Difference between revisions of "Engineer weapons (competitive)"

From Team Fortress Wiki
Jump to: navigation, search
m (Primary Weapon Usage)
m (Rescue Ranger: Corrected minor typo, rescue ranger costs 100 metal, not 130)
 
(36 intermediate revisions by 18 users not shown)
Line 8: Line 8:
 
The Engineer's primary weapons are shotguns, which deal some damage, but not enough to take on higher-health classes.
 
The Engineer's primary weapons are shotguns, which deal some damage, but not enough to take on higher-health classes.
  
===The Shotgun===
+
===Shotgun===
  
The stock Shotgun deals consistant short and medium range damage, and can quickly remove stickybombs, the main danger for Engineers.
+
The stock Shotgun deals consistent short and medium range damage, and can quickly remove stickybombs, the main danger for Engineers.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 34: Line 34:
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Shotgun]] <br>{{Item icon|Shotgun}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
===The Frontier Justice===
+
===Frontier Justice===
  
The Frontier Justice, often abbreviated FJ, provides guaranteed crits for kills and assists earned by the Engineers Sentry Gun. It has a halved clip size, but pairs well with the Gunslinger for disposable, cheap mini-Sentry Guns.
+
The [[Frontier Justice]], often abbreviated FJ, provides guaranteed crits for kills and assists earned by the Engineer's [[Sentry Gun]]. It has a halved clip size, but pairs well with the [[Gunslinger]] for disposable, cheap mini-Sentry Guns. The Frontier Justice gives the engineer additional burst damage in exchange for sustained fire.  
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 66: Line 75:
 
** Earns one critical hit per assist kill.
 
** Earns one critical hit per assist kill.
 
** Earns two critical hits per kill.
 
** Earns two critical hits per kill.
 +
** Stores a max of 35 critical hits.
 +
** Stored critical hits are lost upon death.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Frontier Justice in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Frontier Justice]] <br>{{Item icon|Frontier Justice}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
===The Widowmaker===
+
===Widowmaker===
  
The Widowmaker allows the Engineer to circumvent reloading by using metal for ammo while granting him metal equal to damage dealt. The Engineer can use this to gain a quick metal boost to upgrade his buildings.
+
The [[Widowmaker]] allows the Engineer to circumvent reloading by using metal for ammo while granting him metal equal to damage dealt. The Engineer can use this to gain a quick metal boost to upgrade his buildings.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 93: Line 113:
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
* Damage dealt is returned as metal.
+
* Damage dealt is returned as metal. (Max 60 metal returned.)
 
* Uses 30 metal per shot as ammo.
 
* Uses 30 metal per shot as ammo.
* Deals identical damage ot the Shotgun.
+
* Deals identical damage to the Shotgun.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Widowmaker in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Widowmaker]] <br>{{Item icon|Widowmaker}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 101: Line 130:
 
===Pomson 6000===
 
===Pomson 6000===
  
The Pomson 6000 allows the Engineer to deal better with invisible Spies, and to attempt to deter any Medics. It deals strong damage, but has less ammo than the stock Shotgun.
+
The [[Pomson 6000]] allows the Engineer to deal better with [[Spy|Spies]], and to attempt to deter any Medics. It deals strong damage, but has less ammo than the stock Shotgun. Due to the fact that it removes ÜberCharge from Medics, the Pomson 6000 is banned from use in ESEA.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 126: Line 155:
 
* On hit: Target loses 20% Cloak or 10% Übercharge, if applicable.
 
* On hit: Target loses 20% Cloak or 10% Übercharge, if applicable.
 
* Cannot be reflected.
 
