Gotta move that gear up

Gotta move that gear up

Gotta move that gear up

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An Engineer MvM Guide

Hello friends! I am Harmless, and I am here to talk to you about a full in-depth guide to playing Engineer. Love placing sentries, but keep dying? Don’t know which loadout is the best for each situation? I am here as a 2K+ hour (near 3K at the time of publishing this) Engineer veteran to tell you about the class, what kind of roles they fit in, the weapons he uses, and advanced strategies.

Now before I start off the guide, I do want to clarify that this guide assumes that the reader (you) has at least a few hundred hours or so into TF2 already, and have played MvM once or at least understands the basic concepts behind it. If you’re completely new to the game, some of the concepts provided will try to be explained, but may require additional context. Regardless, this guide contains valuable information for beginners, and potentially a few tokens for more advanced Engineer mains. But that being said.

Let’s not waste any time and get into it!

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One of them is the Shotgun.

The most powerful thing about the Engineer is that, with his sentry deployed, he can be dealing damage in two places at once. While his sentry is firing rounds at robots from one location, the Engineer can be at another, putting rounds into the bots with his trusty on-hand weapons. As you can imagine, the potential firepower from this display is one of the highest in the game. Assuming all goes according to your well-calculated, totally-not-overthought plan, you’ll be able to lay some serious hurt.

To accomplish wielding this amount of firepower correctly, you need to be aware of three general concepts that the game revolves around:

1. The Map.
2. Enemy positions.
3. Where the bomb is.

While this could also apply to PvP in some context, it applies to MvM more because you’re almost always on the defense. You’re always defending from enemy robots attempting to shove a bomb into the hole of the site you’re protecting, and higher difficulty levels further challenges these concepts.

If you can’t constantly keep eyes on the map, the bomb, and where exactly the enemy robots are, there’s no shame in playing lower difficulties or other classes to help you familiarize yourself with these concepts before practicing Engineer. For example, playing Soldier and Scout help test your movement across the map, playing Heavy and Medic test your map awareness, and playing Demoman and Pyro test you figure out defending the bomb efficiently.

Now obviously those are very simplified versions of the game plan behind those classes I just described, but there’s a reason why I talk about this. Playing Engineer requires you to be constantly checking all three of these aspects at the same time.

It no doubt takes practice, as Engineer is a notorious difficult class to get right. As is the case with all of the classes, a lot of brains and game understanding are held in equal value with mechanical execution to play a good Engineer. But if you are willing to learn and practice, you’re more than ready to be on your way towards being a seasoned Engineer main.

Let’s go over some of the Engineer’s stats, shall we? Getting to know some of the numbers will hopefully help you understand Engineer better, and what he is all about.

Health: 125 (150 with Gunslinger)
Overheal: 185 (225 with Gunslinger)
Quick-Fix Overheal: 155 (185 with Gunslinger)
Speed: 100% when moving forward, 90% when moving backward.
Speed when carrying a Building: 90% when moving foward, 81% when moving backward.

As you might’ve notice, despite me talking about how much Engineer is a force to be reckoned with, he only has 125 Health assuming he is not using the Gunslinger melee weapon. What’s up with that? Why is this amazing defensive class so squishy?

Yes, the Engineer’s shotgun is vital to his success on the team, but let’s not forget the reason he’s called the Engineer. His Sentry Gun provides both lots of DPS and can tank quite a few hits on its own. With the Engineer around, it can be constantly repaired, shielded (sometimes), and even relocated in a jiffy with the right weapons, allowing it to survive even the strongest of assaults.

A level 1 Sentry has 150 health. That, combined with the Engineer himself, makes up for a 275 health pool combined. Wow!

Likewise, a level 2 Sentry increases that to 180, and a Level 3 Sentry 216 health. On top of that, your sentry’s health pool can be upgraded, and the Engineer’s buildings ignore damage from crits! As you can imagine, a 216 health sentry that gets maintained by the Engineer, let alone backed up by his teammates, can provide a very solid wall of defense if used properly.

The other building for survival, the Dispenser, constantly replenishes the Engineer’s Health, Ammo, and Metal supplies. Its efficiency is increased tremendously with each upgrade as well, allowing the Engineer to hold his ground against relentless enemy attacks.

Earlier in the guide, I mentioned knowing the enemy positions as a key to success. It applies more to your buildings than yourself. It’s important to not let either yourself or your Dispenser get exposed to enemy line of fire. Also, if your sentry gets attacked from multiple angles, it will often spend time turning when that time could’ve been used to keep firing, decreasing its likelihood of survival.

But what about knowing the map?

That’s where the Teleporter comes in. The Teleporter is rather self-explenatory: It teleports one teammate at a time from the entrance to the exit, almost instantly. This might sound a little underwhelming, but teleporters are often how your team wins games.

Teleporters make up for lost time should your teammates die and respawn all the way back at the base, and allows your team to constantly establish presence in key areas of the map. As you might’ve guessed, if you know the map, you know how to make key efficient teleport spots for your team. Without it, the Engineer might as well sit back at his spawn for every single game instead of backing his teammates up with a safe retreating hub. (This, by the way, is not an encouraged strategy.)

Both the Dispenser and the Teleporter shares the same health as the Sentry per level.

However, in MvM, you’re often times facing more than a team of 6 or 12 players. You tend to face robots that can easily flood in by the hundreds. (Yes, hundreds on higher difficulties.) Most of the times, this easily means more fodder for your Sentry, which thanks to the high firing rate it offers, can score plenty of kills and assists on its own. Often times, you’ll be storing 10-20 (or sometimes 30) crits per Sentry life. And as everyone knows, crits in this game do not suffer from damage drop-off, as well as deal multiplicatively increased damage. Now this, boys, is what REAL firepower looks like! Yee-haw!

Upgrading reload speed, clip size, and robot penetration just about guarantees tons and tons of damage being pumped out each clip. However, there’s an even stronger combination with the Fronter Justice that I’ll talk about later.

Just upgrade whatever you feel is fit lol. The Pomson is pretty flexible in terms of upgrades. I personally recommend prioritizing reload speed but that’s just me.

Do note that the Rescue Ranger’s ammo pool is 16 (not counting the initial clip) compared to the 32 ammo you’re given with the Shotgun. If you’re trigger happy with this weapon, you’ll want to consider ammo upgrades to prevent yourself from relying too much on your Dispenser and ammo packs. Reload speed, fire rate, and clip size are also good upgrades to keep your building healing top notch as well.

The best part is that damage you deal is converted into metal to a 1:1 ratio. So you only need to deal 30 damage per shot to refund your clip entirely (or more if you started with less than your max metal count). With the Robot Penetration upgrade, you can exponentially increase the amount of damage you do to swarms, allowing you to clear waves like no other. Against giants, this also works wonders as long as you can stay alive or are backed up by a Medic.

Do be warned though! The Widowmaker does NOT refund metal when damaging tanks! You’ll want to consider equipping a Pistol or a Wrench when attacking tanks.

But aside from that, there’s only one word to describe this weapon: Underused! It works incredibly well with a variety of wrenches, moreso the stock wrench, Jag, and the Gunslinger.

When upgrading the Widowmaker, consider also upgrading Metal Reserves, Metal Regen, and Resistances to help you live near the front lines and pump out damage.

Now, with how the weapon functions, it’s actually not bad. It’s a good option against Spies, since the deploy speed can help you react to them more effectively. While I do not have a citation for this, I also personally believe it’s a great option against tanks, since at point blank it has more DPS(?), although I have not tested this myself yet.

As for upgrades, consider upgrading reload speed. Robot penetration isn’t too important, since you’re not likely to use this up front against robot swarms.

The Engineer’s Secondaries all provide some sort of efficient defense one way or another. They range from pistols to doodads that eliminate explosives!

It’s a pretty standard weapon. The Pistol can get some pretty cheap upgrades to let you deal some mid-range damage when your shotgun can’t get the job done. It’s also very reliable at destroying tanks, due to the fast firing speed and the 200 base ammo pool you’re given.

I would recommend using this alongside the Widowmaker as it gives you an ammo source that is not based on your metal. It also lets you deal more substantial damage to the tank so you don’t have to empty your metal attacking it.

During the early years of the Rescue Ranger, you could heal the Sentry fully while it was still shielded, making your Sentry nearly unkillable. Valve has since then patched that however. When shielded, your Rescue Ranger heals only roughly 15 HP per bolt. That being said, the Wrangler is still a very good tool in MvM, as there’s several tricks only in MvM you can pull off with it.

If you’ve played Engineer before, you’ll notice that pre-made buildings you pick up and relocate to another spot have no build speed when redeploying; They redeploy instantly. For Sentry Guns and the Wrangler, this is fantastic.

If you need to reactivate your Sentry immediately after Wrangling with it, you can do just that. Simply switch off the Wrangler and then immediately pick up your Sentry, placing it down afterwards. Your Sentry will be out of wrangle state and will immediately get back to firing. This is also good if you want the Shield to go away so you can fully heal your Sentry with the Rescue Ranger or Wrench.

Thanks to the Sentry’s extra defenses when Shielded, you can also place a Level 3 Sentry to block a giant robot’s pathway. You’ll be able to both deal lots of damage to the robot and block it from advancing. This is especially useful if said giant has the bomb.

The Wrangler also has no upgrades, so you save a bit of money in that department.

Recommended upgrades alongside the Short Circuit include metal reserves and metal regen, since it, well. uses a lot of metal. Or something.

The Engineer’s Wrench helps maintain his buildings. Pretty simple, yes? A variety of wrenches allows you to further complicate (or compliment) your personal playstyle. Choose them carefully!

It works just like a regular melee attack, actually. 65 base damage, average swing speed. It’s a great choice for Beginners since the downsides of the other Wrenches can throw inexperienced players off-guard. Basically, the stock Wrench works with just about any Primary/Secondary. Go nuts with your loadout combinations!

The Jag works very well with the Rescue Ranger due to the Rescue Ranger covering the Jag’s lower repair rate. If you want to go full metagame, use the Wrangler as well for a loadout that’s widely recognized as *one* of the best in the game. However, there are plenty of other ways Engineer can build their loadouts, so this is by no means the absolute only one viable.

The Jag is still a solid overall weapon if you have a habit of getting your first couple of buildings destroyed early. The improved construction/upgrade speed works wonders to get you back in the game.

Now I’m going to warn you right now: If you are not an experienced Engineer with over 200-300 hours clocked in, I do not recommend this weapon.

This weapon has a LOT of unique properties to it (and unique strategies), to the point where it deserves its own section. As such, I will discuss the majority of this weapon’s features in a later category.

If you want a short summary, though, the Gunslinger is built more for offense, front-line action, and pressuring a defending team. It’s basically an Offense-oriented version of the normal Engineer that opens up a LOT of possibilities.

The Southern Hospitality

Just stay away from enemy Pyro bots. We don’t have room for a second Texan BBQ grill here!

I believe this to be the most underrated, and one of the most powerful MvM Engineer weapons of all time.

At the time of writing this guide, I planned to write this as a means of showing people just how powerful the Gunslinger was. It was not a popular MvM pick back in 2017-2018 (which was the time I planned to release this guide before life problems slowed me down). However, since then, that has changed, and the Gunslinger is accepted by some players as a potent option.

With this knowledge in mind, let’s go over builds that do well with the Gunslinger.

Build #1 (The most optimal):
— Frontier Justice
— Pistol/Short Circuit
— Gunslinger

Most common upgrades: Deployable Sentry, Reload Speed (Frontier Justice), Projectile Penetration (Frontier Justice), Metal Reserve, Dispenser Range (obligatory upgrade)

Now let’s remember what the Frontier Justice does: Sentry kills and assists are stored as crits. When your Sentry is destroyed (even by your PDA), those crits come into effect and charge your weapon.

Yes, I believe the Frontier Justice + Pistol/Short Circuit + Gunslinger to be one of the best weapon loadouts for MvM Engineer. Constant Crit substantiation combined with a cheap mini-sentry (two with the Deployable sentry upgrade) for constant damage on enemy waves means constant pressure and extended map control.

Oh, and as a side bonus, the Deployable Sentry upgrade is very good with the Gunslinger specifically, because you can build the Mini-Mini Sentry for 100 Metal instead of an extra 130.

But with that all said, the question remains: Why on earth would you still run a Gunslinger Engineer loadout?

My argument is certainly not that the Engineer’s Gunslinger is a replacement for a Level 3 sentry. Goodness no! The Mini Sentry wishes it had the kind of DPS a Level 1 sentry would have.

What I am getting at here is you can run two Engineers incredibly efficiently as long as one of them equips the Gunslinger, no extra requirements necessary. A Gunslinger Engineer could even be counted as an entirely separate class! This is because, as long as you destroy your mini-sentry and cycle it out, the Gunslinger Engineer will not attract sentry busters. This is massive for a team, as this means you can run two teleporter networks, two dispensers, and still keep an impressive level of firepower.

