The Engineer is the quintessential defense class. 125 health, average speed, two secondaries for weapons, and a big ol' man-exploding Sentry, the Engineer is a must-have for any well-rounded team. The Engineer is well regarded as the laziest class in TF2, which is usually pretty valid, honestly. The Engineer's most common and useful job is setting up, upgrading, and maintaining a variety of powerful supportive buildings for his team, such as the Sentry, the Dispenser, and the Teleporters. Each of them cost metal, a resource unique to the Engineer, and it can be obtained from the lockers, fallen ammo packs, and scattered metal from destroyed buildings. PRIMARY Shotgun The shotgun is a very good, well rounded weapon, like just about any other stock weapon. 90 damage at point blank, 6 shots before reloading, reloads each shot individually. Panic Attack The Panic Attack, instead of firing immediately a random spread like most other shotguns, fires a fixed 3x5. It technically does more damage at point blank, but less at a distance, though it can be a bit more reliable due to the lack of random spread. Widowmaker A big problem for all classes that have to reload, such as the Scout, Soldier, Demoman, Medic, or Spy, is sustain. The simple act of having to reload is what keeps most classes from being overpowered. The Widowmaker gives you infinite ammo if you can hit your shots, in the form of metal. The Widowmaker takes 30 metal to fire, but if you can aim, you can sustain. If you can hit your shots, you can stay in a fight for as long as it takes to end it without having to reload. It also causes your Sentry to do +10% more damage. Rescue Ranger The Rescue Ranger can heal and move your buildings at the cost of metal. Shoot your Sentry, and it will be healed. Alt fire, and you can pick it up from a distance. It's best used for more sustain on your Sentry, as opposed to yourself, since it's not the best in fighting. Frontier Justice The Frontier Justice will destroy any team foolish enough to walk right into your Sentry. The more vanquishes your sentry gets, the more "revenge" critical hits your Frontier Justice will store when your Sentry is destroyed. They'll be lost when you die, though, and the Frontier Justice has but 3 shots before you need to reload. Pomson 6000 I'm not even going to. Don't use this. SECONDARIES Pistol Technically the same exact weapon for the Scout. Wrangler The Wrangler will allow you to manually aim your Sentry, and give it damage resistance. Once you put it away, though, your sentry will be deactivated for about 3 seconds. Short Circuit Does little damage, but allows you to destroy projectiles at the cost of 65 metal with a projectile that you can also technically use to jump with. MELEE Wrench Build your buildings, hit them to speed up construction and upgrade them, keep them fully healed. Eureka Effect Makes your teleporters cheaper and easier to upgrade, and lets you teleport back to spawn and back easily. It's great for getting around, and helping your team move forward. Jag This weapon makes your buildings heal slower from you, but they're faster to build and upgrade due to a faster swing speed. Best used for a quick set up at the start of a game. Southern Hospitality All it really does is cause bleed on enemies you hit. It's okay, I guess, but it doesn't really do much. Gunslinger Unlike the Southern Hospitality, the Gunslinger is actually good. It changes your sentry out for a mini-sentry, which does less damage and has less health, but is smaller, cheaper to build, and it also gives you an additional 25 max health. In addition, if you hit someone three consecutive times with the Gunslinger, it's a guaranteed critical hit.