Headshot:
✓ (x1.5)

Additional details:
  • Removed in Season 18.
  • Hold down secondary fire to rapid-fire the entire clip (like normal).
  • Secondary Fire can be tapped to shoot individually or held to shoot continuously.
  • Whether shooting individually or continuously, Secondary Fire can now be cancelled without consuming all remaining ammo.

Gun Slingin'
Hero-ability-circle
Perk GunSlingin
Type
Major Perk
Critical hits with Primary Fire reduce the cooldown of Combat Roll by 3 seconds.

    Media

    Images

    Former Portrait
    Gameplay Screenshots
    Concept Art

    Videos

    Balance Change Log

    For more information, see Patch Notes.

    Overwatch PvP
    Patch
    Description
    Reducing Combat Roll’s cooldown improves Cassidy’s mobility and survivability, giving him more options in close-range engagements while slightly increasing his damage output.

    Ability-mccree2 Combat Roll

    • Cooldown reduced from 6 to 5 seconds.

    Perk GunSlingin Gun Slingin' – Major Perk

    • Removed.

    Perk Rollin' Round-Up Rollin' Round-Up – Major Perk

    • Combat Roll heals 15 health for each bullet reloaded.
    Flashbang’s short hinder duration could feel difficult to capitalize on. This slight increase gives Cassidy players a more reliable window to follow up when landing a Flashbang.

    Magnetic Grenade Flashbang

    • Hinder duration increased from 0.9 to 1.2 seconds

    Even The Odds Even the Odds – Minor Perk

    • Healing per second increased from 20 to 30.
    Developer Comment: Recent weapon changes have made Cassidy a highly consistent threat. Reducing his health brings him more in line with other hitscan heroes.
    • Base health reduced from 275 to 250.

    Perk QuickDraw Quick Draw - Minor Perk

    • Removed.

    Perk BangBang Bang Bang - Minor Perk

    • Changed to a Minor Perk.
    • Now reduces the damage from both Flashbangs by 40% (up from 30%).

    Silver Bullet Silver Bullet - Major Perk

    • New Major Perk.
    • Peacekeeper's secondary fire is replaced with a piercing shot that inflicts bleeding. Combat Roll and Deadeye reset its cooldown.

    Perk PastNoon Past Noon

    • Removed.

    Even The Odds Even the Odds

    • New Minor Perk
    • Regenerate 20 health per second for each enemy targeted by Deadeye.

    Perk QuickDraw Quick Draw

    • Secondary Fire can now be held to continuously shoot, just as without the perk. (undocumented)

    Ability-mccree1 Peacekeeper

    • Primary fire falloff range increased from 20 to 25 meters.
    • Secondary fire damage increased from 45 to 50.
    Developer Comment: Increasing Past Noon's refund aims to improve High Noon and its zoning capabilities, adding incentive to change how the ultimate is used.

    Perk PastNoon Past Noon

    • Ultimate charge refunded increased from 30% to 40%.
    Hero Perks

    Perk QuickDraw Quick Draw

    • Fan the Hammer shots are individually controlled and can crit for 50% more damage.

    Perk PastNoon Past Noon

    • Deadeye refunds 30% Ultimate Charge if it fully expires.

    Perk GunSlingin Gun Slingin'

    • Critical hits with Primary Fire reduce the cooldown of Combat Roll by 3 seconds.

    Perk BangBang Bang Bang

    • Cassidy throws a second Flashbang that travels farther, but both Flashbangs deal 30% reduced damage.
    Global Projectile Size Bonus
    • Hitscan radius large reduced from 0.08 to 0.07 meters.
    Developer Comment: We're reducing how impactful the hinder effect is by lowering its duration, as this crowd control can be a significant source of frustration for players. Since now there is less time to follow up with shots from the weapon while the opponent is hindered, we're increasing the explosion damage of Flashbang.

    Magnetic Grenade Flashbang

    • Hinder duration reduced from 1.2 to 0.9 seconds.
    • Explosion damage increased from 45 to 75.