Utilizing this tactic with the Frontier Justice, let alone any Gunslinger build, results in a very unique way of playing Engineer that is incredibly beneficial to all team comps.

Build #2 (Crowd control):
— Any Primary that’s not Widowmaker
— Short Circuit
— Gunslinger

Most common upgrades: Metal Reserves, Dispenser Range (obligatory), Metal Regen, Sentry Firing Speed x1, Resistances (mostly bullet)

This alternative build is extremely valuable against waves that are primarily Soldier and Demoman focused. It is also a wonderful tactic against giant Soldier/Demomen, since it renders their projectiles practically useless for a very long period of time. Do note that it is redundant alongside a Heavy, Medic, and/or competent airblasting Pyro, since those three classes also specialize in stopping projectiles. However, if your comp has only one or none of the listed, then this build is an excellent solution to that problem while keeping the Engineer’s traits available.

Build #3 (The finishing touch):
— Pomson 6000
— Pistol/Short Circuit
— Gunslinger

Most common upgrades: Metal Reserves, Dispenser Range (obligatory), Sentry Firing Speed x1, Building Health, Metal Regen

Utilizing the Pomson alongside the Gunslinger is not a bad strategy. It can work very effectively against waves that feature a lot of high-health regular-sized robots, such as the 100 Boxing Heavy wave at the beginning of Doe’s Drill Advanced (apologies, I forgot the proper mission name for it).

While it is a fun spin on the Gunslinger build and can be effective as a means of cheaply upgrading offense alongside double mini sentry, it is a bit more gimmicky/situational than other builds. As such, I’d shy away from it on Expert difficulty maps. For Engineers looking to learn how to use the Gunslinger effectively, however, it is a good learning build due to its ease of use.

Build #4 (Widowmaker shenanigans):
— The Widowmaker
— Pistol
— Gunslinger

Most common upgrades: Metal Reserves, Metal Regen, Dispenser Range (obligatory), Widowmaker upgrades, Health on Kill, Resistances, Health Regen, Movement Speed

This is for the Engineer who likes to pay less attention to how many crits he’s got, and likes to focus more on brawling with the bigger baddies. Remember, since you’re using the Gunslinger, you are now standing at 150 HP, which makes all the difference to combat the larger bots. With resistances and good movement speed, you can actually go toe-to-toe with them! Your Widowmaker will refund all of the damage you deal, allowing you to consistently shred any larger bot giving your team hell. Consider pairing with a Kritzkrieg+Shield or stock Uber for maximum pain!

While these are by no means the only builds you can run on the Gunslinger, these are what I’ve found to be the most effective in my hours on MvM. The best part is, we’re not even done discussing the options the Gunslinger Engineer has!

Let’s go over what the Gunslinger Engineer is generally strong against, no matter what build you’re using, in the next section:

While a Level 3 Sentry normally makes relatively quick work of a tank, the Gunslinger+Frontier Justice+Deployable Sentry build is just as good at demolishing tanks. Even without stored crits, two mini sentries deal a respectable amount of damage to a tank on their own. If paired with a pistol, the Gunslinger Engineer is looking to deal a sustainable amount of damage to the tank. Combine that with the flexibility of being able to accomplish other Engineer feats, and you have a strong option in many Tank-involved waves.

Robot Scouts normally follow the same rules of the human Scout himself: They move fast, have 125 HP (the equivalent of a «light» class), and come with a variety of the Scout’s signature weapons.

It’s no big shocker that a single Scout doesn’t fare well against a Level 3 Sentry. A horde of robot scouts don’t fare much better. Two mini sentries do the job just as well, if not better against a large group of robot scouts. Projectile penetration on the Gunslinger Engineer’s Frontier Justice absolutely mows down scouts, and the sentries themselves can pump out damage without being within threat of them.

What’s better than one sentry scrapping a Demoknight that’s significantly outranged? Two sentries! Just about every robotic Demoknight shares the same traits as in-game player-guided Demoknights: They all hate bullets. Their shields only protect them from fire and explosives. Frontier Justice crits, however, just about ruin their day. Consider them crit farms for your Frontier Justice and sentry.

If you’re not running the Frontier Justice though, no worries! Widowmaker, stock Shotgun, Pomson, and. well, just about anything else does just as well. The mini sentries in particular get a ton of free damage on them, and are the main reason why the Gunslinger is an effective option.

Without the Wrangler, the regular Level 3 Sentry actually struggles against pesky Snipers who outrange it. Usually, Gunslinger Engineers also don’t run the Wrangler, meaning their mini sentries can get outranged by snipers as well. So, why are Gunslinger Engineers typically more effective against them?

The answer lies in how they play. Gunslinger Engineers are typically more mobile, and usually more up at the front lines. The amount of options they have to make enemy snipers defunct is actually quite staggering. Frontier Justice crits, even at mid-long range, can typically two-shot most snipers. On top of that, since mini-sentries typically don’t require maintenance to be effective, snipers will be wasting their targeting priorities on sentries that are disposable to begin with, buying the team time to deal with the threat.

Mini sentries also build very fast, and much like a scout, can easily shred through a sniper just as quickly. Gunslinger Engineers can re-deploy their mini sentries next to snipers, leaving it to build and do the dirty work while they remain productive in other endeavors.

Sadly, the Gunslinger is not omnipotent. While it is a strong option for any team comp, it should not be ignored that it, just like any other class and/or loadout, has its trade offs. Some of these will be listed below, with some threats being more obvious than others.

Giant Heavies, even at long range, simply do too much damage to mini sentries. While some health upgrades makes it bearable for mini sentries to weather the storm, you’ll need some serious firepower to get the jump on the giant heavy before it deals enough damage to destroy at least one of your mini sentries.

Now, that being said, it is possible to still be valuable in destroying them as a Gunslinger Engineer. Deploying your mini sentries at the longest range possible as the giant heavy approaches will let your sentries deal maximum damage, and hold maximum aggro under most circumstances. It’s still important to register this behemoth as a threat, as unlike a Level 3 Sentry, mini sentries just don’t live long enough to pump out enough damage on them.

Robot Giant Soldiers:

Giant Soldiers, and all of their variants, make life hell for Gunslinger Engineers and their mini sentries. It’s no wonder why: Rockets don’t have reduced drop-off damage when damaging buildings, after all. Expect your mini-sentries to get crushed by several rockets even at the highest building health upgrade.

However, not all hope is lost! Positioning your sentries around corners can make things difficult for a giant soldier, forcing them to take time to turn around and aggro onto the tiny mosquito. Gunslinger Engineers also typically pair well with movement speed and blast resistance upgrades, allowing themselves to combat giant soldiers better than their regularly-armed bretheren. When combating these giant robots, use your strengths to your advantage to mitigate the advantage they have over you!

Just like the giant robot soldiers, regular soldiers like to come in packs, and their rockets do just as much damage to your mini sentries. Bothersome.

Frontier Justice crits on theory do well against them, but it should be mentioned that going head-to-head with them is a dangerous gambit without backup. It’s best to attack from afar, not risking yourself while more suitable teammates handle soldiers. Just like with giant robot soldiers, though, mini sentries placed around corners and on high cover do well to pick off soldiers.

While not necessarily the worst matchup, the high health of a robotic Heavy make pinning them with a mini sentry an arduous task. Just like with the soldier, the robot heavy is generally problematic for your sentries.

However, you still have the range and mobility advantage. Crits on a Frontier Justice can typically two-shot them, sometimes three-shot at mid-long range. At point blank, a crit Frontier Justice round deals 180 damage max, which is over half of a heavy’s health. If a heavy is alone, and you’re nearby, consider using your shotgun to pick them off before they become a bother to your team!

Weird matchups: Regular Pyros

Robotic Pyros are a weird bunch. I can’t determine if they are a good or a bad matchup for the Gunslinger Engineer and their mini sentries. On the one hand, they typically carry 175 HP, have pitiful range compared to sentries, and typically can’t get close enough to be much of a threat to even two mini sentries.

On the other hand, if they do for some reason get up close, it is dangerous to combat them. They have enough mobility for even an upgraded Engineer to find it difficult to kite them, and their flamethrowers have respective DPS onto both buildings and flesh alike. Combat them with care, but remember you have many tools to dispatch them.

Note how I did not mention giant robotic pyros are a threat. This is because they generally aren’t. You have the firepower, range, and sentries to completely out-kite their low mobility, and under normal circumstances they shouldn’t get close enough to become a major threat to you. As long as you place your buildings well, and have a dispenser nearby, they should not be a problem.

If you’re relatively new to TF2, or are curious on how to improve as an Engineer, you’ll want to pay very special attention to this section of the guide. Inside this particular section are little secrets and tricks that you can use to drastically improve your gameplan, as well as some habits to outright avoid. Let’s go over each and every one of them:

All of those advantages go away the instant the Engineer sits by the bomb hatch, camping near the spawn.

By doing this, the Engineer completely forfeits the very best thing he’s good at: Area denial for an opposing team. He lets the robots encroach upon their site, firing away freely at his sentry while he struggles to defend, let alone have any room to maneuver. And what’s that? His sentry manages to somehow hold off the wave that caught up to the bomb hatch? Here comes a sentry buster, which has now cracked the very last line of defense he set up at the base!

None of the above happens when the Engineer plays proactively, setting his buildings up front and making sure building at his base is the absolute last resort. There is a time and a place to set up a sentry overseeing the bomb hatch, but the very beginning of a wave is NOT a time for that place.

As for why this is a bad habit, let us visit the land of logic: What exactly are you accomplishing by whacking a brand new sentry with your wrench? If it’s not upgrading it, then you aren’t exactly doing anything. Assuming action is happening elsewhere, or there is something else you could be doing, then whacking your sentry is counter-productive. You could be shooting a tank alongside your sentry (if you’re not running the Wrangler), repairing another building, attacking a Spy, acquiring more metal from a nearby ammo pack, relocating your sentry. etc, etc.

While it takes experience and understanding of the game to acknowledge what else you could be doing during your time, it should go without saying that nothing happens when you whack a fully-healed, fully-restocked, fully-upgraded sentry with your wrench. Because. well, it’s fully healed, fully restocked, and fully upgraded.

There are times where damage will be incoming to your sentry, that you will want to be close and whacking at your sentry to repair it. That is anticipating damage coming to your sentry, and that is a good habit to get into. But continuing to whack a fully-healed sentry when you could be completing other tasks doesn’t exactly make much sense.

(To help with placing teleporters effectively, you can rotate the teleporter blueprint, therefore rotating the arrow and the direction players face when they teleport in. A guideline when placing teleporters near walls is to rotate the blueprint, having the arrow face away from them.)

In short, the Dispenser Range is Engineer’s best upgrade, and should almost always be grabbed, if not maxed out, on the very first wave.

Did I miss anything? Let me know in the comments if I should add anything here!

I’ve typed up just about every little general nuance that I could think of related to the Engineer. With the exception of very specific building placements on maps (which I may get to in a later guide), and possibly some extra gameplay habits to get into, I’ve armed you with the general knowledge you need to figure out how you’re going to approach the fight before it begins.

As you may have learned in this guide, playing the Engineer is absolutely not easy. There’s many little nuances to learn alongside the bigger, more general aspects of the game that are put into practice by playing him. Whether you’re figuring out how to improve your current situation, maximizing your DPS, figuring out good building locations, etc. Every little aspect of building placement, weapon utilization, leveraging your strengths, and improving your overall game knowledge is tested.

Needless to say, Engineer is freakin’ hard. But that’s exactly why us Engineer mains are a proud bunch. When played correctly, Engineers are able to form the backbone of many teams, both inside and outside of MvM. While the rest of the classes are difficult to understand and perfect in their own right, the Engineer is no doubt one of the most complex to master. Hopefully this guide helped out with some of the core basics, for both beginners to advanced players alike, and sparked some new light into the craft of sentry-building and robot-wrangling.

Thanks for reading. Let me know your thoughts on the guide, in the comments below. And if you read every single paragraph that I typed out, I’m incredibly grateful.

Gotta move that gear up

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An Engineer MvM Guide

Hello friends! I am Harmless, and I am here to talk to you about a full in-depth guide to playing Engineer. Love placing sentries, but keep dying? Don’t know which loadout is the best for each situation? I am here as a 2K+ hour (near 3K at the time of publishing this) Engineer veteran to tell you about the class, what kind of roles they fit in, the weapons he uses, and advanced strategies.

Now before I start off the guide, I do want to clarify that this guide assumes that the reader (you) has at least a few hundred hours or so into TF2 already, and have played MvM once or at least understands the basic concepts behind it. If you’re completely new to the game, some of the concepts provided will try to be explained, but may require additional context. Regardless, this guide contains valuable information for beginners, and potentially a few tokens for more advanced Engineer mains. But that being said.

