The Engineer is a man driven by more than mere eccentricity. Once a humble, hard-drinking builder in the Legion, he came to master all manner of machines. Wielding a blunderbuss of his own design and hoisting ale and a veritable armory on his back, he is a strange but impressive sight on the battlefield.
The Engineer is built on utility and positional control. His Steam Turret and Energy Field allow for huge tracts of ground control, punishing enemies heavily for standing within their area-of-effect. A Portal Key allows the Engineer to land his abilities with greater precision.
Abilities[ | ]
The Keg
[ Q ]
Cast Time: 0 / 1 seconds
Target Position
Enemy Units and Trees
Type - Magic
Never going into battle without a full keg of ale, the Engineer also knows that it can be used as a powerful explosive in a pinch. When heaved into a battle, it stuns and damages enemies where it lands. He drinks this stuff.
Range: 800 Radius: 200 Mana Cost: 95/100/110/120 Cooldown: 12 seconds
Throws a keg at target location, impacting after a 1 second delay. Enemy units in radius take 90/160/230/300 Magic Damage, receive a 1.6/1.9/2.2/2.5 second Stun, and are pushed 250 units away from the impact point.
If the Engineer is in the blast radius, he too will be knocked back, but won't be damaged or Stunned.
It puts hair on yer chest!
Notes
Knockback is affected by terrain.
Steam Turret
Stats
Duration
5 seconds
Health
3 Hits
Sight Range
1000/1000
Gold
50
Notes
Gadget Immunity
Steam Turret
[ W ]
Cast Time: 0 / 0.3 seconds
Target Vector
Enemy Units
Type - Magic
The Steam Turret is a marvel in rapidfire technology. Deploying at the place of his choosing in any direction he wants, it lays down waves of suppressing fire that slow enemies who stay in the cone.
Range: 800 Mana Cost: 75 Cooldown: 15 seconds
Creates a Steam Turret at the target position facing the vector direction. Fires 10 shots per second for 5 seconds in an 800 distance 400 radius cone.
Bullets hit all enemies they come into contact with, dealing 14/18/22/26 Magic Damage, pushing them 15/25/35/45 units away from the Turret, and applying a Suppressed charge by up to 25/30/35/40% Movement Slow can be applied from these charges.
Each additional bullet that hits a target reduces the effect of that hit by 10%.
My turret is my best friend.
Suppressed Effects 2.5/3/3.5/4% Movement Slow per charge, max of 10 charges
Notes
Each charge of Suppressed lasts 3 seconds and has its own duration.
Bullets have a touch radius of 45.
Each consecutive bullets' effects are reduced by 10% from the previous hit.
Spider Mine
Stats
Health
1 Hit
Sight Range
400/400
Notes
Gadget Immunity
Spider Mines
[ E ]
Cast Time: 0 / 0 seconds
Target Position
Organic Enemy Units
Type - Magic
The Engineer can create small burrowing mines that activate and run at enemies who pass over them.
Range: 450 Radius: 250 Mana Cost: 90/100/110/120 Cooldown: 6.5 seconds
Target a position to place a Spider Mine there. Up to 3/3/4/5 mines may be placed at once, each dealing 120/180/270/360 Magic Damage upon detonation (0.7x of Damage to non-hero units).
The mine detonates itself upon its initial placement if there is at least 1 enemy unit within its blast radius, dealing 0.75x Magic Damage when detonated in this manner.
Consume one charge to place a mine. Up to 1/2/3/4 charges may be stored, refreshing every 15 seconds.
Spider mines are stealthed and appear when an enemy comes near them, chasing them either until contact or over 3 seconds chasing time to detonate themselves. Each mine grants vision around itself. Does not block neutrals from respawning.
Oh Sh*%....
Notes
Double-activate to cast this ability at Engineer location.
Any currently placed mines are retroactively leveled when the ability is leveled.
Mines take 1 second to arm once it reaches its target destination.
Can only be detonated manually once mines have successfully been planted.
Mine chases the enemy that triggered it after a 1 second delay.
Once activated, Mines will chase the enemy that triggered it at 600 speed.
Mines cannot be destroyed while they are triggered or chasing the target.
Mines will explode for damage even when destroyed (while burrowed) without triggering it.
Damage dealt by the Mines can be reflected back to its owner (i.e. Barbed Armor will deal damage to Engineer).
Mines doesn't determine Magic Immunity enemy unit as their chasing trigger.
Destroy Spider Mine
[ E ]
Cast Time: 0 / 0 seconds
Self
Activate to destroy this Spider Mine.