    Ability-mccree4 Deadeye

    • Ultimate cost reduced 10%.
    Developer Comments: With his current tuning Cassidy is performing well in too many aspects between his range, burst damage, and survivability, leading to him being a dominant choice among the Damage heroes by an overwhelming amount. The gameplay goal for Cassidy is to be the sturdier, close-range hitscan who is more proficient at dealing with high mobility flankers. With this in mind, we're pulling back the effective falloff range of his weapon to help align him with those gameplay goals and to open up more hero variety from the Damage role.

    Ability-mccree1 Peacekeeper

    • Primary fire falloff range rescaled from 25-35 meters to 20-30 meters.
    Developer Comments: We’re reverting the Magnetic Grenade ability to be deployed like Cassidy's previous Flashbang ability, but it will keep the Hinder effect instead of a full stun. We've heard feedback surrounding the Magnetic Grenade ability and agree that while the fantasy of a homing grenade was fun, the moment-to-moment gameplay of it often felt too unpredictable as to whether it would land or not. The Hinder effect has been a useful tool to act as a counter to highly mobile heroes without going back to a full stun and the enemy player losing the ability to fight back. The Deadeye ultimate is getting an adjustment to increase its flexibility toward the end of its duration, enabling it to get value outside of buying time for Cassidy or his allies, though it may be riskier to hold it for a long time as the damage reduction will fade away along with the movement speed penalty.

    Ability-mccree1 Peacekeeper

    • Secondary fire "Fan the Hammer" damage reduced from 50 to 45.

    Ability-mccree2 Combat Roll

    • Damage reduction reduced from 75 to 50%.

    Magnetic Grenade Flashbang

    • Magnetic Grenade ability is now Flashbang.
    • Hinders enemies instead of Stunning them for 1.2 seconds.
    • Movement speed reduction increased from 30% to 50%.
    • Hinder now prevents crouching movement.
    • 45 explosive damage.
    • 12 second cooldown.

    Ability-mccree4 Deadeye

    • Movement speed penalty now scales down over time, from 70% to 35%.
    • Damage reduction now scales down over time, from 40% to 0%.
    General updates

    Most damage-dealing projectile sizes have been increased by a new global modifier added to their base size.

    • +0.05 meters for hitscan projectiles with a high rate of fire or spread (e.g., Tracer's Pulse Pistols or Reaper's Hellfire Shotguns).
    • +0.08 meters for hitscan projectiles that are more precise (e.g., Cassidy's Peacekeeper or Soldier:76's Heavy Pulse Rifle).
    • +0.05 meters for travel time projectiles that are shotguns or have a very high rate of fire (e.g., Roadhog's Scrap Gun or Ramattra's Void Accelerator).
    • +0.10 meters for travel time projectile with a speed greater than 50 meters per second (e.g., Zenyatta's Destruction Orb).
    • +0.15 meters for travel time projectile with a speed less than or equal to 50 meters per second (e.g., Pharah's Rocket Launcher).
    • Very large projectiles with a base size greater than 0.5 meters have been excluded from these increases (e.g., Orisa's Energy Javelin or Reinhardt's Fire Strike).

    Hero combined HP (base health/armor/shields) increased by 15-25%.

    • 150-175 HP heroes increased by 25 HP.
    • 200-300 HP heroes increased by 50 HP.
    • 300+ HP (Tanks) increased by 75-100 HP.
    • Each hero's precise health increases are listed in their patch notes below.

    Ultimate Charge

    • All Ultimate ability costs increased by 10%.

    Regenerative Passive for All Heroes

    • All heroes now regenerate 20 health per second after 5 seconds of not taking damage.

    Damage Role Passive

    • Reload speed bonus on elimination has been removed.
    • New role passive: Dealing damage reduces enemy healing received by 20% for 2 seconds.

    Quick Melee

    • Damage increased from 30 to 40.
    Hero updates
    • Health increased from 225 to 275.