Let’s not waste any time and get into it!

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One of them is the Shotgun.

The most powerful thing about the Engineer is that, with his sentry deployed, he can be dealing damage in two places at once. While his sentry is firing rounds at robots from one location, the Engineer can be at another, putting rounds into the bots with his trusty on-hand weapons. As you can imagine, the potential firepower from this display is one of the highest in the game. Assuming all goes according to your well-calculated, totally-not-overthought plan, you’ll be able to lay some serious hurt.

To accomplish wielding this amount of firepower correctly, you need to be aware of three general concepts that the game revolves around:

1. The Map.
2. Enemy positions.
3. Where the bomb is.

While this could also apply to PvP in some context, it applies to MvM more because you’re almost always on the defense. You’re always defending from enemy robots attempting to shove a bomb into the hole of the site you’re protecting, and higher difficulty levels further challenges these concepts.

If you can’t constantly keep eyes on the map, the bomb, and where exactly the enemy robots are, there’s no shame in playing lower difficulties or other classes to help you familiarize yourself with these concepts before practicing Engineer. For example, playing Soldier and Scout help test your movement across the map, playing Heavy and Medic test your map awareness, and playing Demoman and Pyro test you figure out defending the bomb efficiently.

Now obviously those are very simplified versions of the game plan behind those classes I just described, but there’s a reason why I talk about this. Playing Engineer requires you to be constantly checking all three of these aspects at the same time.

It no doubt takes practice, as Engineer is a notorious difficult class to get right. As is the case with all of the classes, a lot of brains and game understanding are held in equal value with mechanical execution to play a good Engineer. But if you are willing to learn and practice, you’re more than ready to be on your way towards being a seasoned Engineer main.

Let’s go over some of the Engineer’s stats, shall we? Getting to know some of the numbers will hopefully help you understand Engineer better, and what he is all about.

Health: 125 (150 with Gunslinger)
Overheal: 185 (225 with Gunslinger)
Quick-Fix Overheal: 155 (185 with Gunslinger)
Speed: 100% when moving forward, 90% when moving backward.
Speed when carrying a Building: 90% when moving foward, 81% when moving backward.

As you might’ve notice, despite me talking about how much Engineer is a force to be reckoned with, he only has 125 Health assuming he is not using the Gunslinger melee weapon. What’s up with that? Why is this amazing defensive class so squishy?

Yes, the Engineer’s shotgun is vital to his success on the team, but let’s not forget the reason he’s called the Engineer. His Sentry Gun provides both lots of DPS and can tank quite a few hits on its own. With the Engineer around, it can be constantly repaired, shielded (sometimes), and even relocated in a jiffy with the right weapons, allowing it to survive even the strongest of assaults.

A level 1 Sentry has 150 health. That, combined with the Engineer himself, makes up for a 275 health pool combined. Wow!

Likewise, a level 2 Sentry increases that to 180, and a Level 3 Sentry 216 health. On top of that, your sentry’s health pool can be upgraded, and the Engineer’s buildings ignore damage from crits! As you can imagine, a 216 health sentry that gets maintained by the Engineer, let alone backed up by his teammates, can provide a very solid wall of defense if used properly.

The other building for survival, the Dispenser, constantly replenishes the Engineer’s Health, Ammo, and Metal supplies. Its efficiency is increased tremendously with each upgrade as well, allowing the Engineer to hold his ground against relentless enemy attacks.

Earlier in the guide, I mentioned knowing the enemy positions as a key to success. It applies more to your buildings than yourself. It’s important to not let either yourself or your Dispenser get exposed to enemy line of fire. Also, if your sentry gets attacked from multiple angles, it will often spend time turning when that time could’ve been used to keep firing, decreasing its likelihood of survival.

But what about knowing the map?

That’s where the Teleporter comes in. The Teleporter is rather self-explenatory: It teleports one teammate at a time from the entrance to the exit, almost instantly. This might sound a little underwhelming, but teleporters are often how your team wins games.

Teleporters make up for lost time should your teammates die and respawn all the way back at the base, and allows your team to constantly establish presence in key areas of the map. As you might’ve guessed, if you know the map, you know how to make key efficient teleport spots for your team. Without it, the Engineer might as well sit back at his spawn for every single game instead of backing his teammates up with a safe retreating hub. (This, by the way, is not an encouraged strategy.)

Both the Dispenser and the Teleporter shares the same health as the Sentry per level.

However, in MvM, you’re often times facing more than a team of 6 or 12 players. You tend to face robots that can easily flood in by the hundreds. (Yes, hundreds on higher difficulties.) Most of the times, this easily means more fodder for your Sentry, which thanks to the high firing rate it offers, can score plenty of kills and assists on its own. Often times, you’ll be storing 10-20 (or sometimes 30) crits per Sentry life. And as everyone knows, crits in this game do not suffer from damage drop-off, as well as deal multiplicatively increased damage. Now this, boys, is what REAL firepower looks like! Yee-haw!

Upgrading reload speed, clip size, and robot penetration just about guarantees tons and tons of damage being pumped out each clip. However, there’s an even stronger combination with the Fronter Justice that I’ll talk about later.

Just upgrade whatever you feel is fit lol. The Pomson is pretty flexible in terms of upgrades. I personally recommend prioritizing reload speed but that’s just me.

Do note that the Rescue Ranger’s ammo pool is 16 (not counting the initial clip) compared to the 32 ammo you’re given with the Shotgun. If you’re trigger happy with this weapon, you’ll want to consider ammo upgrades to prevent yourself from relying too much on your Dispenser and ammo packs. Reload speed, fire rate, and clip size are also good upgrades to keep your building healing top notch as well.

The best part is that damage you deal is converted into metal to a 1:1 ratio. So you only need to deal 30 damage per shot to refund your clip entirely (or more if you started with less than your max metal count). With the Robot Penetration upgrade, you can exponentially increase the amount of damage you do to swarms, allowing you to clear waves like no other. Against giants, this also works wonders as long as you can stay alive or are backed up by a Medic.

Do be warned though! The Widowmaker does NOT refund metal when damaging tanks! You’ll want to consider equipping a Pistol or a Wrench when attacking tanks.

But aside from that, there’s only one word to describe this weapon: Underused! It works incredibly well with a variety of wrenches, moreso the stock wrench, Jag, and the Gunslinger.

When upgrading the Widowmaker, consider also upgrading Metal Reserves, Metal Regen, and Resistances to help you live near the front lines and pump out damage.

Now, with how the weapon functions, it’s actually not bad. It’s a good option against Spies, since the deploy speed can help you react to them more effectively. While I do not have a citation for this, I also personally believe it’s a great option against tanks, since at point blank it has more DPS(?), although I have not tested this myself yet.

As for upgrades, consider upgrading reload speed. Robot penetration isn’t too important, since you’re not likely to use this up front against robot swarms.

The Engineer’s Secondaries all provide some sort of efficient defense one way or another. They range from pistols to doodads that eliminate explosives!

It’s a pretty standard weapon. The Pistol can get some pretty cheap upgrades to let you deal some mid-range damage when your shotgun can’t get the job done. It’s also very reliable at destroying tanks, due to the fast firing speed and the 200 base ammo pool you’re given.

I would recommend using this alongside the Widowmaker as it gives you an ammo source that is not based on your metal. It also lets you deal more substantial damage to the tank so you don’t have to empty your metal attacking it.

During the early years of the Rescue Ranger, you could heal the Sentry fully while it was still shielded, making your Sentry nearly unkillable. Valve has since then patched that however. When shielded, your Rescue Ranger heals only roughly 15 HP per bolt. That being said, the Wrangler is still a very good tool in MvM, as there’s several tricks only in MvM you can pull off with it.

If you’ve played Engineer before, you’ll notice that pre-made buildings you pick up and relocate to another spot have no build speed when redeploying; They redeploy instantly. For Sentry Guns and the Wrangler, this is fantastic.

If you need to reactivate your Sentry immediately after Wrangling with it, you can do just that. Simply switch off the Wrangler and then immediately pick up your Sentry, placing it down afterwards. Your Sentry will be out of wrangle state and will immediately get back to firing. This is also good if you want the Shield to go away so you can fully heal your Sentry with the Rescue Ranger or Wrench.

Thanks to the Sentry’s extra defenses when Shielded, you can also place a Level 3 Sentry to block a giant robot’s pathway. You’ll be able to both deal lots of damage to the robot and block it from advancing. This is especially useful if said giant has the bomb.

The Wrangler also has no upgrades, so you save a bit of money in that department.

Recommended upgrades alongside the Short Circuit include metal reserves and metal regen, since it, well. uses a lot of metal. Or something.

The Engineer’s Wrench helps maintain his buildings. Pretty simple, yes? A variety of wrenches allows you to further complicate (or compliment) your personal playstyle. Choose them carefully!

It works just like a regular melee attack, actually. 65 base damage, average swing speed. It’s a great choice for Beginners since the downsides of the other Wrenches can throw inexperienced players off-guard. Basically, the stock Wrench works with just about any Primary/Secondary. Go nuts with your loadout combinations!

The Jag works very well with the Rescue Ranger due to the Rescue Ranger covering the Jag’s lower repair rate. If you want to go full metagame, use the Wrangler as well for a loadout that’s widely recognized as *one* of the best in the game. However, there are plenty of other ways Engineer can build their loadouts, so this is by no means the absolute only one viable.

The Jag is still a solid overall weapon if you have a habit of getting your first couple of buildings destroyed early. The improved construction/upgrade speed works wonders to get you back in the game.

Now I’m going to warn you right now: If you are not an experienced Engineer with over 200-300 hours clocked in, I do not recommend this weapon.

This weapon has a LOT of unique properties to it (and unique strategies), to the point where it deserves its own section. As such, I will discuss the majority of this weapon’s features in a later category.

If you want a short summary, though, the Gunslinger is built more for offense, front-line action, and pressuring a defending team. It’s basically an Offense-oriented version of the normal Engineer that opens up a LOT of possibilities.

The Southern Hospitality

Just stay away from enemy Pyro bots. We don’t have room for a second Texan BBQ grill here!

I believe this to be the most underrated, and one of the most powerful MvM Engineer weapons of all time.

At the time of writing this guide, I planned to write this as a means of showing people just how powerful the Gunslinger was. It was not a popular MvM pick back in 2017-2018 (which was the time I planned to release this guide before life problems slowed me down). However, since then, that has changed, and the Gunslinger is accepted by some players as a potent option.

With this knowledge in mind, let’s go over builds that do well with the Gunslinger.

Build #1 (The most optimal):
— Frontier Justice
— Pistol/Short Circuit
— Gunslinger

Most common upgrades: Deployable Sentry, Reload Speed (Frontier Justice), Projectile Penetration (Frontier Justice), Metal Reserve, Dispenser Range (obligatory upgrade)

Now let’s remember what the Frontier Justice does: Sentry kills and assists are stored as crits. When your Sentry is destroyed (even by your PDA), those crits come into effect and charge your weapon.

Yes, I believe the Frontier Justice + Pistol/Short Circuit + Gunslinger to be one of the best weapon loadouts for MvM Engineer. Constant Crit substantiation combined with a cheap mini-sentry (two with the Deployable sentry upgrade) for constant damage on enemy waves means constant pressure and extended map control.

Oh, and as a side bonus, the Deployable Sentry upgrade is very good with the Gunslinger specifically, because you can build the Mini-Mini Sentry for 100 Metal instead of an extra 130.

But with that all said, the question remains: Why on earth would you still run a Gunslinger Engineer loadout?

My argument is certainly not that the Engineer’s Gunslinger is a replacement for a Level 3 sentry. Goodness no! The Mini Sentry wishes it had the kind of DPS a Level 1 sentry would have.

What I am getting at here is you can run two Engineers incredibly efficiently as long as one of them equips the Gunslinger, no extra requirements necessary. A Gunslinger Engineer could even be counted as an entirely separate class! This is because, as long as you destroy your mini-sentry and cycle it out, the Gunslinger Engineer will not attract sentry busters. This is massive for a team, as this means you can run two teleporter networks, two dispensers, and still keep an impressive level of firepower.

Utilizing this tactic with the Frontier Justice, let alone any Gunslinger build, results in a very unique way of playing Engineer that is incredibly beneficial to all team comps.

