
PRIMARY FIRE
Peacekeeper
Accurate, powerful revolver.
damage
Sharpshooter
Cole Cassidy
Unknown
Hit Points
250250 Health - 0 Armor

Armed with his Peacekeeper revolver, the outlaw Cole Cassidy doles out justice on his own terms.

PRIMARY FIRE
Accurate, powerful revolver.
E
Cassidy throws a short-range grenade that homes in on nearby enemies. It deals 131 damage if it sticks to an enemy, allowing for follow-up kills on most 200 HP targets. The sticky effect can be negated by teleports or destroyed by defensive abilities.
PASSIVE
Critical hits reduce your movement ability cooldowns by 0.75% of damage dealt.
PRIMARY
Six-shot revolver dealing 70 damage per shot at 2 shots/s. 25-35m falloff range. 2x headshot multiplier. 1.5s reload. Pinpoint accurate.
SECONDARY
Wildly fire all remaining rounds from the Peacekeeper at 8.33 shots per second. Each shot deals 50-15 damage. Consumes all remaining ammo.
E
Throw a flashbang that explodes on impact, dealing 75 damage and hindering enemies in a 3-meter radius for 1.2 seconds. Hindered enemies are slowed by 50% and cannot use movement abilities. Max range 7 meters. 12 second cooldown.

SHIFT
Roll in the direction you're moving to take 50% reduced damage and fully reload the Peacekeeper. Covers 6.22 meters over 0.4 seconds. 5 second cooldown.

ULTIMATE
Face off against your enemies. Cassidy locks onto every target in his line of sight over 2 seconds (warning time), then fires a killing shot at each one. Damage accumulates at 150/s during warning and 300/s after. 1800 point cost.
PASSIVE
Damaging an enemy reduces their healing received by 25% for 2 seconds.
PRIMARY
Cassidy's secondary fire, allowing him to rapidly empty his remaining rounds. It deals massive close-range damage, capable of killing 200 HP enemies, but cannot headshot. It has significant recoil and shares the same 25-meter damage fall-off range as the primary fire.

PRIMARY
Six-shot single-action revolver. 70 damage per shot at 2 shots/s. 25-35m falloff. 2x headshot. 1.5s reload. Also used for Fan the Hammer secondary fire.
PRIMARY
An accurate, powerful six-shot revolver. Primary fire deals 70-21 damage at 2 shots per second with a 2x headshot multiplier. Falloff range 25-35 meters. 6 round cylinder, 1.5 second reload.

SECONDARY
Wildly fire remaining rounds.
Minor Perks

Bang Bang
Cassidy throws a second Flashbang that travels farther, but both Flashbangs deal reduced damage.
Bang Bang
Cassidy throws a second Flashbang that travels farther (10 meters), but both Flashbangs deal 40% reduced damage (45 each).

Even the Odds
Regenerate 30 health per second for each enemy targeted by Deadeye.

Gun Slingin'
Combat Roll grants 20% increased movement speed for 2 seconds after rolling.
Quick Draw
Fan the Hammer shots deal 20% more damage but have increased spread.

Even the Odds
Regenerate 30 health per second for each enemy targeted by Deadeye.
Major Perks
Flash Freeze
Flashbang hindered duration increased by 0.4 seconds and now also slows by 30%.

Past Noon
Deadeye lock-on damage acceleration begins immediately instead of after 2 seconds.

Rollin' Round-Up
Combat Roll also heals 15 health for each bullet reloaded.

Rollin' Round-Up
Combat Roll also heals 15 health for each bullet reloaded.
Silver Bullet
Peacekeeper's secondary fire is replaced with a piercing shot that inflicts 70 bleeding damage over 2.5 seconds. Combat Roll and Deadeye reset its 8-second cooldown.

Silver Bullet
Peacekeeper's secondary fire is replaced with a piercing shot that inflicts bleeding. Combat Roll and Deadeye reset its cooldown.
Cooldown reduced from 6 to 5 seconds.
Developer comment: 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.
Removed.
Combat Roll heals 15 health for each bullet reloaded.
Hinder duration increased from 0.9 to 1.2 seconds.
Developer comment: 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.
Healing per second increased from 20 to 30.
Changed to a Minor Perk. Now reduces the damage from both Flashbangs by 40% (up from 30%).
New Major Perk. Peacekeeper's secondary fire is replaced with a piercing shot that inflicts bleeding. Combat Roll and Deadeye reset its cooldown.
Removed.
Base health reduced from 275 to 250.
Developer comment: Recent weapon changes have made Cassidy a highly consistent threat. Reducing his health brings him more in line with other hitscan heroes.
New Minor Perk. Regenerate 20 health per second for each enemy targeted by Deadeye.
Removed.
Secondary Fire can now be held to continuously shoot, just as without the perk. (undocumented)
Primary fire falloff range increased from 20 to 25 meters. Secondary fire damage increased from 45 to 50.
Ultimate charge refunded increased from 30% to 40%.
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.
Critical hits with Primary Fire reduce the cooldown of Combat Roll by 3 seconds.
Cassidy throws a second Flashbang that travels farther, but both Flashbangs deal 30% reduced damage.
Deadeye refunds 30% Ultimate Charge if it fully expires.
Fan the Hammer shots are individually controlled and can crit for 50% more damage.
Global projectile size update: Hitscan radius large reduced from 0.08 to 0.07 meters.
Ultimate cost reduced 10%.
Hinder duration reduced from 1.2 to 0.9 seconds. Explosion damage increased from 45 to 75.
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.
Primary fire falloff range rescaled from 25-35 meters to 20-30 meters.
Developer comment: 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.
Movement speed penalty now scales down over time, from 70% to 35%. Damage reduction now scales down over time, from 40% to 0%.
Developer comment: 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.
Damage reduction reduced from 75 to 50%.
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.
Developer comment: 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.
Secondary fire "Fan the Hammer" damage reduced from 50 to 45.
Initial damage rate increased from 130 to 150. Damage rate increased from 260 to 300.
Health increased from 225 to 275.
Cooldown increased from 10 to 12 seconds.
Damage reduction increased from 50% to 75%.
Projectile now has a maximum travel time of 1.5 seconds. Slow amount reduced from 30 to 25%.
Peacekeeper damage falloff range rescaled from 25-45 meters to 25-35 meters.
Base health increased from 200 to 225.
Developer comment: 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.
Seeking radius lowered from 1.5 to 1.3 meters. Homing duration lowered from 1 to 0.75 seconds.
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 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.
Damage reduced from 131 to 120.
Base health reduced from 225 to 200.
Developer comment: 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.
Movement is no longer blocked by enemy player collision.
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.
Primary fire falloff range increased from 20 to 25 meters.
Now grants 50% damage reduction for its 0.4 second duration.
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%.
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.
Secondary fire "Fan the Hammer" fire rate increased by around 7.5%.