* Cannot be reflected.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Pomson 6000 in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Pomson 6000]] <br>{{Item icon|Pomson 6000}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 +
===Rescue Ranger===
 +
 +
The [[Rescue Ranger]] permits the Engineer to repair his and his teammates' buildings from a distance, as well as picking up his own buildings from a distance (at a cost of 100 metal, regardless of building or its level). It is useful for extending the life of your Sentry Gun, when repairing it with a Wrench would be dangerous. However, the Rescue Ranger has less reserve ammo, a smaller clip size, and deals significantly less damage than the Shotgun, making it less than effective for the upfront Engineer. Also, the Engineer will be marked for death when hauling his buildings, regardless of the distance between him and his building. Unlike the Shotgun, the Rescue Ranger fires projectiles ("bolts"), which can be deflected via the Pyro's compression blast, but the reflected bolts won't repair the Pyro's teammates' buildings.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Rescue Ranger]] <br>{{Item icon|Rescue Ranger}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 60
 +
* '''512 units:''' 35
 +
* '''Over 1024 units:''' 18
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 105
 +
* '''Point-Blank Mini-Crit:''' 72
 +
* '''Over 512 units Mini-crit:''' 47
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.625s
 +
* '''Reload:''' 1.0s (first) 0.5s (consecutive)
 +
| style="background-color:#FFF4CC;" |
 +
* Fires projectiles ("bolts") that can repair friendly buildings (maximum 60 health to a building per bolt).
 +
** Reflected bolts do not repair enemy teams' buildings.
 +
** Bolts do not damage Sappers.
 +
* User is marked for death upon picking up a building.
 +
** User can pick up any of his buildings from a distance at a cost of 100 Metal, provided he can point to his buildings with the Rescue Ranger.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Rescue Ranger in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Rescue Ranger]] <br>{{Item icon|Rescue Ranger}}
 +
| style="background-color:#F75D59;" | Banned
 
|}
 
|}
 
<br>
 
<br>
  
 
===Primary Weapon Usage===
 
===Primary Weapon Usage===
The Shotgun is the best default choice, because its lack of notable drawbacks makes it useful for nearly any situation. In comparison to the Frontier Justice, you don't have to reload as often, and it does not rely on your metal supply like the Widowmaker. The Frontier Justice's signature revenge crits are powerful game changers that allow you to overpower high health classes in an ambush. It is suitable for Engineers who don't waste their shots as its low clip size can be detrimental in combat. It synergizes well with Gunslinger, as the disposable nature of the Mini-Sentry gun lends itself to easily racking up revenge crits. The Widowmaker is arguably the most powerful Shotgun, as the lack of reload gives you an advantage against most classes in a fire fight. Furthermore, well aimed shots can give you a net gain of metal. Keep in mind however, that the Widowmaker is not efficient without a sufficient metal source and as such, should only be used by Engineers with good aim.
+
The Shotgun provides the best standard damage. The Frontier Justice allows for surprising critical attacks, but without stored critical hits it weakens the Engineer's damage dealing capacity. The Widowmaker requires metal, and without accuracy will quickly drain your metal supplies. The Pomsom 6000 allows for easier Spy-checking, but deals less up-front damage. The Pomson can be used to reduce medic Übercharge, but it is rare to see an Engineer in such close proximity to a Medic. The Rescue Ranger deals slightly less damage and has fewer ammunition, but can repair friendly buildings, helping the Engineer extend the life of his buildings.
  
 
==Secondary Weapons==
 
==Secondary Weapons==
Line 136: Line 215:
 
The Engineer only has three choices and one of them, The Wrangler is banned in the vast majority of leagues, this leaves the Engineer with the Pistol and the Short Circuit.
 
The Engineer only has three choices and one of them, The Wrangler is banned in the vast majority of leagues, this leaves the Engineer with the Pistol and the Short Circuit.
  
===The Pistol===
+
===Pistol===
  
The Pistol is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it.
+
The [[Pistol]] is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it.
  
The [[Lugermorph]] has the same stats as the Pistol.
+
The [[Lugermorph]] and [[C.A.P.P.E.R]] have the same stats as the Pistol.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 163: Line 242:
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
 
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 
* If unfired in the past 1.25 seconds, the next shot has perfect accuracy.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Pistol in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Pistol]] <br>{{Item icon|Pistol}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
===The Wrangler===
+
===Wrangler===
  
The Wrangler allows the Engineer to take control of his Sentry Gun, determining what it fires, when it fires, and where it fires. It can fire at an overall faster rate than normal, and shields the sentry from 2/3 of incoming damage. When it is switched out of being active, it will de-activate the sentry for 3 seconds, leaving it shielded for that time.
+
The [[Wrangler]] allows the Engineer to take control of his Sentry Gun, determining what it fires, when it fires, and where it fires. In addition, it removes the maximum targeting range of the sentry allowing a much greater field of coverage for the sentry. The Wrangler is the most popular engineer secondary weapon in every league where it isn't banned. It can fire at an overall faster rate than normal, and shields the sentry from 2/3 of incoming damage. When it is switched out of being active, it will de-activate the sentry for 3 seconds, leaving it shielded for that time.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 190: Line 278:
 
* Shields the Sentry Gun from 2/3 of incoming damage while active, including Sentry down time.
 