Build #2 (Crowd control):
— Any Primary that’s not Widowmaker
— Short Circuit
— Gunslinger

Most common upgrades: Metal Reserves, Dispenser Range (obligatory), Metal Regen, Sentry Firing Speed x1, Resistances (mostly bullet)

This alternative build is extremely valuable against waves that are primarily Soldier and Demoman focused. It is also a wonderful tactic against giant Soldier/Demomen, since it renders their projectiles practically useless for a very long period of time. Do note that it is redundant alongside a Heavy, Medic, and/or competent airblasting Pyro, since those three classes also specialize in stopping projectiles. However, if your comp has only one or none of the listed, then this build is an excellent solution to that problem while keeping the Engineer’s traits available.

Build #3 (The finishing touch):
— Pomson 6000
— Pistol/Short Circuit
— Gunslinger

Most common upgrades: Metal Reserves, Dispenser Range (obligatory), Sentry Firing Speed x1, Building Health, Metal Regen

Utilizing the Pomson alongside the Gunslinger is not a bad strategy. It can work very effectively against waves that feature a lot of high-health regular-sized robots, such as the 100 Boxing Heavy wave at the beginning of Doe’s Drill Advanced (apologies, I forgot the proper mission name for it).

While it is a fun spin on the Gunslinger build and can be effective as a means of cheaply upgrading offense alongside double mini sentry, it is a bit more gimmicky/situational than other builds. As such, I’d shy away from it on Expert difficulty maps. For Engineers looking to learn how to use the Gunslinger effectively, however, it is a good learning build due to its ease of use.

Build #4 (Widowmaker shenanigans):
— The Widowmaker
— Pistol
— Gunslinger

Most common upgrades: Metal Reserves, Metal Regen, Dispenser Range (obligatory), Widowmaker upgrades, Health on Kill, Resistances, Health Regen, Movement Speed

This is for the Engineer who likes to pay less attention to how many crits he’s got, and likes to focus more on brawling with the bigger baddies. Remember, since you’re using the Gunslinger, you are now standing at 150 HP, which makes all the difference to combat the larger bots. With resistances and good movement speed, you can actually go toe-to-toe with them! Your Widowmaker will refund all of the damage you deal, allowing you to consistently shred any larger bot giving your team hell. Consider pairing with a Kritzkrieg+Shield or stock Uber for maximum pain!

While these are by no means the only builds you can run on the Gunslinger, these are what I’ve found to be the most effective in my hours on MvM. The best part is, we’re not even done discussing the options the Gunslinger Engineer has!

Let’s go over what the Gunslinger Engineer is generally strong against, no matter what build you’re using, in the next section:

While a Level 3 Sentry normally makes relatively quick work of a tank, the Gunslinger+Frontier Justice+Deployable Sentry build is just as good at demolishing tanks. Even without stored crits, two mini sentries deal a respectable amount of damage to a tank on their own. If paired with a pistol, the Gunslinger Engineer is looking to deal a sustainable amount of damage to the tank. Combine that with the flexibility of being able to accomplish other Engineer feats, and you have a strong option in many Tank-involved waves.

Robot Scouts normally follow the same rules of the human Scout himself: They move fast, have 125 HP (the equivalent of a «light» class), and come with a variety of the Scout’s signature weapons.

It’s no big shocker that a single Scout doesn’t fare well against a Level 3 Sentry. A horde of robot scouts don’t fare much better. Two mini sentries do the job just as well, if not better against a large group of robot scouts. Projectile penetration on the Gunslinger Engineer’s Frontier Justice absolutely mows down scouts, and the sentries themselves can pump out damage without being within threat of them.

What’s better than one sentry scrapping a Demoknight that’s significantly outranged? Two sentries! Just about every robotic Demoknight shares the same traits as in-game player-guided Demoknights: They all hate bullets. Their shields only protect them from fire and explosives. Frontier Justice crits, however, just about ruin their day. Consider them crit farms for your Frontier Justice and sentry.

If you’re not running the Frontier Justice though, no worries! Widowmaker, stock Shotgun, Pomson, and. well, just about anything else does just as well. The mini sentries in particular get a ton of free damage on them, and are the main reason why the Gunslinger is an effective option.

Without the Wrangler, the regular Level 3 Sentry actually struggles against pesky Snipers who outrange it. Usually, Gunslinger Engineers also don’t run the Wrangler, meaning their mini sentries can get outranged by snipers as well. So, why are Gunslinger Engineers typically more effective against them?

The answer lies in how they play. Gunslinger Engineers are typically more mobile, and usually more up at the front lines. The amount of options they have to make enemy snipers defunct is actually quite staggering. Frontier Justice crits, even at mid-long range, can typically two-shot most snipers. On top of that, since mini-sentries typically don’t require maintenance to be effective, snipers will be wasting their targeting priorities on sentries that are disposable to begin with, buying the team time to deal with the threat.

Mini sentries also build very fast, and much like a scout, can easily shred through a sniper just as quickly. Gunslinger Engineers can re-deploy their mini sentries next to snipers, leaving it to build and do the dirty work while they remain productive in other endeavors.

Sadly, the Gunslinger is not omnipotent. While it is a strong option for any team comp, it should not be ignored that it, just like any other class and/or loadout, has its trade offs. Some of these will be listed below, with some threats being more obvious than others.

Giant Heavies, even at long range, simply do too much damage to mini sentries. While some health upgrades makes it bearable for mini sentries to weather the storm, you’ll need some serious firepower to get the jump on the giant heavy before it deals enough damage to destroy at least one of your mini sentries.

Now, that being said, it is possible to still be valuable in destroying them as a Gunslinger Engineer. Deploying your mini sentries at the longest range possible as the giant heavy approaches will let your sentries deal maximum damage, and hold maximum aggro under most circumstances. It’s still important to register this behemoth as a threat, as unlike a Level 3 Sentry, mini sentries just don’t live long enough to pump out enough damage on them.

Robot Giant Soldiers:

Giant Soldiers, and all of their variants, make life hell for Gunslinger Engineers and their mini sentries. It’s no wonder why: Rockets don’t have reduced drop-off damage when damaging buildings, after all. Expect your mini-sentries to get crushed by several rockets even at the highest building health upgrade.

However, not all hope is lost! Positioning your sentries around corners can make things difficult for a giant soldier, forcing them to take time to turn around and aggro onto the tiny mosquito. Gunslinger Engineers also typically pair well with movement speed and blast resistance upgrades, allowing themselves to combat giant soldiers better than their regularly-armed bretheren. When combating these giant robots, use your strengths to your advantage to mitigate the advantage they have over you!

Just like the giant robot soldiers, regular soldiers like to come in packs, and their rockets do just as much damage to your mini sentries. Bothersome.

Frontier Justice crits on theory do well against them, but it should be mentioned that going head-to-head with them is a dangerous gambit without backup. It’s best to attack from afar, not risking yourself while more suitable teammates handle soldiers. Just like with giant robot soldiers, though, mini sentries placed around corners and on high cover do well to pick off soldiers.

While not necessarily the worst matchup, the high health of a robotic Heavy make pinning them with a mini sentry an arduous task. Just like with the soldier, the robot heavy is generally problematic for your sentries.

However, you still have the range and mobility advantage. Crits on a Frontier Justice can typically two-shot them, sometimes three-shot at mid-long range. At point blank, a crit Frontier Justice round deals 180 damage max, which is over half of a heavy’s health. If a heavy is alone, and you’re nearby, consider using your shotgun to pick them off before they become a bother to your team!

Weird matchups: Regular Pyros

Robotic Pyros are a weird bunch. I can’t determine if they are a good or a bad matchup for the Gunslinger Engineer and their mini sentries. On the one hand, they typically carry 175 HP, have pitiful range compared to sentries, and typically can’t get close enough to be much of a threat to even two mini sentries.

On the other hand, if they do for some reason get up close, it is dangerous to combat them. They have enough mobility for even an upgraded Engineer to find it difficult to kite them, and their flamethrowers have respective DPS onto both buildings and flesh alike. Combat them with care, but remember you have many tools to dispatch them.

Note how I did not mention giant robotic pyros are a threat. This is because they generally aren’t. You have the firepower, range, and sentries to completely out-kite their low mobility, and under normal circumstances they shouldn’t get close enough to become a major threat to you. As long as you place your buildings well, and have a dispenser nearby, they should not be a problem.

If you’re relatively new to TF2, or are curious on how to improve as an Engineer, you’ll want to pay very special attention to this section of the guide. Inside this particular section are little secrets and tricks that you can use to drastically improve your gameplan, as well as some habits to outright avoid. Let’s go over each and every one of them:

All of those advantages go away the instant the Engineer sits by the bomb hatch, camping near the spawn.

By doing this, the Engineer completely forfeits the very best thing he’s good at: Area denial for an opposing team. He lets the robots encroach upon their site, firing away freely at his sentry while he struggles to defend, let alone have any room to maneuver. And what’s that? His sentry manages to somehow hold off the wave that caught up to the bomb hatch? Here comes a sentry buster, which has now cracked the very last line of defense he set up at the base!

None of the above happens when the Engineer plays proactively, setting his buildings up front and making sure building at his base is the absolute last resort. There is a time and a place to set up a sentry overseeing the bomb hatch, but the very beginning of a wave is NOT a time for that place.

As for why this is a bad habit, let us visit the land of logic: What exactly are you accomplishing by whacking a brand new sentry with your wrench? If it’s not upgrading it, then you aren’t exactly doing anything. Assuming action is happening elsewhere, or there is something else you could be doing, then whacking your sentry is counter-productive. You could be shooting a tank alongside your sentry (if you’re not running the Wrangler), repairing another building, attacking a Spy, acquiring more metal from a nearby ammo pack, relocating your sentry. etc, etc.

While it takes experience and understanding of the game to acknowledge what else you could be doing during your time, it should go without saying that nothing happens when you whack a fully-healed, fully-restocked, fully-upgraded sentry with your wrench. Because. well, it’s fully healed, fully restocked, and fully upgraded.

There are times where damage will be incoming to your sentry, that you will want to be close and whacking at your sentry to repair it. That is anticipating damage coming to your sentry, and that is a good habit to get into. But continuing to whack a fully-healed sentry when you could be completing other tasks doesn’t exactly make much sense.

(To help with placing teleporters effectively, you can rotate the teleporter blueprint, therefore rotating the arrow and the direction players face when they teleport in. A guideline when placing teleporters near walls is to rotate the blueprint, having the arrow face away from them.)

In short, the Dispenser Range is Engineer’s best upgrade, and should almost always be grabbed, if not maxed out, on the very first wave.

Did I miss anything? Let me know in the comments if I should add anything here!

I’ve typed up just about every little general nuance that I could think of related to the Engineer. With the exception of very specific building placements on maps (which I may get to in a later guide), and possibly some extra gameplay habits to get into, I’ve armed you with the general knowledge you need to figure out how you’re going to approach the fight before it begins.

As you may have learned in this guide, playing the Engineer is absolutely not easy. There’s many little nuances to learn alongside the bigger, more general aspects of the game that are put into practice by playing him. Whether you’re figuring out how to improve your current situation, maximizing your DPS, figuring out good building locations, etc. Every little aspect of building placement, weapon utilization, leveraging your strengths, and improving your overall game knowledge is tested.

Needless to say, Engineer is freakin’ hard. But that’s exactly why us Engineer mains are a proud bunch. When played correctly, Engineers are able to form the backbone of many teams, both inside and outside of MvM. While the rest of the classes are difficult to understand and perfect in their own right, the Engineer is no doubt one of the most complex to master. Hopefully this guide helped out with some of the core basics, for both beginners to advanced players alike, and sparked some new light into the craft of sentry-building and robot-wrangling.

Thanks for reading. Let me know your thoughts on the guide, in the comments below. And if you read every single paragraph that I typed out, I’m incredibly grateful.

Gotta move that gear up

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An Engineer MvM Guide

Hello friends! I am Harmless, and I am here to talk to you about a full in-depth guide to playing Engineer. Love placing sentries, but keep dying? Don’t know which loadout is the best for each situation? I am here as a 2K+ hour (near 3K at the time of publishing this) Engineer veteran to tell you about the class, what kind of roles they fit in, the weapons he uses, and advanced strategies.

Now before I start off the guide, I do want to clarify that this guide assumes that the reader (you) has at least a few hundred hours or so into TF2 already, and have played MvM once or at least understands the basic concepts behind it. If you’re completely new to the game, some of the concepts provided will try to be explained, but may require additional context. Regardless, this guide contains valuable information for beginners, and potentially a few tokens for more advanced Engineer mains. But that being said.

Let’s not waste any time and get into it!

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One of them is the Shotgun.

The most powerful thing about the Engineer is that, with his sentry deployed, he can be dealing damage in two places at once. While his sentry is firing rounds at robots from one location, the Engineer can be at another, putting rounds into the bots with his trusty on-hand weapons. As you can imagine, the potential firepower from this display is one of the highest in the game. Assuming all goes according to your well-calculated, totally-not-overthought plan, you’ll be able to lay some serious hurt.