    Ability-mccree4 Deadeye

    • Initial damage rate increased from 130 to 150.
    • Damage rate increased from 260 to 300.

    Magnetic Grenade Magnetic Grenade

    • Cooldown increased from 10 to 12 seconds.

    Ability-mccree2 Combat Roll

    • Damage reduction increased from 50% to 75%.
    Developer Comments: Even with the powerful and reworked Magnetic Grenade, Cassidy has still been underperforming, so we are reverting his maximum health back up to 225, having his gun damage falloff reach its full reduction sooner, and restricting the maximum range on magnetic grenade to help solidify his position as a close-to-mid range damage dealer.
    • Base health increased from 200 to 225.

    Ability-mccree1 Peacekeeper

    • Peacekeeper damage falloff range rescaled from 25-45 meters to 25-35 meters.

    Magnetic Grenade Magnetic Grenade

    • Projectile now has a maximum travel time of 1.5 seconds.
    • Slow amount reduced from 30 to 25%.

    Magnetic Grenade Magnetic Grenade

    We'd like for Magnetic Grenade to require slightly more demanding aim and intention in its use, especially at the longer ranges. The following adjustments will enable more counterplay for some heroes with quick reactions to be able to escape before the grenade sticks to them as well.
    • Seeking radius lowered from 1.5 to 1.3 meters.
    • Homing duration lowered from 1 to 0.75 seconds.
    Developer Comment: The overall goals for Magnetic Grenade are to shift its use from purely damage into more of a utility, and change its deployment behavior from a close-range lock-on to more of an aimed projectile that magnetizes if it gets close to an enemy target. The previous "Stuck" banner text alert confused Tracer's Pulse Bomb message, so this mobility-locking status effect is being referred to as "Hindered.”

    Magnetic Grenade Magnetic Grenade

    • No longer has a maximum projectile travel range of 10 meters.
    • The projectile now magnetizes toward an enemy target from 1.5 meters away and chases them for up to 1 second.
    • Impact damage increased from 0 to 10.
    • Explosion damage reduced from 120 to 70.
    • Stuck targets now have their movement slowed by 30%.
    • Stuck targets are now affected by a "Hindered" status effect, interrupting and preventing movement abilities from being activated.
    Developer Comments: Magnetic Grenade only requiring one additional primary fire shot after sticking to a target was too reliable to execute on, even though it only works at close range. We're reducing the total damage on Magnetic Grenade, evenly split between the direct target damage and explosion. The reduced falloff-damage buff his primary fire received recently enables Cassidy to play from safer engagement ranges now, so we're reducing his health back to 200.
    • Base health reduced from 225 to 200

    Magnetic Grenade Magnetic Grenade

    • Damage reduced from 131 to 120
    Developer Comment: Combat Roll not being blocked by players is mostly a small quality-of-life change to make the ability feel smoother, particularly when rolling in a direction that you're not facing.

    Ability-mccree1 Peacekeeper

    • Primary fire falloff range increased from 20 to 25 meters

    Ability-mccree2 Combat Roll

    • Movement is no longer blocked by enemy player collision

    Ability-mccree2 Combat Roll

    • Now grants 50% damage reduction for its 0.4 second duration

    Ability-mccree3 Flashbang

    • Ability removed and replaced by Magnetic Grenade

    Ability-mccree1 Peacekeeper

    • Secondary fire “Fan the Hammer” fire rate increased by around 7.5%

    Magnetic Grenade Magnetic Grenade

    • Throws a grenade that can stick to enemies
    • Automatically homes in on an enemy close to the reticle when thrown within 10 meters of the target and can chase up to 13 meters
    • Deals 131 damage split between: 1 impact damage, 65 explosion damage, and an additional 65 damage to the stuck target at the time of detonation

    Ability-mccree4 Deadeye

    • Now grants 40% damage reduction while channeling the Ultimate
    • Damage now builds at 130 damage-per-second for the first 2 seconds and then at 260 damage-per-second for the remaining duration
    • Maximum duration increased from 6 to 7 seconds
    • Ultimate cost increased by 10%

    Overwatch 6v6
    Patch
    Description

    Fan the Hammer Fan the Hammer

    • Damage reduced from 50 to 45. (undocumented)

    (Note: This change was reverted in both formats on March 25, 2025)

    Ability-mccree1 Peacekeeper

    • Fan the hammer secondary fire damage increased from 45 to 50.