* Shields the Sentry Gun from 2/3 of incoming damage while active, including Sentry down time.
 
* Doubles rate of bullet fire, and increases the rate of rocket fire.
 
* Doubles rate of bullet fire, and increases the rate of rocket fire.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Wrangler in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Wrangler]] <br>{{Item icon|Wrangler}}
 +
| style="background-color:#F75D59;" | Banned
 
|}
 
|}
 
<br>
 
<br>
  
===The Short Circuit===
+
===Short Circuit===
  
The Short Circuit destroys airborne and placed projectiles en masse. It requires 35 ammo per shot, and deals only five damage to players, making it ineffective offensively.
+
The [[Short Circuit]] destroys airborne and placed projectiles en masse. It uses 5 [[metal]] per fire, or 20 in total if a projectile is destroyed. It is an effective counter to [[Soldier|Soldiers]] and [[Demoman|Demomen]] under the effects of the [[Kritzkrieg]].
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 210: Line 307:
 
* '''Mini-crit:''' 7
 
* '''Mini-crit:''' 7
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* '''Attack:''' ≈0.8s
+
* '''Attack:''' ≈0.15s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* On firing, it generates an electrical field that destroys projectiles and deals 5 damage to nearby players.
+
* On firing, it generates an electrical field that destroys projectiles and deals 5 damage to enemies in front of the user.
 
* No reloading necessary.
 
* No reloading necessary.
* Uses metal for ammo (35 per shot).
+
* Consumes 15 ammo per projectile destroyed.
* No random crits.
+
* Uses metal for ammo.
 +
* Metal cannot be drawn from a dispenser when this weapon is active.  
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Short Circuit in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Short Circuit]] <br>{{Item icon|Short Circuit}}
 +
| style="background-color:#F75D59;" | Banned
 
|}
 
|}
 
<br>
 
<br>
Line 227: Line 334:
 
The Engineer's melee weapons determine key characteristics about his Sentry Gun. All of them can upgrade Dispensers, and increase construction rates by 90% by hitting buildings which are being upgraded or built. Damage removes Sappers in two hits, and repairs/reloads Sentry Guns.
 
The Engineer's melee weapons determine key characteristics about his Sentry Gun. All of them can upgrade Dispensers, and increase construction rates by 90% by hitting buildings which are being upgraded or built. Damage removes Sappers in two hits, and repairs/reloads Sentry Guns.
  
===The Wrench===
+
===Wrench===
  
 
The stock Wrench can build Sentry Guns that can be upgraded to level three.
 
The stock Wrench can build Sentry Guns that can be upgraded to level three.
  
 
The [[Golden Wrench]] has the same stats as the Wrench. <br>
 
The [[Golden Wrench]] has the same stats as the Wrench. <br>
The [[Eureka Effect]] has the same stats as the Wrench, except it cannot haul buildings. Instead, alt-fire teleports the Engineer back to spawn with full ammo and health.
+
The [[Eureka Effect]] has the similar stats to the Wrench, repair and upgrade rates have been decreased. Hitting the reload key will open a menu to teleport the Engineer back to spawn with full ammo and health or to his teleporter exit.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 266: Line 373:
 
*** Deals 16 damage per shot, and 53-150 per rocket.
 
*** Deals 16 damage per shot, and 53-150 per rocket.
 
*** Costs 200 additional metal to upgrade to this level.
 
*** Costs 200 additional metal to upgrade to this level.
 
+
|}
 +
<br>
 +
Below is a table displaying the availability of the Wrench in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Wrench]] <br>{{Item icon|Wrench}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
===The Southern Hospitality===
+
===Southern Hospitality===
  
The Southern Hospitality functions identically to the stock Wrench with regards to buildings, it simply deals bleeding damage on hit at the cost of increased damage from fire.
+
The [[Southern Hospitality]] functions identically to the stock Wrench with regards to buildings, it simply deals bleeding damage on hit at the cost of increased damage from fire and it cannot inflict random critical hits.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 294: Line 409:
 
* Increases fire vulnerability by 20%.
 