Notes
Spider Mines will explode for damage even when manually destroyed.
Energy Field v4.0
Stats
Duration
6/8/10 seconds
Health
4 Hits
Sight Range
600/600
Gold
100
Experience
10
Notes
Gadget Immunity
Energy Field
[ R ]
Cast Time: 0.5 / 0.5 seconds
Self Position
Non-Boss Enemies
Type - Magic
Deploying his patented Energy Field Double-Magnetic Modulator v3.0, the Engineer can guarantee that any enemies who enter or exit the active field are purged of all buffs and then silenced and perplexed for a short time.
Range:800 Radius: 475 Mana Cost: 200 Cooldown: 105/95/85 seconds
Placing a gadget at the Engineer's location or target location that lasts 6/8/10 seconds. The gadget takes 4 hits to destroy, and creates an Energy Field in a 475 radius around itself.
Enemies who enter or exit the field and the one affected by this ability upon spawning has their buffs dispelled, takes 100 True Damage, and have Energy Field applied for 2 seconds. Enemies inside the Energy Field take 50/75/100+ 1.5% of enemy hero's Max Health as Magic Damage per second.
Don't ask what happened to version 2.0...
Energy Field Effects
Silenced Perplexed 100% Movement Speed Slow initially, tapering over duration
Notes
The outer radius of the Energy Field does not affect Magic Immune units except Protective Charm, which is dispelled before applying its effects.
With Staff of the Master, double-activate to cast this ability at current position of self.
Can no longer be double-activated to throw The Keg at your current position (this feature was not used in actual games & was a hindrance whenever it was accidentally used).
Now automatically detonate upon their initial placement if there is at least 1 enemy unit within its blast radius, dealing 0.75x Magic Damage when detonated in this manner.
Can now only be detonated manually once they have successfully been planted.
Cooldown reduced from 8 seconds to 6.5 seconds.
Max number of Spider Mines placed on the map at once reduced from 6 to 3/3/4/5.
Deploys a Steam Turret with 5 seconds lifetime, 1000 day-night vision, and 3 hits to be destroyed at target position facing the vector direction. The Turret fires 10 shots per second in a 800 distance, 400 radius cone while the Turret is active.
Each bullet deals 10/20/30/40 Magic Damage, pushes 10/15/20/25 units away from the Turret, and applies a charge of Suppressed for 3 seconds, causing each individually timed charge of it to reduce the damage and push by 10% at a maximum 10 charges.
Target a position to place a Spider Mines by maximum 2/2/2/3 mines can be placed to each other by 700 radius to existing mine and total 6 mines may be placed at once.
Has up to 1/2/3/4 charges and consumes a charge when placing a mine with 15 seconds refreshing time.
Spider Mines are stealth gadget and appear when an enemy comes near them, chasing them until contact and dealing 100/175/250/325 Magic Damage each.
Each mine grants vision around itself but does not block neutrals from respawning.
Places a gadget next to self with 6/8/10 seconds duration ands 4 hits to be destroyed, creating an Energy Field in a 475 radius to itself to deal 50/75/100 Magic Damage per second to enemies inside of it and dispel buffs, deal 100 True Damage, and apply a 2 seconds Silence & perplex with a tapering 100% movement speed slow when they enter or exit it.
Now takes damage when attacking a unit affected by Barbed Armor's buff state (as mentioned in the Barbed Armor mechanical change in the items section of the patch notes).
The amount of damage taken will be 1/12th of the Steam Turret's Health (instead of 1/3 of the Steam Turret's Health previously).
Steam Turret's attacks now deal 10% less damage to enemies per 150 units away from Engineer (past 650 units away from Engineer), to a minimum of 40% damage dealt (i.e. 60% less damage).
Steam Turret now properly inherits 50% of the Attack Damage granted by Agility from Engineer (in addition to 50% of the Attack Speed granted by Agility from Engineer).
This was actually a bug in the previous patch and was severely lowering the power of Engineer's carry potential.
Engineer's carry potential on his Steam Turret is now properly adjusted to where it should be.
Mana Cost decreased from 100 to 50.
Cooldown decreased from 20 to 10 seconds.
Ability now goes on a 5 second cooldown when the turret is damaged by an enemy player.
Can now be double-activated to drop the turret at your feet.
Throws a keg at target location, impacting after a 1 second delay. Enemy units in radius take 80/130/180/230 Magic Damage, receive a 1.25/1.5/1.75/2 second Stun, and are pushed 250 units away from the impact point.
If the Engineer is in the blast radius, he too will be knocked back, but won't be Stunned.