To accomplish wielding this amount of firepower correctly, you need to be aware of three general concepts that the game revolves around:

1. The Map.
2. Enemy positions.
3. Where the bomb is.

While this could also apply to PvP in some context, it applies to MvM more because you’re almost always on the defense. You’re always defending from enemy robots attempting to shove a bomb into the hole of the site you’re protecting, and higher difficulty levels further challenges these concepts.

If you can’t constantly keep eyes on the map, the bomb, and where exactly the enemy robots are, there’s no shame in playing lower difficulties or other classes to help you familiarize yourself with these concepts before practicing Engineer. For example, playing Soldier and Scout help test your movement across the map, playing Heavy and Medic test your map awareness, and playing Demoman and Pyro test you figure out defending the bomb efficiently.

Now obviously those are very simplified versions of the game plan behind those classes I just described, but there’s a reason why I talk about this. Playing Engineer requires you to be constantly checking all three of these aspects at the same time.

It no doubt takes practice, as Engineer is a notorious difficult class to get right. As is the case with all of the classes, a lot of brains and game understanding are held in equal value with mechanical execution to play a good Engineer. But if you are willing to learn and practice, you’re more than ready to be on your way towards being a seasoned Engineer main.

Let’s go over some of the Engineer’s stats, shall we? Getting to know some of the numbers will hopefully help you understand Engineer better, and what he is all about.

Health: 125 (150 with Gunslinger)
Overheal: 185 (225 with Gunslinger)
Quick-Fix Overheal: 155 (185 with Gunslinger)
Speed: 100% when moving forward, 90% when moving backward.
Speed when carrying a Building: 90% when moving foward, 81% when moving backward.

As you might’ve notice, despite me talking about how much Engineer is a force to be reckoned with, he only has 125 Health assuming he is not using the Gunslinger melee weapon. What’s up with that? Why is this amazing defensive class so squishy?

Yes, the Engineer’s shotgun is vital to his success on the team, but let’s not forget the reason he’s called the Engineer. His Sentry Gun provides both lots of DPS and can tank quite a few hits on its own. With the Engineer around, it can be constantly repaired, shielded (sometimes), and even relocated in a jiffy with the right weapons, allowing it to survive even the strongest of assaults.

A level 1 Sentry has 150 health. That, combined with the Engineer himself, makes up for a 275 health pool combined. Wow!

Likewise, a level 2 Sentry increases that to 180, and a Level 3 Sentry 216 health. On top of that, your sentry’s health pool can be upgraded, and the Engineer’s buildings ignore damage from crits! As you can imagine, a 216 health sentry that gets maintained by the Engineer, let alone backed up by his teammates, can provide a very solid wall of defense if used properly.

The other building for survival, the Dispenser, constantly replenishes the Engineer’s Health, Ammo, and Metal supplies. Its efficiency is increased tremendously with each upgrade as well, allowing the Engineer to hold his ground against relentless enemy attacks.

Earlier in the guide, I mentioned knowing the enemy positions as a key to success. It applies more to your buildings than yourself. It’s important to not let either yourself or your Dispenser get exposed to enemy line of fire. Also, if your sentry gets attacked from multiple angles, it will often spend time turning when that time could’ve been used to keep firing, decreasing its likelihood of survival.

But what about knowing the map?

That’s where the Teleporter comes in. The Teleporter is rather self-explenatory: It teleports one teammate at a time from the entrance to the exit, almost instantly. This might sound a little underwhelming, but teleporters are often how your team wins games.

Teleporters make up for lost time should your teammates die and respawn all the way back at the base, and allows your team to constantly establish presence in key areas of the map. As you might’ve guessed, if you know the map, you know how to make key efficient teleport spots for your team. Without it, the Engineer might as well sit back at his spawn for every single game instead of backing his teammates up with a safe retreating hub. (This, by the way, is not an encouraged strategy.)

Both the Dispenser and the Teleporter shares the same health as the Sentry per level.

However, in MvM, you’re often times facing more than a team of 6 or 12 players. You tend to face robots that can easily flood in by the hundreds. (Yes, hundreds on higher difficulties.) Most of the times, this easily means more fodder for your Sentry, which thanks to the high firing rate it offers, can score plenty of kills and assists on its own. Often times, you’ll be storing 10-20 (or sometimes 30) crits per Sentry life. And as everyone knows, crits in this game do not suffer from damage drop-off, as well as deal multiplicatively increased damage. Now this, boys, is what REAL firepower looks like! Yee-haw!

Upgrading reload speed, clip size, and robot penetration just about guarantees tons and tons of damage being pumped out each clip. However, there’s an even stronger combination with the Fronter Justice that I’ll talk about later.

Just upgrade whatever you feel is fit lol. The Pomson is pretty flexible in terms of upgrades. I personally recommend prioritizing reload speed but that’s just me.

Do note that the Rescue Ranger’s ammo pool is 16 (not counting the initial clip) compared to the 32 ammo you’re given with the Shotgun. If you’re trigger happy with this weapon, you’ll want to consider ammo upgrades to prevent yourself from relying too much on your Dispenser and ammo packs. Reload speed, fire rate, and clip size are also good upgrades to keep your building healing top notch as well.

The best part is that damage you deal is converted into metal to a 1:1 ratio. So you only need to deal 30 damage per shot to refund your clip entirely (or more if you started with less than your max metal count). With the Robot Penetration upgrade, you can exponentially increase the amount of damage you do to swarms, allowing you to clear waves like no other. Against giants, this also works wonders as long as you can stay alive or are backed up by a Medic.

Do be warned though! The Widowmaker does NOT refund metal when damaging tanks! You’ll want to consider equipping a Pistol or a Wrench when attacking tanks.

But aside from that, there’s only one word to describe this weapon: Underused! It works incredibly well with a variety of wrenches, moreso the stock wrench, Jag, and the Gunslinger.

When upgrading the Widowmaker, consider also upgrading Metal Reserves, Metal Regen, and Resistances to help you live near the front lines and pump out damage.

Now, with how the weapon functions, it’s actually not bad. It’s a good option against Spies, since the deploy speed can help you react to them more effectively. While I do not have a citation for this, I also personally believe it’s a great option against tanks, since at point blank it has more DPS(?), although I have not tested this myself yet.

As for upgrades, consider upgrading reload speed. Robot penetration isn’t too important, since you’re not likely to use this up front against robot swarms.

The Engineer’s Secondaries all provide some sort of efficient defense one way or another. They range from pistols to doodads that eliminate explosives!

It’s a pretty standard weapon. The Pistol can get some pretty cheap upgrades to let you deal some mid-range damage when your shotgun can’t get the job done. It’s also very reliable at destroying tanks, due to the fast firing speed and the 200 base ammo pool you’re given.

I would recommend using this alongside the Widowmaker as it gives you an ammo source that is not based on your metal. It also lets you deal more substantial damage to the tank so you don’t have to empty your metal attacking it.

During the early years of the Rescue Ranger, you could heal the Sentry fully while it was still shielded, making your Sentry nearly unkillable. Valve has since then patched that however. When shielded, your Rescue Ranger heals only roughly 15 HP per bolt. That being said, the Wrangler is still a very good tool in MvM, as there’s several tricks only in MvM you can pull off with it.

If you’ve played Engineer before, you’ll notice that pre-made buildings you pick up and relocate to another spot have no build speed when redeploying; They redeploy instantly. For Sentry Guns and the Wrangler, this is fantastic.

If you need to reactivate your Sentry immediately after Wrangling with it, you can do just that. Simply switch off the Wrangler and then immediately pick up your Sentry, placing it down afterwards. Your Sentry will be out of wrangle state and will immediately get back to firing. This is also good if you want the Shield to go away so you can fully heal your Sentry with the Rescue Ranger or Wrench.

Thanks to the Sentry’s extra defenses when Shielded, you can also place a Level 3 Sentry to block a giant robot’s pathway. You’ll be able to both deal lots of damage to the robot and block it from advancing. This is especially useful if said giant has the bomb.

The Wrangler also has no upgrades, so you save a bit of money in that department.

Recommended upgrades alongside the Short Circuit include metal reserves and metal regen, since it, well. uses a lot of metal. Or something.

The Engineer’s Wrench helps maintain his buildings. Pretty simple, yes? A variety of wrenches allows you to further complicate (or compliment) your personal playstyle. Choose them carefully!

It works just like a regular melee attack, actually. 65 base damage, average swing speed. It’s a great choice for Beginners since the downsides of the other Wrenches can throw inexperienced players off-guard. Basically, the stock Wrench works with just about any Primary/Secondary. Go nuts with your loadout combinations!

The Jag works very well with the Rescue Ranger due to the Rescue Ranger covering the Jag’s lower repair rate. If you want to go full metagame, use the Wrangler as well for a loadout that’s widely recognized as *one* of the best in the game. However, there are plenty of other ways Engineer can build their loadouts, so this is by no means the absolute only one viable.

The Jag is still a solid overall weapon if you have a habit of getting your first couple of buildings destroyed early. The improved construction/upgrade speed works wonders to get you back in the game.

Now I’m going to warn you right now: If you are not an experienced Engineer with over 200-300 hours clocked in, I do not recommend this weapon.

This weapon has a LOT of unique properties to it (and unique strategies), to the point where it deserves its own section. As such, I will discuss the majority of this weapon’s features in a later category.

If you want a short summary, though, the Gunslinger is built more for offense, front-line action, and pressuring a defending team. It’s basically an Offense-oriented version of the normal Engineer that opens up a LOT of possibilities.

The Southern Hospitality

Just stay away from enemy Pyro bots. We don’t have room for a second Texan BBQ grill here!

I believe this to be the most underrated, and one of the most powerful MvM Engineer weapons of all time.

At the time of writing this guide, I planned to write this as a means of showing people just how powerful the Gunslinger was. It was not a popular MvM pick back in 2017-2018 (which was the time I planned to release this guide before life problems slowed me down). However, since then, that has changed, and the Gunslinger is accepted by some players as a potent option.

With this knowledge in mind, let’s go over builds that do well with the Gunslinger.

Build #1 (The most optimal):
— Frontier Justice
— Pistol/Short Circuit
— Gunslinger

Most common upgrades: Deployable Sentry, Reload Speed (Frontier Justice), Projectile Penetration (Frontier Justice), Metal Reserve, Dispenser Range (obligatory upgrade)

Now let’s remember what the Frontier Justice does: Sentry kills and assists are stored as crits. When your Sentry is destroyed (even by your PDA), those crits come into effect and charge your weapon.

Yes, I believe the Frontier Justice + Pistol/Short Circuit + Gunslinger to be one of the best weapon loadouts for MvM Engineer. Constant Crit substantiation combined with a cheap mini-sentry (two with the Deployable sentry upgrade) for constant damage on enemy waves means constant pressure and extended map control.

Oh, and as a side bonus, the Deployable Sentry upgrade is very good with the Gunslinger specifically, because you can build the Mini-Mini Sentry for 100 Metal instead of an extra 130.

But with that all said, the question remains: Why on earth would you still run a Gunslinger Engineer loadout?

My argument is certainly not that the Engineer’s Gunslinger is a replacement for a Level 3 sentry. Goodness no! The Mini Sentry wishes it had the kind of DPS a Level 1 sentry would have.

What I am getting at here is you can run two Engineers incredibly efficiently as long as one of them equips the Gunslinger, no extra requirements necessary. A Gunslinger Engineer could even be counted as an entirely separate class! This is because, as long as you destroy your mini-sentry and cycle it out, the Gunslinger Engineer will not attract sentry busters. This is massive for a team, as this means you can run two teleporter networks, two dispensers, and still keep an impressive level of firepower.

Utilizing this tactic with the Frontier Justice, let alone any Gunslinger build, results in a very unique way of playing Engineer that is incredibly beneficial to all team comps.

Build #2 (Crowd control):
— Any Primary that’s not Widowmaker
— Short Circuit
— Gunslinger

Most common upgrades: Metal Reserves, Dispenser Range (obligatory), Metal Regen, Sentry Firing Speed x1, Resistances (mostly bullet)

This alternative build is extremely valuable against waves that are primarily Soldier and Demoman focused. It is also a wonderful tactic against giant Soldier/Demomen, since it renders their projectiles practically useless for a very long period of time. Do note that it is redundant alongside a Heavy, Medic, and/or competent airblasting Pyro, since those three classes also specialize in stopping projectiles. However, if your comp has only one or none of the listed, then this build is an excellent solution to that problem while keeping the Engineer’s traits available.

Build #3 (The finishing touch):
— Pomson 6000
— Pistol/Short Circuit
— Gunslinger

Most common upgrades: Metal Reserves, Dispenser Range (obligatory), Sentry Firing Speed x1, Building Health, Metal Regen

Utilizing the Pomson alongside the Gunslinger is not a bad strategy. It can work very effectively against waves that feature a lot of high-health regular-sized robots, such as the 100 Boxing Heavy wave at the beginning of Doe’s Drill Advanced (apologies, I forgot the proper mission name for it).