* Increases fire vulnerability by 20%.
 
* Builds Sentry Guns identically to the stock Wrench.
 
* Builds Sentry Guns identically to the stock Wrench.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Southern Hospitality in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Southern Hospitality]] <br>{{Item icon|Southern Hospitality}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
===The Jag===
+
===Jag===
  
The Jag provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage.
+
The [[Jag]] provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage. The Jag is used very often in [[Competitive play|competitive play]]. The reduced damage is negligible because an Engineer will most likely be using his shotgun for close quarters combat.  
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 321: Line 445:
 
* 25% less melee damage.
 
* 25% less melee damage.
 
* Builds Sentry Guns identically to the stock Wrench.
 
* Builds Sentry Guns identically to the stock Wrench.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Jag in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Jag]] <br>{{Item icon|Jag}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
===The Gunslinger===
+
===Gunslinger===
  
The Gunslinger provides the Engineer with a smaller, faster turret. It cannot be upgraded, repaired, or sped up in building. The Gunslinger cannot randomly crit, but the third hit of any three-hit combo will be a guaranteed critical hit. It provides the Engineer with an additional 25 health.
+
The [[Gunslinger]] provides the Engineer with the [[Combat Mini-Sentry]]. It cannot be upgraded, repaired, or sped up in building, but its ammo can be refilled. The Gunslinger cannot randomly crit, but the third hit of any three-hit combo will be a guaranteed critical hit. It provides the Engineer with an additional 25 health. The Gunslinger improves an engineer's combat ability, making him much more useful when taking offensive roles.  
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 352: Line 485:
 
* +25 health for a total of 150.
 
* +25 health for a total of 150.
 
** Overheal increased to 225.
 
** Overheal increased to 225.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Gunslinger in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Gunslinger]] <br>{{Item icon|Gunslinger}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 357: Line 499:
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
  
The stock Wrench provides solid melee damage with a normal Sentry Gun. The Southern Hospitality is viable if a Pyro is not likely. The Jag is useful if the Engineer is capable of dealing with Spies without melee. The Gunslinger pairs well with the Frontier Justice for quick Sentry Deployment and critical hits. However, it fails to have quite the strength of a level 3 Sentry Gun. The Eureka Effect is rarely useful, as the Engineer isn't a class which tends to rebuild, if his gear goes down he switches classes. The Jag is a popular option, but in case of melee necessity, the stock Wrench is a solid favorite.
+
The stock Wrench provides solid melee damage with a normal Sentry Gun. The Southern Hospitality grants bleeding damage for additional Spy-checking at the cost of taking increased fire damage. The Jag provides a key buff for a quick setup with a 30% faster build time. Keep in mind that the Jag requires 3 hits over the normal 2 to kill a Spy. The Gunslinger grants a 25+ health buff and access to Mini-Sentries, which allows for a faster but more temporary setup. The Eureka Effect is highly situational, but allows the Engineer to survive if his nest is compromised.
  
 
{{Class competitive Nav}}
 
{{Class competitive Nav}}

Latest revision as of 21:12, 7 December 2021

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Engineer weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Engineer is a utility class that rarely sees a lot of use in the competitive format. The Engineer is strongest on maps where the enemy is confined to one key route, such as Attack/Defend or Payload maps.

Primary Weapon

The Engineer's primary weapons are shotguns, which deal some damage, but not enough to take on higher-health classes.

Shotgun

The stock Shotgun deals consistent short and medium range damage, and can quickly remove stickybombs, the main danger for Engineers.

Weapon Damage Critical Damage Function Times Special
Shotgun
Shotgun
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-crit: 121
  • Over 512 units Mini-crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s


Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shotgun
Shotgun
Allowed


Frontier Justice

The Frontier Justice, often abbreviated FJ, provides guaranteed crits for kills and assists earned by the Engineer's Sentry Gun. It has a halved clip size, but pairs well with the Gunslinger for disposable, cheap mini-Sentry Guns. The Frontier Justice gives the engineer additional burst damage in exchange for sustained fire.

