Build file · 28 Oct to 5 Nov

McGinnis build and item order

What McGinnis players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.

Matches

169.3k

last 7 days

Finished build

≈11 items

41k souls held in items at the end

Build type

Caster

62% of item souls in spirit

Games past 35 min

53%

the finished build is read from these

The McGinnis build in brief

Most McGinnis players open with Extra Charge and Monster Rounds, then pick up Rapid Recharge (around 21 minutes, 57% of games) and Superior Cooldown (around 25 minutes, 51% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Rapid Recharge (26%), Heroic Aura (17%) and Radiant Regeneration (17%).

In games past 35 minutes, a finished McGinnis carries about 11 items, 41.0k souls, 62% of them spirit; most end with Rapid Recharge (70%), Escalating Exposure (69%) and Greater Expansion (61%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (29% of games); the late-game duel sets it against Stamina Mastery (16% of games).

The clearest change by opponent: against Haze, McGinnis players buy Metal Skin at about ×4.04 the usual rate (4,237 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "TURRETCEPTION GINNIS [Lockbuilds.com]" by Harvester, picked in 16,274 games (52% won).

SpiritWeaponVitality
Caster62% of item souls in spiritWeapon 15% · vitality 23% · spirit 62%. The diamond is the average hero.7 days · games over 35 min (53%)

The finished build 7 days · games over 35 min (53%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

What McGinnis games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.

  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty

Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 90,007 long games (53% of McGinnis games).

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The finished McGinnis build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponHeroic Aura43%44%3%~22:503,200
VitalityHealbane40%47%14%~20:211,600
VitalityEnchanter's Emblem33%42%22%~14:301,600
VitalityStamina Mastery33%34%3%~26:333,200
SpiritRapid Recharge70%70%1%~22:333,200
SpiritEscalating Exposure69%69%0%~27:466,400
SpiritGreater Expansion61%61%1%~27:143,200
SpiritTranscendent Cooldown47%47%1%~33:536,400
Flex (spirit)Boundless Spirit43%43%1%~33:306,400
Flex (spirit)Spirit Burn31%32%1%~35:396,400
Flex (spirit)Superior Duration31%32%1%~30:513,200
Weapon, alternateIntensifying Magazine30%38%19%~8:201,600
Weapon, alternateMonster Rounds15%56%73%~3:19800
Vitality, alternateEnduring Speed23%35%33%~19:511,600
Vitality, alternateHealing Tempo19%19%1%~34:076,400
Vitality, alternateSpirit Resilience16%17%4%~31:023,200
Spirit, alternateLightning Scroll31%31%1%~35:296,400
Spirit, alternateArcane Surge30%37%19%~12:291,600
Spirit, alternateRadiant Regeneration27%28%3%~18:413,200

Against other heroes 21 days

What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ McGinnis is McGinnis players only.

The 8 clearest changes in what McGinnis players buy, across every enemy. Pick enemies above the board to see one lineup.

Lifts compare how often McGinnis players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.

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What McGinnis players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×4.044.2k—
VindictaKnockdown×2.495.8k—
InfernusDispel Magic×2.282.4k—
LashCounterspell×2.531.8k—
HazePlated Armor×2.092.6k—
ApolloSlowing Hex×2.111.7k—
AbramsRebuttal×2.021.8k—
VictorHealbane×1.1234k—

What you hold, minute by minute 7 days

Each band is one item: the share of McGinnis games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.

45:00about 12.2 items52,108 souls16% of games still going2.2 weapon3.1 vitality6.9 spirit
82% of games still going at 30:00481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon2.2 itemsVitality3.1 itemsSpirit6.9 items
82% still going at 30:004812items0m10m20m30m40m60k souls

At 45:00 you'd typically hold

Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.

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Share of McGinnis games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Monster Rounds47%53%54%55%49%30%24%23%
Intensifying Magazine18%29%33%35%37%38%37%34%
Heroic Aura0%3%9%19%27%34%39%42%
Other weapon items0.20.50.70.80.91.01.11.2
Extra Stamina19%38%32%10%7%7%7%7%
Enchanter's Emblem0%7%28%36%39%40%40%37%
Healbane0%4%16%25%32%39%43%44%
Other vitality items0.20.51.01.21.41.61.81.9
Extra Charge39%70%74%60%23%14%14%14%
Rapid Recharge0%3%13%28%46%56%63%67%
Mystic Expansion8%30%48%58%46%20%16%16%
Greater Expansion0%1%3%10%23%39%52%58%
Arcane Surge1%16%26%32%34%35%35%33%
Mystic Slow1%15%27%35%41%42%33%29%
Lightning Scroll0%0%0%1%3%7%14%24%
Compress Cooldown0%9%26%45%34%13%11%11%
Superior Cooldown0%1%4%14%30%41%33%31%
Transcendent Cooldown0%0%0%1%5%13%26%41%
Mystic Vulnerability0%7%24%45%43%18%12%12%
Escalating Exposure0%0%1%6%25%45%57%64%
Boundless Spirit0%0%0%2%6%13%24%37%
Spirit Burn0%0%0%0%2%6%14%25%
Other spirit items0.30.81.21.21.31.41.41.6
Items held, in all2.04.87.08.39.19.510.311.2

Items show the share holding them; other items show the average number held.

Buy windows: clock against souls 7 days

When McGinnis players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall

Spirit Burn by the clock: 64% → 49%. By souls at purchase: 55–61%.

  1. Heroic Aura

    60,356 buyers · 53.9% won overall

    most buy it 16–27 min

    By the clock: 61% → 48%. By souls at purchase: 50–57%.

    Show as table
  2. Rapid Recharge

    95,952 buyers · 51.2% won overall

    most buy it 16–26 min

    51.2% of all its buyers won.