    Overwatch Stadium
    Patch
    Description
    Hero Reworks
    We wanted to address some of Cassidy's least-picked Powers and create viable builds across his entire kit. Several new Fan the Hammer powers, such as Buck Wild, as well as the reworked Frankie's Fixer, should nudge Cassidy's close-range build towards building more tanky, rather than a glass cannon that deletes tanks. Cassidy's crit build has also gotten some love with the new Dead Man Walkin', which rewards him for taking aggressive duels and beating the odds in dangerous situations. We were also unhappy with Cassidy's High Noon build, feeling that it took too many powers and items to come online. Three powers have been condensed down to two, allowing the build to spike earlier in a match, while the new forgiveness mechanic in It's 12 O'clock Somewhere should allow Cassidy to recover quicker if his Ultimate scores no eliminations. Condensing the powers also allows Cassidy to branch out his AP options. No longer do you have to go all in on High Noon, instead Cass can flex into a ranged AP build built around Flashbang and the new Sticky Grenade Power or a close-range build with Barrel Roll (while both still having access to the powerful AP scaling on High Noon).

    Full House Full House (New) - Power

    • Original functionality removed.
    • (New) Flashbang hits reduce Fan the Hammer's spread by 25% for 2s.

    Bang Bang Bang Bang (New) - Power

    • Peacekeeper hits against enemies recently damaged by Flashbang (within 2s) reduce its cooldown by 0.5s.

    Buck Wild Buck Wild (New) - Power

    • Peacekeeper hits grant 1% Move Speed for 5s, stacking up to 15 times. At Max Stacks, gain 10% Damage Reduction.

    Dead Man Walking Dead Man Walkin' (New) - Power

    • Original functionality removed.
    • (New) Enemies below 30% HP have their heads marked. Marked heads are larger and Critical Hits against marked enemies have 50% Weapon Lifesteal.

    Hot Potato Hot Potato (New) - Power

    • Original functionality removed.
    • (New) Flashbang becomes magnetic and has 50% increased throw distance.

    Bullseye Bullseye (New) - Power

    • Flashbang hits and Critical Hits reduce Combat Roll's cooldown by 2s.

    It's Twelve O'Clock Somewhere.... It's Twelve O'clock Somewhere (New) - Power

    • Deadeye eliminations grant 25% Ultimate Charge each. If you get no eliminations with Deadeye, refund 33% Ultimate Charge.

    Sunset Sunset - Power

    • Removed and combined into It's 12 O'Clock Somewhere.

    Easy Rider Easy Rider (New) - Power

    • Eliminating an enemy recently damaged by Flashbang grants 20% Ultimate Charge. While using Deadeye, gain 100 Overhealth and 25% Move Speed.

    Flash In The Pan Flash in the Pan - Power

    • Removed and combined with Easy Rider.

    Sunrise Sunrise - Power

    • Removed and converted to a Hero Item (Snakebite).

    Snake Bite Snake Bite (New) - Item

    • +25 Health
    • +15% Ability Power
    • Using Deadeye slows all visible enemies by 20% for 2.5s

    Duck and Roll Duck and Roll (New) - Item

    • +25 Health
    • +5% Cooldown Reduction
    • +50% Combat Roll distance.

    Frankie's Fixer Frankie's Fixer - Item

    • +50 Health
    • (New) - Heal 2.5% of your Max Life for each Ammo loaded using Combat Roll.
    • Now heals a percentage of your Max Life per ammo instead of a flat number.