Weapon Damage Critical Damage Function Times Special
Frontier Justice
Frontier Justice
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-crit: 121
  • 512 units Mini-crit: 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s
  • Affected by fixed weapon spread (1 extra pellet at center).
    Has half the clip size of the Shotgun.
    Can fire Revenge Crits upon a Sentry Gun's destruction.
  • Gains revenge crits based on Sentry Gun kills.
    • Earns one critical hit per assist kill.
    • Earns two critical hits per kill.
    • Stores a max of 35 critical hits.
    • Stored critical hits are lost upon death.


Below is a table displaying the availability of the Frontier Justice in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Frontier Justice
Frontier Justice
Allowed


Widowmaker

The Widowmaker allows the Engineer to circumvent reloading by using metal for ammo while granting him metal equal to damage dealt. The Engineer can use this to gain a quick metal boost to upgrade his buildings.

Weapon Damage Critical Damage Function Times Special
Widowmaker
Widowmaker
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-crit: 121
  • Over 512 units Mini-crit: 8/hit
  • Attack: 0.625s
  • Affected by fixed weapon spread (1 extra pellet at center).
  • Damage dealt is returned as metal. (Max 60 metal returned.)
  • Uses 30 metal per shot as ammo.
  • Deals identical damage to the Shotgun.


Below is a table displaying the availability of the Widowmaker in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Widowmaker
Widowmaker
Allowed


Pomson 6000

The Pomson 6000 allows the Engineer to deal better with Spies, and to attempt to deter any Medics. It deals strong damage, but has less ammo than the stock Shotgun. Due to the fact that it removes ÜberCharge from Medics, the Pomson 6000 is banned from use in ESEA.

Weapon Damage Critical Damage Function Times Special
Pomson 6000
Pomson 6000
  • Point-Blank: 60 (10 to Buildings)
  • 512 units: 48
  • Over 1024 units: 36
  • Critical: 180
  • Point-Blank Mini-Crit: 81
  • Over 512 units Mini-crit: 65
  • Attack: 0.8s
  • Reload: 1.02s (first) 0.53s (consecutive)
  • Stocks 4 ammo, but has unlimited ammo.
  • On hit: Target loses 20% Cloak or 10% Übercharge, if applicable.
  • Cannot be reflected.


Below is a table displaying the availability of the Pomson 6000 in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pomson 6000
Pomson 6000
Allowed


Rescue Ranger

The Rescue Ranger permits the Engineer to repair his and his teammates' buildings from a distance, as well as picking up his own buildings from a distance (at a cost of 100 metal, regardless of building or its level). It is useful for extending the life of your Sentry Gun, when repairing it with a Wrench would be dangerous. However, the Rescue Ranger has less reserve ammo, a smaller clip size, and deals significantly less damage than the Shotgun, making it less than effective for the upfront Engineer. Also, the Engineer will be marked for death when hauling his buildings, regardless of the distance between him and his building. Unlike the Shotgun, the Rescue Ranger fires projectiles ("bolts"), which can be deflected via the Pyro's compression blast, but the reflected bolts won't repair the Pyro's teammates' buildings.

Weapon Damage Critical Damage Function Times Special
Rescue Ranger
Rescue Ranger
  • Point-Blank: 60
  • 512 units: 35
  • Over 1024 units: 18
  • Critical: 105
  • Point-Blank Mini-Crit: 72
  • Over 512 units Mini-crit: 47
  • Attack: 0.625s
  • Reload: 1.0s (first) 0.5s (consecutive)
  • Fires projectiles ("bolts") that can repair friendly buildings (maximum 60 health to a building per bolt).
    • Reflected bolts do not repair enemy teams' buildings.
    • Bolts do not damage Sappers.
  • User is marked for death upon picking up a building.
    • User can pick up any of his buildings from a distance at a cost of 100 Metal, provided he can point to his buildings with the Rescue Ranger.


