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Engineer
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=== Melee === {{Class Weapon Table Header}} {{Class Weapon Table Row |weaponname = Wrench |description = The '''Wrench''' is Engineer's stock melee weapon. By hitting friendly buildings, he can accelerate their deployment, repair damage, and upgrade their effectiveness. It swings every 0.8 seconds, and deals 65 damage. Like most other wrenches, it takes 5 swings to build a Sentry Gun, and heals buildings up to 102 health per swing. Hitting a building at full health will spend up to 25 metal to build its "upgrade meter" - once the meter is full, the building will level up and the meter will reset. While the stock Wrench is a well-rounded "jack of all trades," Engineer's other wrenches can often be used to increase his effectiveness in various specific situations, making it somewhat uncommon in competitive play. |ugc4s = always |6s = always |ugchl = always |etf2lhl = always |rgl6s = always |rglhl = always }} {{Class Weapon Table Row |weaponname = Gunslinger |description = The '''Gunslinger''' grants Engineer +25 max health, and replaces his Sentry Gun with a Mini-Sentry, which costs 100 metal, has 100 health (though it spawns with 50 health), cannot be upgraded, and deals 25% less damage than a Level 1 Sentry. When destroyed, its fragments will restore ammo but not metal. The weapon is often used in Highlander games, especially during offense, as turtling is not an option in this situation, and mobility is of great importance. |ugc4s = false |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Southern Hospitality |link = Southern_Hospitality |description = The '''Southern Hospitality''' functions identically to the stock Wrench, but causes enemies to bleed for 5 seconds on hit, dealing up to 40 additional damage. Engineer will also gain a 20% fire damage vulnerability, but this drawback rarely comes into play, as Pyro's limited range and average speed will rarely enable them to even come close to Engineer's Sentry Gun. The Southern Hospitality is useful for tracking Spies, who will emit damage particles for at least 2.5 seconds after being hit. Most-often used in Highlander when turtling on the last point, it is almost always a slight upgrade to the stock Wrench, unless the map has good flank routes which allow the enemy Pyro to ambush Engineer. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Jag |description = The '''Jag''' has a 25% damage penalty and repairs buildings by only 81 health per swing, but allows Engineer to construct buildings 30% faster and upgrade them 15% faster. In 6v6, it is an extremely common choice when defending the last point, as the increased building and upgrade rate may allow Engineer to upgrade his Sentry to Level 2 before the enemy reaches him. In Highlander, it is useful when pushed back by the enemy for the same reason. Once his buildings are fully upgraded, Engineer may opt to switch to a more defensive wrench: the Southern Hospitality when defending the last point, and the Eureka Effect when further from spawn. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table Row |weaponname = Eureka Effect |link = Eureka_Effect |description = The '''Eureka Effect''' boosts building's construction 50% less, and reduces metal pickups by 20%, but allows Engineer to teleport to spawn or his Teleporter Exit with the Reload button (R by default). Upon selecting a destination, Engineer will perform a taunt, lasting approximately 2 seconds, before teleporting. Additionally, if both his Teleporter Entrance and Exit were constructed with the Eureka Effect, upgrading them will cost 50% less metal, making the weapon a great choice for constructing a defense during Setup Time. On larger maps Spy will often travel to the enemy spawn to destroy the enemy Engineer's Teleporter; the Eureka Effect allows Engineer to quickly rebuild it, or confront the enemy Spy directly. |ugc4s = true |6s = true |ugchl = true |etf2lhl = true |rgl6s = true |rglhl = true }} {{Class Weapon Table End}}
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