Engineer

The  is a playable character in Risk of Rain 2.

With an assortment of deployable gadgets, the Engineer's strength comes not from him alone, but rather his ability to set up a variety of defensive measures.

The Engineer's signature ability is his deployable turrets, which gain the same Items that Engineer himself has. This makes him unique, as item selection doesn't necessarily come down to what benefits himself, but also what can benefit his turrets.

Tips

 * Turrets will not receive new items that Engineer picks up after they have been deployed. Their items are only updated upon redeployment.
 * Turrets will not inherit, , , , , and.
 * Turrets will inherent equipment items and items that influence other skills slots:
 * Acquiring the replaces the turrets' attack with, which increases both their damage and procs substantially while also giving Engineer himself a more usable primary skill.
 * Acquiring and   will be passed onto the turrets, but they are only scripted to use their primary attack so they will have no effect.
 * Likewise, most equipment items will do nothing unless they have a passive effect, even if the turrets also possess
 * Engineer's turrets will become Elite if the Engineer has any Elite equipment, as turrets inherit the Engineer's equipment, and the Elite equipment activates passively.
 * The TR12 Gauss Auto-Turrets and TR58 Carbonizer Turrets have almost identical damage output and proc rate, making on-hit items like the universally good for both.
 * The turret's attacks do not have an implicit maximum range, rather the turrets have a maximum range where they will notice and fire upon a target, with the TR58 Carboniser Turrets featuring a much shorter maximum range than the TR12 Gauss Auto-Turrets. This remains true even when their primary attack is replaced by.
 * Acquiring a will reduce the cooldown of Thermal Harpoons (and Hungering Gaze) to 0.5s. When using both Purity and Visions of Heresy, the turrets' raw damage output is dramatically increased to 4 times their normal amount. However, this sacrifices random chance effects like on-hit items in favor of pure damage.
 * Both Pressure Mines and Spider Mines can be stuck onto the outside surface of the Bubble Shield. are highly useful for both mines.
 * Placing Spider Mines on elevated positions may allow them to jump onto airborne enemies. They can also be placed onto allies and other Survivors, unlike the immobile Pressure Mines.
 * Stacking can lead to constant uptime of Bubble Shield, allowing for good cover from Wisps and Titans as the game progresses. It also proves useful to refresh the Turrets' cooldown, giving the player backups in case one of them gets destroyed.
 * Be wary that TR58 Carbonizer Turrets can pick up ammo packs by walking past them. This may not be an issue if they have Visions of Heresy.
 * A single allows for nearly 100% uptime of Bubble Shield.
 * The Bubble Shield can be used an effective method to avoid the Genesis Supernova.
 * Moving the targeting reticle of Thermal Harpoons off of a target resets the lock-on delay, allowing the player to immediately target them again. This means that by swiping the reticle back and forth over a single or multiple targets, the player can lock on much faster.
 * Stacking several and placing TR12 Gauss Auto-Turrets beside one another is an effective method for dealing with bosses and high-damage enemies, as it provides a small zone of healing readily defended with the addition of a deployed Bubble Shield. Be wary that melee-oriented monsters may still knock Engineer out of the healing radius or the shielded area.
 * It is not recommended to pick up if using the Bustling Fungus strategy, as Bustling Fungus heals based on a percentage of max HP (which will become 1). If the player wants to use the Transcendence/ combo, they should use alternative forms of healing such as  or.
 * Acquiring, , and as many as possible will allow the stationary TR12 Gauss Auto-Turret to unleash a constant barrage of attacks, as the player and both their turrets will all heal each other (causing N'Kuhana's Opinion to continuously activate).
 * It is not recommended to obtain if using the TR12 Gauss Auto-Turrets, as the Weeping Fungus will not benefit them and they will not be able to heal Engineer.
 * TR12 Gauss Auto-Turrets can block each other's shots if they're placed too close to each other, so some care must be taken to space them out just enough to still benefit from items such as Bustling Fungus.
 * Getting plenty of AoE and/or on-hit items for the player's TR58 Carbonizer Turrets (like, , , , etc.) as well as some healing items for the early game (like ) will turn them into fairly self-sufficient powerhouses.
 * One method to amass large amounts of healing on TR58 Carbonizer Turrets during mid-game or late-game is to stack and enough  to reach guaranteed critical strike chance, preferably with a  for bonus attack speed. The constant, rapid critical strikes will heal the turrets as long as they have targets to attack.
 * Due to the behavior of TR58 Carbonizer Turrets, might be useful when they inevitably haphazardly charge into enemies. The  and a few  or  can allow them to turn this caveat into a positive.
 * Both turrets greatly benefit from, as the 3 second invincibility time will always reset on newly deployed turrets, as long as Engineer has not used up his own Dio's Best Friend.
 * Engineer does not gain gold when his turrets are hit if they have the.
 * Both turrets benefit from the, most likely stacking multiple buffs gained from Elite enemies.
 * This may backfire upon killing an or  enemy, as these Elite buffs replace HP with shields, making the aforementioned healing strategies less effective (especially the Bustling Fungus strategy).
 * TR12 Gauss Auto-Turrets can be used to press the pressure plates on Abandoned Aqueduct.
 * Though TR58 Carbonizer Turrets can activate them as well, these turrets are liable to walk off the pressure plates.
 * A very risky but rewarding strategy is to acquire the at the start of a run. Each turret will get its own Fuel Array and explode when sufficiently damaged, dealing huge damage to whatever was attacking it. This requires the player to dodge well enough to avoid exploding themself, however. This strategy is much more viable in multiplayer, as dying from the Fuel Array will not end the run.
 * An exploit exists with Thermal Harpoons and the : when bringing up the painting window for Thermal Harpoons, the cooldown for is reset. By repeatedly inputting utility → secondary → secondary, Engineer can cast Slicing Maelstrom many times in rapid succession. This behavior is likely unintended and may be removed in the future.
 * At the expense of being unable to increase the number of equipment charges and reduce equipment cooldown, the can increase the maximum number of turrets that can be deployed to 3. Stacking further Lysate Cells on top will not increase the number of turrets that can be deployed, but can still allow the Engineer to redeploy turrets faster when they are destroyed.