Below is a table displaying the availability of the Rescue Ranger in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Rescue Ranger
Rescue Ranger
Banned


Primary Weapon Usage

The Shotgun provides the best standard damage. The Frontier Justice allows for surprising critical attacks, but without stored critical hits it weakens the Engineer's damage dealing capacity. The Widowmaker requires metal, and without accuracy will quickly drain your metal supplies. The Pomsom 6000 allows for easier Spy-checking, but deals less up-front damage. The Pomson can be used to reduce medic Übercharge, but it is rare to see an Engineer in such close proximity to a Medic. The Rescue Ranger deals slightly less damage and has fewer ammunition, but can repair friendly buildings, helping the Engineer extend the life of his buildings.

Secondary Weapons

The Engineer only has three choices and one of them, The Wrangler is banned in the vast majority of leagues, this leaves the Engineer with the Pistol and the Short Circuit.

Pistol

The Pistol is the Engineer's default secondary weapon, it has a large amount of ammo and it is good at medium to long range. This means that it complements the Shotgun's small range and means that the Engineer has an effective weapon for all ranges. The Pistol is also particularly effective at harassing fleeing enemies; combined with the fact that it fires and reloads quickly, it can do a fair amount of damage assuming that you can aim it.

The Lugermorph and C.A.P.P.E.R have the same stats as the Pistol.

Weapon Damage Critical Damage Function Times Special
Pistol
Pistol
  • Point-Blank: 22
  • 512 units: 15
  • Over 1024 units: 8
  • Critical: 45
  • Point-Blank Mini-crit: 30
  • Over 512 units Mini-crit: 20
  • Attack: 0.125s
  • Reload: 1.36s
  • If unfired in the past 1.25 seconds, the next shot has perfect accuracy.


Below is a table displaying the availability of the Pistol in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Pistol
Pistol
Allowed


Wrangler

The Wrangler allows the Engineer to take control of his Sentry Gun, determining what it fires, when it fires, and where it fires. In addition, it removes the maximum targeting range of the sentry allowing a much greater field of coverage for the sentry. The Wrangler is the most popular engineer secondary weapon in every league where it isn't banned. It can fire at an overall faster rate than normal, and shields the sentry from 2/3 of incoming damage. When it is switched out of being active, it will de-activate the sentry for 3 seconds, leaving it shielded for that time.

Weapon Damage Critical Damage Function Times Special
Wrangler
Wrangler
N/A N/A
  • Sentry Down Time: 3s
  • Directly controllable by the Engineer.
    • Aims at point player is viewing.
      • Will aim at location "through walls" if unable to be seen directly.
      • Aim has slight lock-on.
    • Primary fire fires bullets, secondary fires rockets.
  • Shields the Sentry Gun from 2/3 of incoming damage while active, including Sentry down time.
  • Doubles rate of bullet fire, and increases the rate of rocket fire.


Below is a table displaying the availability of the Wrangler in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Wrangler
Wrangler
Banned


Short Circuit

The Short Circuit destroys airborne and placed projectiles en masse. It uses 5 metal per fire, or 20 in total if a projectile is destroyed. It is an effective counter to Soldiers and Demomen under the effects of the Kritzkrieg.

Weapon Damage Critical Damage Function Times Special
Short Circuit
Short Circuit
  • Point-Blank: 5
  • Mini-crit: 7
  • Attack: ≈0.15s
  • On firing, it generates an electrical field that destroys projectiles and deals 5 damage to enemies in front of the user.
  • No reloading necessary.
  • Consumes 15 ammo per projectile destroyed.
  • Uses metal for ammo.
  • Metal cannot be drawn from a dispenser when this weapon is active.


Below is a table displaying the availability of the Short Circuit in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Short Circuit
Short Circuit
Banned


Secondary Weapon Usage

The Wrangler is best suited to 6v6, but is rarely usable due to restrictions. The Short Circuit is highly useful, as it can deny stickybombs, but requires a more passive Engineer, and denies the Engineer of a second ranged weapon. The Pistol can help compliment a Shotgun for increased ranged damage, or eliminating Spies. Most Engineers tend to use the Short Circuit for this reason.

Melee Weapons

The Engineer's melee weapons determine key characteristics about his Sentry Gun. All of them can upgrade Dispensers, and increase construction rates by 90% by hitting buildings which are being upgraded or built. Damage removes Sappers in two hits, and repairs/reloads Sentry Guns.