    Competitive Analysis Competitive Analysis (New) - Item +15% Weapon Power Gain 20% Weapon Lifesteal against enemies in the Damage role. Swapped the conditional stat and main stat.

    Developer Comments: Cassidy’s trusty six-shooter has always kept him sharp against fliers, but with the spicy Stadium powers, the skies have gotten downright unruly. This season, we’re giving Cassidy some upgrades to his weaker tricks so he can hold his own, keep his aim true, and remind everyone who’s the fastest draw in the West.

    Sunrise Sunrise - Power

    • Increased slow duration to 2.5s (Up from 1.5s).

    Think Flasht Think Flasht - Power

    • Added: Flashbang's hinder duration is increased by 50%.

    Flash In The Pan Flash in the Pan - Power

    • Increased ultimate charge to 20% (Up from 15%).

    Quick Draw Power Quick Draw – Power

    • Increased distance to 15m (Up from 9m).

    Wanted Poster Wanted Poster – Rare Survival Hero Item

    • Added: Deadeye damage charges 35% faster on airborne enemies.
    Developer Comments: Cassidy’s roll-into-Fan-the-Hammer playstyle was always intended as a close-range burst option, but in practice, it was punishing enemies from ranges where they had little chance to respond. This adjustment refocuses that combo toward close-quarters encounters, where its high-risk, high-reward nature can shine without creating frustration at a distance.

    Fan the Hammer Fan the Hammer - Secondary Fire

    • Only in the Stadium mode, after 6th shot, weapon spread is increased.

    Dead Man Walking Dead Man Walkin' - Power

    • Bonus ammo is now gained on critical final blow.
    • Added max cap of bonus ammo set to 4.

    Just Roll With It Just Roll with It - Power

    • Decreased damage reduction to 25% (Down from 50%), total damage reduction is now 75% during the combat roll.
    Developer Comments: Cassidy continues to be too dominant too consistently, especially at higher levels of play. Most of his power comes from how well he scales with Weapon Power, so shaving off a bit of his currency gain to slow down the pace of his scaling.
    • Reduced income from damage and healing by 12.5%.
    Developer Comments: Every Hero generates Stadium Cash from dealing damage and healing at a rate unique to them which we’re monitoring carefully. We think we set the rate of Cassidy’s earnings too high and he's earning a bit too much Stadium Cash, allowing him to consistently get MVPs and buy late game Items early on.
    • Reduced the amount of Stadium Cash Cassidy gains from dealing damage and healing to 40% (down from 50%).
    ;Introducing Stadium
    • Tank Heroes: D.Va, Junker Queen, Orisa, Reinhardt, and Zarya.
    • Damage Heroes: Ashe, Cassidy, Genji, Mei, Reaper, and Soldier: 76.
    • Support Heroes: Ana, Juno, Kiriko, Lucio, Mercy, and Moira.

    Overwatch Co-op
    Patch
    Description

    Ability-mccree4 Deadeye

    • Initial charge rate increased from 130 to 325 damage per second.
    • Ramped charge rate increased from 260 to 650 damager per second.
    • Now has a maximum damage cap of 1560 per target.

    Overwatch 1
    Patch
    Description

    Ability-mccree2 Combat Roll

    • Can now roll while in the air
    • Introduction of a new hero name

    General

    • Hitscan damage now scales to 30% at maximum falloff range, down from 50% for the following heroes:
      • Ashe
      • Baptiste
      • Bastion
      • McCree
      • Soldier: 76
      • Widowmaker
      • Wrecking Ball

    This change may be difficult to notice immediately as it scales damage over a range slightly more than before, but it will lower the impact of hitscan damage outside of their intended optimal ranges.

    Ability-mccree1 Peacekeeper

    • Reload time increased from 1.2 to 1.5 seconds

    Ability-mccree2 Combat Roll

    • Distance reduced by 20%

    Developer Comment: Much of Cassidy's recent success can be attributed to his increased maximum health and we think that aspect is working well to help solidify a close-to-mid-range role for him. We're reverting the Combat Roll distance and Peacekeeper reload times as they lead to longer distance Flashbang initiations and made the burst damage from 'Fan the Hammer' less of a costly investment.