    Show as table
  3. Stamina Mastery

    43,413 buyers · 52.8% won overall

    most buy it 21–29 min

    52.8% of all its buyers won.

    Show as table
  4. Escalating Exposure

    86,751 buyers · 54.6% won overall

    most buy it 23–30 min

    By the clock: 61% → 49%. By souls at purchase: 51–58%.

    Show as table
  5. Greater Expansion

    77,827 buyers · 52.6% won overall

    most buy it 21–30 min

    52.6% of all its buyers won.

    Show as table
  6. Boundless Spirit

    47,199 buyers · 54.9% won overall

    most buy it 27–37 min

    54.9% of all its buyers won.

    Show as table
  7. Transcendent Cooldown

    50,892 buyers · 52.0% won overall

    most buy it 28–37 min

    52.0% of all its buyers won.

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  8. Spirit Burn

    32,713 buyers · 57.9% won overall

    most buy it 30–39 min

    By the clock: 64% → 49%. By souls at purchase: 55–61%.

    Show as table

For Heroic Aura, Escalating Exposure and Spirit Burn, buying early wins more mostly because early buyers are already ahead: by souls at purchase the line is much flatter. Win rates describe; they don't say an item wins games.

Two late games, side by side 7 days

What McGinnis players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.

Superior Cooldown at 20–30 min

49,804 games · 51.6% won · 75% reach 30 min

Stamina Mastery at 20–30 min

27,648 games · 53.1% won · 76% reach 30 min

Either way, 7 of the top 8 late items are the same.

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Stamina Mastery at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
52.7%
53.0%54.3%
55.2%54.2%
51.2%51.4%
52.2%51.8%
51.5%51.8%
54.7%56.3%
52.1%54.4%
55.4%

Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 60%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.

Either/or, and sets 7 days · games over 35 min (53%)

Items McGinnis players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.

Sets

  • 2.2× as likely together

    18% of long games · 16,321 games

  • 2.1× as likely together

    16% of long games · 14,466 games

  • 2.1× as likely together

    15% of long games · 13,103 games

Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.

How players get there, 0–30 min 7 days

The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.

  • Weapon
  • Vitality
  • Spirit
0–9 min9–20 min20–30 min30 min +Extra ChargeMonster RoundsExtra StaminaIntensifying MagazineMystic RegenerationMystic ExpansionMystic VulnerabilityCompress CooldownMystic ExpansionEnchanter's EmblemRapid RechargeMystic SlowEscalating ExposureSuperior CooldownGreater ExpansionRapid RechargeStamina MasteryMystic VulnerabilityTranscendent CooldownBoundless SpiritSpirit BurnLightning ScrollEscalating ExposureGreater ExpansionEvery game100% reach 9 min96% reach 20 min69% reach 30 min
Show as table
McGinnis's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minExtra Charge68%51.5%115,664
0–9 minMonster Rounds52%50.5%88,713
0–9 minExtra Stamina36%52.1%61,429
0–9 minIntensifying Magazine28%50.6%47,336
0–9 minMystic Regeneration25%51.1%43,085
0–9 minMystic Expansion25%52.1%42,448
9–20 minMystic Vulnerability41%53.1%69,688
9–20 minCompress Cooldown40%51.4%68,077
9–20 minMystic Expansion34%52.2%57,907
9–20 minEnchanter's Emblem32%52.8%53,832
9–20 minRapid Recharge26%51.3%43,614
9–20 minMystic Slow24%52.7%41,432
20–30 minEscalating Exposure36%55.1%61,823
20–30 minSuperior Cooldown29%51.5%49,804
20–30 minGreater Expansion28%52.4%46,834
20–30 minRapid Recharge27%51.4%45,438
20–30 minStamina Mastery16%53.7%27,648
20–30 minMystic Vulnerability15%52.3%25,400
30 min +Transcendent Cooldown21%51.3%36,488
30 min +Boundless Spirit19%52.9%31,635
30 min +Spirit Burn16%54.6%26,904
30 min +Lightning Scroll15%51.3%25,250
30 min +Escalating Exposure14%52.3%23,946
30 min +Greater Expansion14%53.8%23,467

Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.

Ability order

Mini Turret45610
Medicinal Specter31215
Spectral Wall121314
Heavy Barrage78911

The most played full upgrade path (3% of matches, 56.4% won). Mini Turret is maxed first in 53% of matches.

In-game builds players pick 7 days

  1. TURRETCEPTION GINNIS [Lockbuilds.com]by Harvester · 10,171 players11 of 11 board items
    16,274 games
    52.1% won

    Laning Phase. Will be rushing 4.8k spirit as soon as possible. Read descriptions if new.

    Laning Phase. Read Description

    Mid Game Core. Not strictly L-R but you can buy if you want. Always read description.

    Mid Game. Read Desc

    Final Form. Buy from L-R.

    Lategame

  2. McGinnis - Bruiser-Crowd Control [55% WR] [tracklock.gg]by Tracklock · 5,016 players10 of 11 board items
    7,907 games
    52.8% won
  3. Elendilli - Infinite Gun Damage Solo Carry (V15)by Professional Space Creator · 3,911 players4 of 11 board items
    5,889 games
    48.0% won
  4. Elendilli - GIGA ULT BUILD + INFINITE TURRETS (V5)by Professional Space Creator · 3,356 players11 of 11 board items
    5,584 games
    53.2% won
  5. Heavy Turret Focusby Zippy the Squirrel · 3,499 players8 of 11 board items
    5,353 games
    49.9% won

The build each player had selected when the match started; known for 39% of McGinnis games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
28 Oct to 4 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked McGinnis matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
90,007 (53% of McGinnis games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 5 Nov. Not affiliated with or endorsed by Valve.