Wrench

The stock Wrench can build Sentry Guns that can be upgraded to level three.

The Golden Wrench has the same stats as the Wrench.
The Eureka Effect has the similar stats to the Wrench, repair and upgrade rates have been decreased. Hitting the reload key will open a menu to teleport the Engineer back to spawn with full ammo and health or to his teleporter exit.

Weapon Damage Critical Damage Function Times Special
Wrench
Wrench
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Builds a Sentry Gun.
    • Level 1:
      • Has 150 points of health.
      • Fires at 4 shots per second.
      • Deals 16 damage per shot.
      • Costs 130 metal.
    • Level 2:
      • Has 180 points of health.
      • Fires at 8 shots per second.
      • Deals 16 damage per shot.
      • Costs 200 additional metal to upgrade to this level.
    • Level 3:
      • Has 216 points of health.
      • Fires at 8 shots per second and rockets every 3 seconds.
      • Deals 16 damage per shot, and 53-150 per rocket.
      • Costs 200 additional metal to upgrade to this level.


Below is a table displaying the availability of the Wrench in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Wrench
Wrench
Allowed


Southern Hospitality

The Southern Hospitality functions identically to the stock Wrench with regards to buildings, it simply deals bleeding damage on hit at the cost of increased damage from fire and it cannot inflict random critical hits.

Weapon Damage Critical Damage Function Times Special
Southern Hospitality
Southern Hospitality
  • Melee: 65
  • Bleeding damage: 8/second (total 40)
  • Critical: 195
  • Mini-crit: 88
  • Mini-crit Bleeding: 10.4/sec (total 54)
  • Attack: 0.8s
  • Increases fire vulnerability by 20%.
  • Builds Sentry Guns identically to the stock Wrench.


Below is a table displaying the availability of the Southern Hospitality in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Southern Hospitality
Southern Hospitality
Allowed


Jag

The Jag provides 30% faster building, upgrading, and deploying times, at the cost of reduced melee damage. The Jag is used very often in competitive play. The reduced damage is negligible because an Engineer will most likely be using his shotgun for close quarters combat.

Weapon Damage Critical Damage Function Times Special
Jag
Jag
  • Melee: 49
  • Critical: 146
  • Mini-crit: 66
  • Attack: 0.8s
  • 30% faster construction and deployment rate.
    • The construction rate is only 15.8% faster when striking the building (as compared to stock). It is 120% faster when striking than standard building (with stock).
  • 25% less melee damage.
  • Builds Sentry Guns identically to the stock Wrench.


Below is a table displaying the availability of the Jag in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Jag
Jag
Allowed


Gunslinger

The Gunslinger provides the Engineer with the Combat Mini-Sentry. It cannot be upgraded, repaired, or sped up in building, but its ammo can be refilled. The Gunslinger cannot randomly crit, but the third hit of any three-hit combo will be a guaranteed critical hit. It provides the Engineer with an additional 25 health. The Gunslinger improves an engineer's combat ability, making him much more useful when taking offensive roles.

Weapon Damage Critical Damage Function Times Special
Gunslinger
Gunslinger
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Builds a Mini-Sentry as opposed to a Sentry Gun.
    • Has 100 points of health.
    • Fires at 6 shots per second.
    • Deals 8 damage per shot.
    • Costs 100 metal.
    • Cannot be upgraded or repaired. Can be reloaded.
  • +25 health for a total of 150.
    • Overheal increased to 225.


Below is a table displaying the availability of the Gunslinger in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Gunslinger
Gunslinger
Allowed


Melee Weapon Usage

The stock Wrench provides solid melee damage with a normal Sentry Gun. The Southern Hospitality grants bleeding damage for additional Spy-checking at the cost of taking increased fire damage. The Jag provides a key buff for a quick setup with a 30% faster build time. Keep in mind that the Jag requires 3 hits over the normal 2 to kill a Spy. The Gunslinger grants a 25+ health buff and access to Mini-Sentries, which allows for a faster but more temporary setup. The Eureka Effect is highly situational, but allows the Engineer to survive if his nest is compromised.