While it is a fun spin on the Gunslinger build and can be effective as a means of cheaply upgrading offense alongside double mini sentry, it is a bit more gimmicky/situational than other builds. As such, I’d shy away from it on Expert difficulty maps. For Engineers looking to learn how to use the Gunslinger effectively, however, it is a good learning build due to its ease of use.

Build #4 (Widowmaker shenanigans):
— The Widowmaker
— Pistol
— Gunslinger

Most common upgrades: Metal Reserves, Metal Regen, Dispenser Range (obligatory), Widowmaker upgrades, Health on Kill, Resistances, Health Regen, Movement Speed

This is for the Engineer who likes to pay less attention to how many crits he’s got, and likes to focus more on brawling with the bigger baddies. Remember, since you’re using the Gunslinger, you are now standing at 150 HP, which makes all the difference to combat the larger bots. With resistances and good movement speed, you can actually go toe-to-toe with them! Your Widowmaker will refund all of the damage you deal, allowing you to consistently shred any larger bot giving your team hell. Consider pairing with a Kritzkrieg+Shield or stock Uber for maximum pain!

While these are by no means the only builds you can run on the Gunslinger, these are what I’ve found to be the most effective in my hours on MvM. The best part is, we’re not even done discussing the options the Gunslinger Engineer has!

Let’s go over what the Gunslinger Engineer is generally strong against, no matter what build you’re using, in the next section:

While a Level 3 Sentry normally makes relatively quick work of a tank, the Gunslinger+Frontier Justice+Deployable Sentry build is just as good at demolishing tanks. Even without stored crits, two mini sentries deal a respectable amount of damage to a tank on their own. If paired with a pistol, the Gunslinger Engineer is looking to deal a sustainable amount of damage to the tank. Combine that with the flexibility of being able to accomplish other Engineer feats, and you have a strong option in many Tank-involved waves.

Robot Scouts normally follow the same rules of the human Scout himself: They move fast, have 125 HP (the equivalent of a «light» class), and come with a variety of the Scout’s signature weapons.

It’s no big shocker that a single Scout doesn’t fare well against a Level 3 Sentry. A horde of robot scouts don’t fare much better. Two mini sentries do the job just as well, if not better against a large group of robot scouts. Projectile penetration on the Gunslinger Engineer’s Frontier Justice absolutely mows down scouts, and the sentries themselves can pump out damage without being within threat of them.

What’s better than one sentry scrapping a Demoknight that’s significantly outranged? Two sentries! Just about every robotic Demoknight shares the same traits as in-game player-guided Demoknights: They all hate bullets. Their shields only protect them from fire and explosives. Frontier Justice crits, however, just about ruin their day. Consider them crit farms for your Frontier Justice and sentry.

If you’re not running the Frontier Justice though, no worries! Widowmaker, stock Shotgun, Pomson, and. well, just about anything else does just as well. The mini sentries in particular get a ton of free damage on them, and are the main reason why the Gunslinger is an effective option.

Without the Wrangler, the regular Level 3 Sentry actually struggles against pesky Snipers who outrange it. Usually, Gunslinger Engineers also don’t run the Wrangler, meaning their mini sentries can get outranged by snipers as well. So, why are Gunslinger Engineers typically more effective against them?

The answer lies in how they play. Gunslinger Engineers are typically more mobile, and usually more up at the front lines. The amount of options they have to make enemy snipers defunct is actually quite staggering. Frontier Justice crits, even at mid-long range, can typically two-shot most snipers. On top of that, since mini-sentries typically don’t require maintenance to be effective, snipers will be wasting their targeting priorities on sentries that are disposable to begin with, buying the team time to deal with the threat.

Mini sentries also build very fast, and much like a scout, can easily shred through a sniper just as quickly. Gunslinger Engineers can re-deploy their mini sentries next to snipers, leaving it to build and do the dirty work while they remain productive in other endeavors.

Sadly, the Gunslinger is not omnipotent. While it is a strong option for any team comp, it should not be ignored that it, just like any other class and/or loadout, has its trade offs. Some of these will be listed below, with some threats being more obvious than others.

Giant Heavies, even at long range, simply do too much damage to mini sentries. While some health upgrades makes it bearable for mini sentries to weather the storm, you’ll need some serious firepower to get the jump on the giant heavy before it deals enough damage to destroy at least one of your mini sentries.

Now, that being said, it is possible to still be valuable in destroying them as a Gunslinger Engineer. Deploying your mini sentries at the longest range possible as the giant heavy approaches will let your sentries deal maximum damage, and hold maximum aggro under most circumstances. It’s still important to register this behemoth as a threat, as unlike a Level 3 Sentry, mini sentries just don’t live long enough to pump out enough damage on them.

Robot Giant Soldiers:

Giant Soldiers, and all of their variants, make life hell for Gunslinger Engineers and their mini sentries. It’s no wonder why: Rockets don’t have reduced drop-off damage when damaging buildings, after all. Expect your mini-sentries to get crushed by several rockets even at the highest building health upgrade.

However, not all hope is lost! Positioning your sentries around corners can make things difficult for a giant soldier, forcing them to take time to turn around and aggro onto the tiny mosquito. Gunslinger Engineers also typically pair well with movement speed and blast resistance upgrades, allowing themselves to combat giant soldiers better than their regularly-armed bretheren. When combating these giant robots, use your strengths to your advantage to mitigate the advantage they have over you!

Just like the giant robot soldiers, regular soldiers like to come in packs, and their rockets do just as much damage to your mini sentries. Bothersome.

Frontier Justice crits on theory do well against them, but it should be mentioned that going head-to-head with them is a dangerous gambit without backup. It’s best to attack from afar, not risking yourself while more suitable teammates handle soldiers. Just like with giant robot soldiers, though, mini sentries placed around corners and on high cover do well to pick off soldiers.

While not necessarily the worst matchup, the high health of a robotic Heavy make pinning them with a mini sentry an arduous task. Just like with the soldier, the robot heavy is generally problematic for your sentries.

However, you still have the range and mobility advantage. Crits on a Frontier Justice can typically two-shot them, sometimes three-shot at mid-long range. At point blank, a crit Frontier Justice round deals 180 damage max, which is over half of a heavy’s health. If a heavy is alone, and you’re nearby, consider using your shotgun to pick them off before they become a bother to your team!

Weird matchups: Regular Pyros

Robotic Pyros are a weird bunch. I can’t determine if they are a good or a bad matchup for the Gunslinger Engineer and their mini sentries. On the one hand, they typically carry 175 HP, have pitiful range compared to sentries, and typically can’t get close enough to be much of a threat to even two mini sentries.

On the other hand, if they do for some reason get up close, it is dangerous to combat them. They have enough mobility for even an upgraded Engineer to find it difficult to kite them, and their flamethrowers have respective DPS onto both buildings and flesh alike. Combat them with care, but remember you have many tools to dispatch them.

Note how I did not mention giant robotic pyros are a threat. This is because they generally aren’t. You have the firepower, range, and sentries to completely out-kite their low mobility, and under normal circumstances they shouldn’t get close enough to become a major threat to you. As long as you place your buildings well, and have a dispenser nearby, they should not be a problem.

If you’re relatively new to TF2, or are curious on how to improve as an Engineer, you’ll want to pay very special attention to this section of the guide. Inside this particular section are little secrets and tricks that you can use to drastically improve your gameplan, as well as some habits to outright avoid. Let’s go over each and every one of them:

All of those advantages go away the instant the Engineer sits by the bomb hatch, camping near the spawn.

By doing this, the Engineer completely forfeits the very best thing he’s good at: Area denial for an opposing team. He lets the robots encroach upon their site, firing away freely at his sentry while he struggles to defend, let alone have any room to maneuver. And what’s that? His sentry manages to somehow hold off the wave that caught up to the bomb hatch? Here comes a sentry buster, which has now cracked the very last line of defense he set up at the base!

None of the above happens when the Engineer plays proactively, setting his buildings up front and making sure building at his base is the absolute last resort. There is a time and a place to set up a sentry overseeing the bomb hatch, but the very beginning of a wave is NOT a time for that place.

As for why this is a bad habit, let us visit the land of logic: What exactly are you accomplishing by whacking a brand new sentry with your wrench? If it’s not upgrading it, then you aren’t exactly doing anything. Assuming action is happening elsewhere, or there is something else you could be doing, then whacking your sentry is counter-productive. You could be shooting a tank alongside your sentry (if you’re not running the Wrangler), repairing another building, attacking a Spy, acquiring more metal from a nearby ammo pack, relocating your sentry. etc, etc.

While it takes experience and understanding of the game to acknowledge what else you could be doing during your time, it should go without saying that nothing happens when you whack a fully-healed, fully-restocked, fully-upgraded sentry with your wrench. Because. well, it’s fully healed, fully restocked, and fully upgraded.

There are times where damage will be incoming to your sentry, that you will want to be close and whacking at your sentry to repair it. That is anticipating damage coming to your sentry, and that is a good habit to get into. But continuing to whack a fully-healed sentry when you could be completing other tasks doesn’t exactly make much sense.

(To help with placing teleporters effectively, you can rotate the teleporter blueprint, therefore rotating the arrow and the direction players face when they teleport in. A guideline when placing teleporters near walls is to rotate the blueprint, having the arrow face away from them.)

In short, the Dispenser Range is Engineer’s best upgrade, and should almost always be grabbed, if not maxed out, on the very first wave.

Did I miss anything? Let me know in the comments if I should add anything here!

I’ve typed up just about every little general nuance that I could think of related to the Engineer. With the exception of very specific building placements on maps (which I may get to in a later guide), and possibly some extra gameplay habits to get into, I’ve armed you with the general knowledge you need to figure out how you’re going to approach the fight before it begins.

As you may have learned in this guide, playing the Engineer is absolutely not easy. There’s many little nuances to learn alongside the bigger, more general aspects of the game that are put into practice by playing him. Whether you’re figuring out how to improve your current situation, maximizing your DPS, figuring out good building locations, etc. Every little aspect of building placement, weapon utilization, leveraging your strengths, and improving your overall game knowledge is tested.

Needless to say, Engineer is freakin’ hard. But that’s exactly why us Engineer mains are a proud bunch. When played correctly, Engineers are able to form the backbone of many teams, both inside and outside of MvM. While the rest of the classes are difficult to understand and perfect in their own right, the Engineer is no doubt one of the most complex to master. Hopefully this guide helped out with some of the core basics, for both beginners to advanced players alike, and sparked some new light into the craft of sentry-building and robot-wrangling.

Thanks for reading. Let me know your thoughts on the guide, in the comments below. And if you read every single paragraph that I typed out, I’m incredibly grateful.

Gotta move that gear up

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An Engineer MvM Guide

Hello friends! I am Harmless, and I am here to talk to you about a full in-depth guide to playing Engineer. Love placing sentries, but keep dying? Don’t know which loadout is the best for each situation? I am here as a 2K+ hour (near 3K at the time of publishing this) Engineer veteran to tell you about the class, what kind of roles they fit in, the weapons he uses, and advanced strategies.

Now before I start off the guide, I do want to clarify that this guide assumes that the reader (you) has at least a few hundred hours or so into TF2 already, and have played MvM once or at least understands the basic concepts behind it. If you’re completely new to the game, some of the concepts provided will try to be explained, but may require additional context. Regardless, this guide contains valuable information for beginners, and potentially a few tokens for more advanced Engineer mains. But that being said.

Let’s not waste any time and get into it!

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One of them is the Shotgun.

The most powerful thing about the Engineer is that, with his sentry deployed, he can be dealing damage in two places at once. While his sentry is firing rounds at robots from one location, the Engineer can be at another, putting rounds into the bots with his trusty on-hand weapons. As you can imagine, the potential firepower from this display is one of the highest in the game. Assuming all goes according to your well-calculated, totally-not-overthought plan, you’ll be able to lay some serious hurt.

To accomplish wielding this amount of firepower correctly, you need to be aware of three general concepts that the game revolves around:

1. The Map.
2. Enemy positions.
3. Where the bomb is.

While this could also apply to PvP in some context, it applies to MvM more because you’re almost always on the defense. You’re always defending from enemy robots attempting to shove a bomb into the hole of the site you’re protecting, and higher difficulty levels further challenges these concepts.

If you can’t constantly keep eyes on the map, the bomb, and where exactly the enemy robots are, there’s no shame in playing lower difficulties or other classes to help you familiarize yourself with these concepts before practicing Engineer. For example, playing Soldier and Scout help test your movement across the map, playing Heavy and Medic test your map awareness, and playing Demoman and Pyro test you figure out defending the bomb efficiently.