    • Base health increased from 200 to 225

    Ability-mccree1 Peacekeeper

    • Reload time reduced from 1.5 to 1.2 seconds

    Ability-mccree2 Combat Roll

    • Distance increased 20%

    Ability-mccree3 Flashbang

    • Stun duration increased from 0.7 to 0.8 seconds

    After scaling down the damage output of McCree's primary fire, we're looking to give back a bit of power through improvements to his abilities.

    Ability-mccree1 Peacekeeper

    • Primary Fire recovery increased from 0.42 to 0.50

    Ability-mccree3 Flashbang

    • Stun duration lowered from 0.85 to 0.7 seconds

    Ability-mccree4 Deadeye

    • Firing Deadeye no longer locks the player’s aim

    Ability-mccree1 Peacekeeper

    • Primary fire recovery reduced from 0.5 seconds to 0.42 seconds.

    Developer Comments: On average, McCree’s damage output wasn’t quite making up for the relatively low mobility or utility in his kit. Reducing his weapon’s recovery time improves the potential damage output without affecting the number of successful shots to kill an enemy.

    Fan the Hammer Fan the Hammer

    • Damage reduced from 55 to 50

    Ability-mccree4 Deadeye

    • Damage per second increased from 275 to 550 after locking onto targets for 1.5 seconds

    Developer Comments: After reducing armor’s effectiveness for all heroes, Fan the Hammer doesn’t need to deal quite as much damage. Increasing Deadeye’s damage after being locked on for a bit makes it more effective when attacking high health, static targets (like barriers) and heroes with over 250 health. It will not impact how dangerous this is for heroes under 250 health.

    Fan the Hammer Fan the Hammer

    • Damage increased from 45 to 55

    Developer Comments: McCree’s Fan the Hammer wasn’t as reliable against higher health heroes as it should be. Increasing its damage will make it more potent in close-range engagements where it is intended to be most effective.

    Ability-mccree2 Combat Roll

    • Cooldown reduced from 8 to 6 seconds

    Developer Comments: Previously, McCree’s Combat Roll cooldown felt too restrictive, which sometimes prohibited players from using it. The new, faster cooldown allows for more flexibility when choosing between using it for mobility or an instant reload.

    Ability-mccree1 Peacekeeper

    • Minimum damage at max range increased from 30% to 50%

    Developer Comments:The goal of these changes is to slightly reduce the impact of damage falloff on mid-range weapons. While assessing falloff mechanics across the board, weapons intended primarily for close-range combat benefited too greatly from lowering their falloff restrictions. We also normalized a couple of outliers in that Mei had a long-range travel time projectile with falloff applied and Widowmaker's automatic fire did not have any.

    Ability-mccree4 Deadeye

    • Range increased from 70 meters to 200 meters

    Developer Comments: While McCree’s Deadeye rarely came into play at 70 meters, we are increasing the range so it cannot be a limiting factor during normal gameplay.

    • Added additional voice lines for Lifeguard McCree

    Ability-mccree3 Flashbang

    • Stunned targets are now slowed heavily, meaning they're less likely to escape while stunned (especially while in the air)

    Developer Comment: This change will make McCree's Flashbang consistent against fast-moving targets like Genji or Lúcio.

    Ability-mccree4 Deadeye

    • Targets now begin locking on after 0.2 seconds, instead of 0.8 seconds
    • Damage accumulated over the first 1.0 seconds increased from 20 to 80 (damage per second after the first 1.0 seconds is unchanged)

    Developer Comment: McCree’s ultimate can deal a lot of damage if it has a lot of time to build up, but it was often too difficult to get even a small amount of damage out before being stopped or killed. These changes make it more flexible and powerful.