Bugs

 * are currently bugged on Playstation and Xbox following the Anniversary Update as they do not move and act like stationary turrets. There is no known workaround.

Version History

 * Anniversary Update
 * Major Content
 * Added New Lore Entry: Engineer
 * Gameplay Changes
 * Both and  now also inherit your equipment. They won’t activate it, but they will hold it.
 * now have slight anti-gravity.
 * Bug Fixes
 * Engi now properly play impact sounds
 * PC Patch v1.0.1.1 (Build ID No.5440050)
 * Gameplay Changes
 * SPOILERS! Final Boss, Last Phase. SPOILERS!
 * Item Steal
 * Now steals items from minions, like Engineer Turrets. He won’t use the items he takes from minions.
 * Bug Fixes
 * Fix not working on Engi
 * PC Early Access Patch (Build ID No.4892828)
 * Bug Fixes
 * Fix from stacking with Engineer Turrets
 * Fix an issue that caused the / cooldown to restart when opening the target menu
 * Fix the being reset by
 * Early Access Artifacts Content Update
 * Major Content
 * Added New Skill Variant:
 * Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.
 * Added New Skin:
 * Added New Engineer Challenge:
 * Added New Engineer Challenge:
 * Gameplay Changes
 * Add 1 new Skill Variant
 * Add 1 new Skin
 * 🌧 Update animations on falling, landing, sprinting, walking and jumping
 * Increase shield warning flash by 0.5 second and tweak visuals to be softer
 * Now displays selected mine and turret variants in the Character Select screen
 * Sound & Music
 * Fix Engineer firing SFX and effects not playing for anyone but the client playing as the Engineer
 * Fix Engineer firing SFX and effects not playing for anyone but the client playing as the Engineer
 * Early Access Hidden Realms Content Update
 * Bug Fixes
 * Update Engineer Turret not destroying itself for clients
 * PC Early Access Patch (Build ID No.4233443)
 * Gameplay Changes
 * Walk Speed: 6 ⇒ 7
 * Now scales laser tick rate with attack
 * Now scales laser tick rate with attack
 * Early Access 'Skills 2.0' Content Update
 * Major Content and Changes
 * Added New Skill Variant:
 * Place a robot mine that deals 600% damage when an enemy walks nearby. Can place up to 4.
 * Added New Skill Variant:
 * Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.
 * Added New Class Challenge:
 * Added New Class Challenge:
 * Gameplay Changes
 * 🌧︎ now flashes before it expires
 * 🌧︎ Update :
 * 🌧︎ Now “arms” over time to 900% damage and an increased radius
 * Players (including us) were mostly just using Engineer's mines as somewhat underwhelming grenades as soon as they came off cooldown. This change puts more power in strategic placement and reduces how often the skill needs to be used for it to be effective.
 * 🌧︎ Now scales max available mines with max secondary stock
 * Max Stock 10 ⇒ 4
 * Add 2 new skill variants
 * Early Access Scorched Acres Content Update
 * Gameplay Changes
 * Turret Base Damage: 19 ⇒ 16
 * Music & SFX
 * Assign Engineer Turret’s proper attack sound
 * Add Engineer sounds to
 * Bug Fixes
 * ☂ Fix Engineer sprint sounds not playing first time sprinting on a stage
 * Early Access Patch (Build ID No.3731106)
 * Bug Fixes
 * [Community Found] Clean up Turret skill drivers to fix their AI not working sometimes
 * [Community Found] Fix being able to sometimes get more than 2 turrets
 * [Community Found] Remove typo in description

Trivia

 * The Engineer was one of the playable characters in the first Risk of Rain.
 * Prior to the Anniversary Update, the Engineer's ending phrase was "...and so he left, more steel and circuit than man.", reiterating his ending message from Risk of Rain.