Now obviously those are very simplified versions of the game plan behind those classes I just described, but there’s a reason why I talk about this. Playing Engineer requires you to be constantly checking all three of these aspects at the same time.

It no doubt takes practice, as Engineer is a notorious difficult class to get right. As is the case with all of the classes, a lot of brains and game understanding are held in equal value with mechanical execution to play a good Engineer. But if you are willing to learn and practice, you’re more than ready to be on your way towards being a seasoned Engineer main.

Let’s go over some of the Engineer’s stats, shall we? Getting to know some of the numbers will hopefully help you understand Engineer better, and what he is all about.

Health: 125 (150 with Gunslinger)
Overheal: 185 (225 with Gunslinger)
Quick-Fix Overheal: 155 (185 with Gunslinger)
Speed: 100% when moving forward, 90% when moving backward.
Speed when carrying a Building: 90% when moving foward, 81% when moving backward.

As you might’ve notice, despite me talking about how much Engineer is a force to be reckoned with, he only has 125 Health assuming he is not using the Gunslinger melee weapon. What’s up with that? Why is this amazing defensive class so squishy?

Yes, the Engineer’s shotgun is vital to his success on the team, but let’s not forget the reason he’s called the Engineer. His Sentry Gun provides both lots of DPS and can tank quite a few hits on its own. With the Engineer around, it can be constantly repaired, shielded (sometimes), and even relocated in a jiffy with the right weapons, allowing it to survive even the strongest of assaults.

A level 1 Sentry has 150 health. That, combined with the Engineer himself, makes up for a 275 health pool combined. Wow!

Likewise, a level 2 Sentry increases that to 180, and a Level 3 Sentry 216 health. On top of that, your sentry’s health pool can be upgraded, and the Engineer’s buildings ignore damage from crits! As you can imagine, a 216 health sentry that gets maintained by the Engineer, let alone backed up by his teammates, can provide a very solid wall of defense if used properly.

The other building for survival, the Dispenser, constantly replenishes the Engineer’s Health, Ammo, and Metal supplies. Its efficiency is increased tremendously with each upgrade as well, allowing the Engineer to hold his ground against relentless enemy attacks.

Earlier in the guide, I mentioned knowing the enemy positions as a key to success. It applies more to your buildings than yourself. It’s important to not let either yourself or your Dispenser get exposed to enemy line of fire. Also, if your sentry gets attacked from multiple angles, it will often spend time turning when that time could’ve been used to keep firing, decreasing its likelihood of survival.

But what about knowing the map?

That’s where the Teleporter comes in. The Teleporter is rather self-explenatory: It teleports one teammate at a time from the entrance to the exit, almost instantly. This might sound a little underwhelming, but teleporters are often how your team wins games.

Teleporters make up for lost time should your teammates die and respawn all the way back at the base, and allows your team to constantly establish presence in key areas of the map. As you might’ve guessed, if you know the map, you know how to make key efficient teleport spots for your team. Without it, the Engineer might as well sit back at his spawn for every single game instead of backing his teammates up with a safe retreating hub. (This, by the way, is not an encouraged strategy.)

Both the Dispenser and the Teleporter shares the same health as the Sentry per level.

However, in MvM, you’re often times facing more than a team of 6 or 12 players. You tend to face robots that can easily flood in by the hundreds. (Yes, hundreds on higher difficulties.) Most of the times, this easily means more fodder for your Sentry, which thanks to the high firing rate it offers, can score plenty of kills and assists on its own. Often times, you’ll be storing 10-20 (or sometimes 30) crits per Sentry life. And as everyone knows, crits in this game do not suffer from damage drop-off, as well as deal multiplicatively increased damage. Now this, boys, is what REAL firepower looks like! Yee-haw!

Upgrading reload speed, clip size, and robot penetration just about guarantees tons and tons of damage being pumped out each clip. However, there’s an even stronger combination with the Fronter Justice that I’ll talk about later.

Just upgrade whatever you feel is fit lol. The Pomson is pretty flexible in terms of upgrades. I personally recommend prioritizing reload speed but that’s just me.

Do note that the Rescue Ranger’s ammo pool is 16 (not counting the initial clip) compared to the 32 ammo you’re given with the Shotgun. If you’re trigger happy with this weapon, you’ll want to consider ammo upgrades to prevent yourself from relying too much on your Dispenser and ammo packs. Reload speed, fire rate, and clip size are also good upgrades to keep your building healing top notch as well.

The best part is that damage you deal is converted into metal to a 1:1 ratio. So you only need to deal 30 damage per shot to refund your clip entirely (or more if you started with less than your max metal count). With the Robot Penetration upgrade, you can exponentially increase the amount of damage you do to swarms, allowing you to clear waves like no other. Against giants, this also works wonders as long as you can stay alive or are backed up by a Medic.

Do be warned though! The Widowmaker does NOT refund metal when damaging tanks! You’ll want to consider equipping a Pistol or a Wrench when attacking tanks.

But aside from that, there’s only one word to describe this weapon: Underused! It works incredibly well with a variety of wrenches, moreso the stock wrench, Jag, and the Gunslinger.

When upgrading the Widowmaker, consider also upgrading Metal Reserves, Metal Regen, and Resistances to help you live near the front lines and pump out damage.

Now, with how the weapon functions, it’s actually not bad. It’s a good option against Spies, since the deploy speed can help you react to them more effectively. While I do not have a citation for this, I also personally believe it’s a great option against tanks, since at point blank it has more DPS(?), although I have not tested this myself yet.

As for upgrades, consider upgrading reload speed. Robot penetration isn’t too important, since you’re not likely to use this up front against robot swarms.

The Engineer’s Secondaries all provide some sort of efficient defense one way or another. They range from pistols to doodads that eliminate explosives!

It’s a pretty standard weapon. The Pistol can get some pretty cheap upgrades to let you deal some mid-range damage when your shotgun can’t get the job done. It’s also very reliable at destroying tanks, due to the fast firing speed and the 200 base ammo pool you’re given.

I would recommend using this alongside the Widowmaker as it gives you an ammo source that is not based on your metal. It also lets you deal more substantial damage to the tank so you don’t have to empty your metal attacking it.

During the early years of the Rescue Ranger, you could heal the Sentry fully while it was still shielded, making your Sentry nearly unkillable. Valve has since then patched that however. When shielded, your Rescue Ranger heals only roughly 15 HP per bolt. That being said, the Wrangler is still a very good tool in MvM, as there’s several tricks only in MvM you can pull off with it.

If you’ve played Engineer before, you’ll notice that pre-made buildings you pick up and relocate to another spot have no build speed when redeploying; They redeploy instantly. For Sentry Guns and the Wrangler, this is fantastic.

If you need to reactivate your Sentry immediately after Wrangling with it, you can do just that. Simply switch off the Wrangler and then immediately pick up your Sentry, placing it down afterwards. Your Sentry will be out of wrangle state and will immediately get back to firing. This is also good if you want the Shield to go away so you can fully heal your Sentry with the Rescue Ranger or Wrench.

Thanks to the Sentry’s extra defenses when Shielded, you can also place a Level 3 Sentry to block a giant robot’s pathway. You’ll be able to both deal lots of damage to the robot and block it from advancing. This is especially useful if said giant has the bomb.

The Wrangler also has no upgrades, so you save a bit of money in that department.

Recommended upgrades alongside the Short Circuit include metal reserves and metal regen, since it, well. uses a lot of metal. Or something.

The Engineer’s Wrench helps maintain his buildings. Pretty simple, yes? A variety of wrenches allows you to further complicate (or compliment) your personal playstyle. Choose them carefully!

It works just like a regular melee attack, actually. 65 base damage, average swing speed. It’s a great choice for Beginners since the downsides of the other Wrenches can throw inexperienced players off-guard. Basically, the stock Wrench works with just about any Primary/Secondary. Go nuts with your loadout combinations!

The Jag works very well with the Rescue Ranger due to the Rescue Ranger covering the Jag’s lower repair rate. If you want to go full metagame, use the Wrangler as well for a loadout that’s widely recognized as *one* of the best in the game. However, there are plenty of other ways Engineer can build their loadouts, so this is by no means the absolute only one viable.

The Jag is still a solid overall weapon if you have a habit of getting your first couple of buildings destroyed early. The improved construction/upgrade speed works wonders to get you back in the game.

Now I’m going to warn you right now: If you are not an experienced Engineer with over 200-300 hours clocked in, I do not recommend this weapon.

This weapon has a LOT of unique properties to it (and unique strategies), to the point where it deserves its own section. As such, I will discuss the majority of this weapon’s features in a later category.

If you want a short summary, though, the Gunslinger is built more for offense, front-line action, and pressuring a defending team. It’s basically an Offense-oriented version of the normal Engineer that opens up a LOT of possibilities.

The Southern Hospitality

Just stay away from enemy Pyro bots. We don’t have room for a second Texan BBQ grill here!

I believe this to be the most underrated, and one of the most powerful MvM Engineer weapons of all time.

At the time of writing this guide, I planned to write this as a means of showing people just how powerful the Gunslinger was. It was not a popular MvM pick back in 2017-2018 (which was the time I planned to release this guide before life problems slowed me down). However, since then, that has changed, and the Gunslinger is accepted by some players as a potent option.

With this knowledge in mind, let’s go over builds that do well with the Gunslinger.

Build #1 (The most optimal):
— Frontier Justice
— Pistol/Short Circuit
— Gunslinger

Most common upgrades: Deployable Sentry, Reload Speed (Frontier Justice), Projectile Penetration (Frontier Justice), Metal Reserve, Dispenser Range (obligatory upgrade)

Now let’s remember what the Frontier Justice does: Sentry kills and assists are stored as crits. When your Sentry is destroyed (even by your PDA), those crits come into effect and charge your weapon.

Yes, I believe the Frontier Justice + Pistol/Short Circuit + Gunslinger to be one of the best weapon loadouts for MvM Engineer. Constant Crit substantiation combined with a cheap mini-sentry (two with the Deployable sentry upgrade) for constant damage on enemy waves means constant pressure and extended map control.

Oh, and as a side bonus, the Deployable Sentry upgrade is very good with the Gunslinger specifically, because you can build the Mini-Mini Sentry for 100 Metal instead of an extra 130.

But with that all said, the question remains: Why on earth would you still run a Gunslinger Engineer loadout?

My argument is certainly not that the Engineer’s Gunslinger is a replacement for a Level 3 sentry. Goodness no! The Mini Sentry wishes it had the kind of DPS a Level 1 sentry would have.

What I am getting at here is you can run two Engineers incredibly efficiently as long as one of them equips the Gunslinger, no extra requirements necessary. A Gunslinger Engineer could even be counted as an entirely separate class! This is because, as long as you destroy your mini-sentry and cycle it out, the Gunslinger Engineer will not attract sentry busters. This is massive for a team, as this means you can run two teleporter networks, two dispensers, and still keep an impressive level of firepower.

Utilizing this tactic with the Frontier Justice, let alone any Gunslinger build, results in a very unique way of playing Engineer that is incredibly beneficial to all team comps.

Build #2 (Crowd control):
— Any Primary that’s not Widowmaker
— Short Circuit
— Gunslinger

Most common upgrades: Metal Reserves, Dispenser Range (obligatory), Metal Regen, Sentry Firing Speed x1, Resistances (mostly bullet)

This alternative build is extremely valuable against waves that are primarily Soldier and Demoman focused. It is also a wonderful tactic against giant Soldier/Demomen, since it renders their projectiles practically useless for a very long period of time. Do note that it is redundant alongside a Heavy, Medic, and/or competent airblasting Pyro, since those three classes also specialize in stopping projectiles. However, if your comp has only one or none of the listed, then this build is an excellent solution to that problem while keeping the Engineer’s traits available.

Build #3 (The finishing touch):
— Pomson 6000
— Pistol/Short Circuit
— Gunslinger

Most common upgrades: Metal Reserves, Dispenser Range (obligatory), Sentry Firing Speed x1, Building Health, Metal Regen

Utilizing the Pomson alongside the Gunslinger is not a bad strategy. It can work very effectively against waves that feature a lot of high-health regular-sized robots, such as the 100 Boxing Heavy wave at the beginning of Doe’s Drill Advanced (apologies, I forgot the proper mission name for it).

While it is a fun spin on the Gunslinger build and can be effective as a means of cheaply upgrading offense alongside double mini sentry, it is a bit more gimmicky/situational than other builds. As such, I’d shy away from it on Expert difficulty maps. For Engineers looking to learn how to use the Gunslinger effectively, however, it is a good learning build due to its ease of use.