    General

    • Recoil Recovery Aim Compensation can now be disabled for Ana, McCree, and Widowmaker. The option can be found under the “Control” tab in the “Options” menu. Simply select the appropriate hero under the dropdown menu and look for the “Hero” section

    Ability-mccree4 Deadeye

    • Now drains over a .25-second period (instead of displaying a 50% reduction on the ultimate meter when activated and 0% when confirmed)

    Developer Comments: If players managed to counter or avoid McCree's ultimate, it would often regenerate very quickly since only half of the ultimate charge was spent. Now, this ultimate works like every other ultimate that has a duration.

    Ability-mccree1 Peacekeeper

    • Damage falloff range decreased by 10 meters
      • Damage falloff amount is unchanged
      • As a result, even with this change, McCree’s effective range is still higher than it was at launch

    Fan the Hammer Fan the Hammer

    • Rate of fire increased by 15%

    Ability-mccree3 Flashbang

    • Recovery time (i.e. the amount of time before Cassidy can fire again) decreased from 0.5 seconds to 0.35 seconds

    Developer Comments: McCree’s latest range increase helped him quite a bit, but it was a bit too much in the right hands. This change weakens his long range damage somewhat, but still keeps it stronger than it has been in the recent past. The other changes combine to allow him to land more alternate fire shots on targets that he has hit with Flashbang.

    Ability-mccree1 Peacekeeper

    • Now maintains full damage at longer distances, but will deal less damage at extreme ranges

    Developer Notes: While the game does feel better following the nerf to McCree’s close-range damage in a previous patch, it left him a little too weak. So, we're increasing his effective distance, making his range similar to Soldier: 76’s. This should hopefully give players another option for dealing with pesky long-range damage dealing heroes like Pharah and Hanzo.

    Fan the Hammer Fan the Hammer

    • Recovery time (i.e. the amount of time before Cassidy starts reloading) decreased from 0.75 seconds to 0.3 seconds
    • Bullet damage decreased from 70 to 45

    Developer Comments: McCree was performing too well against all targets, making him feel like a must-pick in many situations. By reducing the damage of his alternate fire, McCree is now significantly weaker against tanks like Roadhog and Reinhardt, but still maintains his lethality against smaller targets like Tracer and Genji.

    References

    1. 1.0 1.1 1.2 2021-10-23, Overwatch Twitter. Twitter, accessed on 2021-10-23
    2. Overwatch 2, Intel Database: Heroes
    3. 2015-10-02, "Justice ain't gonna dispense itself.". Twitter. Accessed on 2016-05-18
    4. 05-03-2023, Deadeye Can Miss (a lot). YouTube video by Marblr.
    5. 2020-02-24, Toy Fair NY 2020: Figma Overwatch Action Figures. Blizzplanet, accessed on 2020-04-10
    6. Overwatch Visual Source Book, pages 46-47
    7. 2021-02-20, Overwatch Fans Have Mixed Reaction to OW2 Cassidy. Game Rant, accessed on 2021-06-01.
    8. 2021-05-24, Ask Us Anything! - Join the Overwatch development team for the fifth anniversary AMA. Reddit, accessed on 2021-06-01.
    9. Overwatch, McCree Quotes
    10. 10.0 10.1 10.2 Overwatch 2, Cassidy Quotes
    11. The Art of Overwatch, pg. 50-51
    12. BlizzCon 2017, Overwatch - Archives
    13. 2017-12-22, Every Overwatch Hero Explained by Blizzard’s Michael Chu | WIRED (2:26). Youtube, accessed on 2017-12-23
    14. 2019-11-11, BlizzCon 2019 Diablo IV: World and Lore Panel Transcript. Blizzplanet, accessed on 2020-04-18
    15. 2021-08-26, "A message from the Overwatch team.". Twitter. Accessed on 2021-08-26
    16. 2021-02-19, BlizzConline 2021 | Behind the Scenes of Overwatch 2 | Overwatch. Youtube @PlayOverwatch, accessed on 2024-04-16

    External links