Build #4 (Widowmaker shenanigans):
— The Widowmaker
— Pistol
— Gunslinger

Most common upgrades: Metal Reserves, Metal Regen, Dispenser Range (obligatory), Widowmaker upgrades, Health on Kill, Resistances, Health Regen, Movement Speed

This is for the Engineer who likes to pay less attention to how many crits he’s got, and likes to focus more on brawling with the bigger baddies. Remember, since you’re using the Gunslinger, you are now standing at 150 HP, which makes all the difference to combat the larger bots. With resistances and good movement speed, you can actually go toe-to-toe with them! Your Widowmaker will refund all of the damage you deal, allowing you to consistently shred any larger bot giving your team hell. Consider pairing with a Kritzkrieg+Shield or stock Uber for maximum pain!

While these are by no means the only builds you can run on the Gunslinger, these are what I’ve found to be the most effective in my hours on MvM. The best part is, we’re not even done discussing the options the Gunslinger Engineer has!

Let’s go over what the Gunslinger Engineer is generally strong against, no matter what build you’re using, in the next section:

While a Level 3 Sentry normally makes relatively quick work of a tank, the Gunslinger+Frontier Justice+Deployable Sentry build is just as good at demolishing tanks. Even without stored crits, two mini sentries deal a respectable amount of damage to a tank on their own. If paired with a pistol, the Gunslinger Engineer is looking to deal a sustainable amount of damage to the tank. Combine that with the flexibility of being able to accomplish other Engineer feats, and you have a strong option in many Tank-involved waves.

Robot Scouts normally follow the same rules of the human Scout himself: They move fast, have 125 HP (the equivalent of a «light» class), and come with a variety of the Scout’s signature weapons.

It’s no big shocker that a single Scout doesn’t fare well against a Level 3 Sentry. A horde of robot scouts don’t fare much better. Two mini sentries do the job just as well, if not better against a large group of robot scouts. Projectile penetration on the Gunslinger Engineer’s Frontier Justice absolutely mows down scouts, and the sentries themselves can pump out damage without being within threat of them.

What’s better than one sentry scrapping a Demoknight that’s significantly outranged? Two sentries! Just about every robotic Demoknight shares the same traits as in-game player-guided Demoknights: They all hate bullets. Their shields only protect them from fire and explosives. Frontier Justice crits, however, just about ruin their day. Consider them crit farms for your Frontier Justice and sentry.

If you’re not running the Frontier Justice though, no worries! Widowmaker, stock Shotgun, Pomson, and. well, just about anything else does just as well. The mini sentries in particular get a ton of free damage on them, and are the main reason why the Gunslinger is an effective option.

Without the Wrangler, the regular Level 3 Sentry actually struggles against pesky Snipers who outrange it. Usually, Gunslinger Engineers also don’t run the Wrangler, meaning their mini sentries can get outranged by snipers as well. So, why are Gunslinger Engineers typically more effective against them?

The answer lies in how they play. Gunslinger Engineers are typically more mobile, and usually more up at the front lines. The amount of options they have to make enemy snipers defunct is actually quite staggering. Frontier Justice crits, even at mid-long range, can typically two-shot most snipers. On top of that, since mini-sentries typically don’t require maintenance to be effective, snipers will be wasting their targeting priorities on sentries that are disposable to begin with, buying the team time to deal with the threat.

Mini sentries also build very fast, and much like a scout, can easily shred through a sniper just as quickly. Gunslinger Engineers can re-deploy their mini sentries next to snipers, leaving it to build and do the dirty work while they remain productive in other endeavors.

Sadly, the Gunslinger is not omnipotent. While it is a strong option for any team comp, it should not be ignored that it, just like any other class and/or loadout, has its trade offs. Some of these will be listed below, with some threats being more obvious than others.

Giant Heavies, even at long range, simply do too much damage to mini sentries. While some health upgrades makes it bearable for mini sentries to weather the storm, you’ll need some serious firepower to get the jump on the giant heavy before it deals enough damage to destroy at least one of your mini sentries.

Now, that being said, it is possible to still be valuable in destroying them as a Gunslinger Engineer. Deploying your mini sentries at the longest range possible as the giant heavy approaches will let your sentries deal maximum damage, and hold maximum aggro under most circumstances. It’s still important to register this behemoth as a threat, as unlike a Level 3 Sentry, mini sentries just don’t live long enough to pump out enough damage on them.

Robot Giant Soldiers:

Giant Soldiers, and all of their variants, make life hell for Gunslinger Engineers and their mini sentries. It’s no wonder why: Rockets don’t have reduced drop-off damage when damaging buildings, after all. Expect your mini-sentries to get crushed by several rockets even at the highest building health upgrade.

However, not all hope is lost! Positioning your sentries around corners can make things difficult for a giant soldier, forcing them to take time to turn around and aggro onto the tiny mosquito. Gunslinger Engineers also typically pair well with movement speed and blast resistance upgrades, allowing themselves to combat giant soldiers better than their regularly-armed bretheren. When combating these giant robots, use your strengths to your advantage to mitigate the advantage they have over you!

Just like the giant robot soldiers, regular soldiers like to come in packs, and their rockets do just as much damage to your mini sentries. Bothersome.

Frontier Justice crits on theory do well against them, but it should be mentioned that going head-to-head with them is a dangerous gambit without backup. It’s best to attack from afar, not risking yourself while more suitable teammates handle soldiers. Just like with giant robot soldiers, though, mini sentries placed around corners and on high cover do well to pick off soldiers.

While not necessarily the worst matchup, the high health of a robotic Heavy make pinning them with a mini sentry an arduous task. Just like with the soldier, the robot heavy is generally problematic for your sentries.

However, you still have the range and mobility advantage. Crits on a Frontier Justice can typically two-shot them, sometimes three-shot at mid-long range. At point blank, a crit Frontier Justice round deals 180 damage max, which is over half of a heavy’s health. If a heavy is alone, and you’re nearby, consider using your shotgun to pick them off before they become a bother to your team!

Weird matchups: Regular Pyros

Robotic Pyros are a weird bunch. I can’t determine if they are a good or a bad matchup for the Gunslinger Engineer and their mini sentries. On the one hand, they typically carry 175 HP, have pitiful range compared to sentries, and typically can’t get close enough to be much of a threat to even two mini sentries.

On the other hand, if they do for some reason get up close, it is dangerous to combat them. They have enough mobility for even an upgraded Engineer to find it difficult to kite them, and their flamethrowers have respective DPS onto both buildings and flesh alike. Combat them with care, but remember you have many tools to dispatch them.

Note how I did not mention giant robotic pyros are a threat. This is because they generally aren’t. You have the firepower, range, and sentries to completely out-kite their low mobility, and under normal circumstances they shouldn’t get close enough to become a major threat to you. As long as you place your buildings well, and have a dispenser nearby, they should not be a problem.

If you’re relatively new to TF2, or are curious on how to improve as an Engineer, you’ll want to pay very special attention to this section of the guide. Inside this particular section are little secrets and tricks that you can use to drastically improve your gameplan, as well as some habits to outright avoid. Let’s go over each and every one of them:

All of those advantages go away the instant the Engineer sits by the bomb hatch, camping near the spawn.

By doing this, the Engineer completely forfeits the very best thing he’s good at: Area denial for an opposing team. He lets the robots encroach upon their site, firing away freely at his sentry while he struggles to defend, let alone have any room to maneuver. And what’s that? His sentry manages to somehow hold off the wave that caught up to the bomb hatch? Here comes a sentry buster, which has now cracked the very last line of defense he set up at the base!

None of the above happens when the Engineer plays proactively, setting his buildings up front and making sure building at his base is the absolute last resort. There is a time and a place to set up a sentry overseeing the bomb hatch, but the very beginning of a wave is NOT a time for that place.

As for why this is a bad habit, let us visit the land of logic: What exactly are you accomplishing by whacking a brand new sentry with your wrench? If it’s not upgrading it, then you aren’t exactly doing anything. Assuming action is happening elsewhere, or there is something else you could be doing, then whacking your sentry is counter-productive. You could be shooting a tank alongside your sentry (if you’re not running the Wrangler), repairing another building, attacking a Spy, acquiring more metal from a nearby ammo pack, relocating your sentry. etc, etc.

While it takes experience and understanding of the game to acknowledge what else you could be doing during your time, it should go without saying that nothing happens when you whack a fully-healed, fully-restocked, fully-upgraded sentry with your wrench. Because. well, it’s fully healed, fully restocked, and fully upgraded.

There are times where damage will be incoming to your sentry, that you will want to be close and whacking at your sentry to repair it. That is anticipating damage coming to your sentry, and that is a good habit to get into. But continuing to whack a fully-healed sentry when you could be completing other tasks doesn’t exactly make much sense.

(To help with placing teleporters effectively, you can rotate the teleporter blueprint, therefore rotating the arrow and the direction players face when they teleport in. A guideline when placing teleporters near walls is to rotate the blueprint, having the arrow face away from them.)

In short, the Dispenser Range is Engineer’s best upgrade, and should almost always be grabbed, if not maxed out, on the very first wave.

Did I miss anything? Let me know in the comments if I should add anything here!

I’ve typed up just about every little general nuance that I could think of related to the Engineer. With the exception of very specific building placements on maps (which I may get to in a later guide), and possibly some extra gameplay habits to get into, I’ve armed you with the general knowledge you need to figure out how you’re going to approach the fight before it begins.

As you may have learned in this guide, playing the Engineer is absolutely not easy. There’s many little nuances to learn alongside the bigger, more general aspects of the game that are put into practice by playing him. Whether you’re figuring out how to improve your current situation, maximizing your DPS, figuring out good building locations, etc. Every little aspect of building placement, weapon utilization, leveraging your strengths, and improving your overall game knowledge is tested.

Needless to say, Engineer is freakin’ hard. But that’s exactly why us Engineer mains are a proud bunch. When played correctly, Engineers are able to form the backbone of many teams, both inside and outside of MvM. While the rest of the classes are difficult to understand and perfect in their own right, the Engineer is no doubt one of the most complex to master. Hopefully this guide helped out with some of the core basics, for both beginners to advanced players alike, and sparked some new light into the craft of sentry-building and robot-wrangling.

Thanks for reading. Let me know your thoughts on the guide, in the comments below. And if you read every single paragraph that I typed out, I’m incredibly grateful.

Spy :
Gentlemen?
I am the Spy.
I murdered your toys;
I made quite a mess.
All in a day’s work;
What did they expect?
I am the Spy.
Hahahahaha!

Spy (Engineer) :
Pardner? (Yeah?)
Why don’t we just give up? (Nope.)
Everyone give up. (Nope.)
Everyone give up. (Naaah

!)
Pardner? (Yeah?)
Why don’t we just give up? (Nope.)
Everyone give up. (Nope.)
Giddy up, now! (Heck no.)

Engineer :
Boy! This here’s gonna keep kickin’ yer-
kickin’ yer tail! (I built that!)
Boy! You are dead and startin’ ta-
Startin ta smell. (Job well done!)
Son! Y’all got drafted into my-
Into my war. (Cowboy up!)
Son! I love killin’ you! Gonna kill-
Gonna kill more! (Movin’ out!)
Boy! Don’t go runnin’ back into my-
Into my guns! (I built that!)
Boy! You’re drunk on the battlefield-
Battlefield. (Demo : Oi! Engy : Job well done!)
Son! I’m an Engineer erectin’-
Erectin’ gear! (Whoo-whoo-hoo!)
Son! I’m an Engineer erectin’-
Erectin’ gear! (Aaay-aaay-yoo!)

CREW :
Soldier : Deploy a dispenser here!
Pyro : Phudda dihpenha heah!
Demoman : Need a dispenser here!
Heavy : Poot dispenser here!
Medic : Zhe dispenser goes hier!
Sniper : Need a dispenser here!
Spy : Place a dispenser here!
Scout : Needa dispenser he— (Heck no.) Aww

Engineer :
Erectin’ gear! Gotta-
Gotta move that gear up! (3x)
Erectin’ gear! Gotta-
Gotta, GOTTAM-GOTTAM-GOTTAM
(Whooooooo

Boy! This here’s gonna keep kickin’ yer-
kickin’ yer tail! (I built that!)
Boy! You are dead and startin’ ta-
Startin ta smell. (Job well done!)
Son! Y’all got drafted into my-
Into my war. (Cowboy up!)
Son! I love killin’ you! Gonna kill-
Gonna kill more! (Movin’ out!)
Boy! Don’t go runnin’ back into my-
Into my guns! (I built that!)
Boy! You’re drunk on the battlefield-
Battlefield. (Demo : Oi! Engy : Job well done!)
Son! I’m an Engineer erectin’-
Erectin’ gear! (Whoo-whoo-hoo!)
Son! I’m an Engineer erectin’-
Erectin’ gear! (Aaay-aaay-yoo!)

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