Creates a Steam Turret at your position that does 20/40/60/80 Physical Damage per shot. The Turret has 500 Attack Range and inherits Engineer's Inventory and 50% of the Attack Speed granted by Agility from Engineer.
The turret is unaffected by all sources of heals, Health or Mana Regeneration.
The Turret dies in 3 hits from heroes, Bosses and enemy buildings (12 hits from other units) and does not aggro Lane Creeps. Its Health regenerates to full after not taking damage for 4 seconds.
Engineer can destroy his own turret by attacking it.
Hero mode: The Turret will attack whatever you attack. Otherwise, it will attack the closest visible enemy hero. If the turret's target is not a hero, it will only attack it once.
Normal mode: The Turret will attack whatever you attack. Otherwise, it will attack the closest visible enemy, prioritising heroes.
Activate to switch between Normal and Hero modes. By default, the Turret is in Hero mode.
Activate to apply Overdrive to self for 4/6/8/10 seconds, gaining 25 bonus Attack Speed per second. Propagates to ally towers and turrets within 500 range.
Activate to create an Energy Field for 5/8/11 seconds with a turret at its center.
This turret deals 40/60/80 Physical damage per shot to all enemies within 450 range, has a 1.5 second base attack cooldown and dies in 4 hits from heroes, Bosses and enemy buildings (16 hits from other units). Does not regenerate health.
Enemies who enter or exit the field have Energy Field applied for 2 seconds.
Energy Field (state): 100% tapering Movement Speed Slow, Silenced.
Added a new Staff of the Master effect: Grants the ability 900 Cast Range and brings Engineer to the destination. Plants 4 Spider Mines on arrival which last for 10 seconds.
These Spider Mines have the same level as your Spider Mines ability and do not count towards the mine limit.
Can now heal the Steam Turret through creep damage.
Only Hero or Boss attacks will prevent the Steam Turret from being healed
When used on allied siege units, will now cause that siege unit to take 1/3rd of normal damage (in addition to its previous effects)
When used on enemy siege units, will now destroy that siege unit after a 2 second channel time, blowing it up causing 50/75/100/125 Magic damage in a 600 radius
Now again increases the Attack Speed of the turret by 25,50,75,100
The Engineer can create small burrowing mines that activate and run at enemies who pass over them.
Range: 450 Radius: 250 Mana Cost: 90/100/110/120 Cooldown: 8 seconds
Target a position to place a Spider Mine there by a maximum of 2/2/3/4 Mines can be placed to each other by 700 radius to existing Mines. Up to 6 may be placed at once, each dealing 120/180/270/360 Magic Damage but 0.7x of Damage is dealt to non-hero units.
Consume one charge to place a mine. Up to 1/2/3/4 charges may be stored, refreshing every 15 seconds.
Spider mines are stealthed and appear when an enemy comes near them, chasing them either until contact or over 3 seconds chasing time to be exploded later. Each mine grants vision around itself. Does not block neutrals from respawning.
Double-activate to cast this ability at Engineer location.
Any currently placed mines are retroactively leveled when the ability is leveled.
Mines take 1 second to arm once it reaches its target destination.
Mine chase the enemy that triggered it after a 1 second delay.
Once activated, Mines will chase the enemy that triggered it at 600 speed.
Mines cannot be destroyed while they are triggered or chasing the target.
Mines will explode for damage even when destroyed (while burrowed) without triggering it.
Damage dealt by the Mines can be reflected back to its owner (i.e. Barbed Armor will deal damage to Engineer).
Mines doesn't determine Magic Immunity enemy unit as their chasing trigger.
Destroy Spider Mine
[ E ]
Cast Time: 0 / 0 seconds
Self
Activate to destroy this Spider Mine.
Notes
Spider Mines will explode for damage even when manually destroyed.
Steam Turret
Stats
Combat Type
Hero
Health
3 hits from heroes, Bosses and enemy buildings (12 hits from other units)
Sight Range
1000/1000
Attack Range
500 (Ranged)
Missile Speed
5000
Base Attack Time
1.7
Attack Animation
0.05/0.05
Turn Rate
650
Gold
20/40/60/80
Experience
40/60/80/100
Notes
Gadget Immunity
Steam Turret
[ W ]
Cast Time: 0 / 0.3 seconds
Target Vector
Enemy Units
Type - Physical
The Steam Turret is a marvel in rapidfire technology, duplicating Engineer's items and firing on its own.\n\nHas a sub-ability which allows you to switch its Targeting Algorithm.
Range: 650 Mana Cost: 50 Cooldown: 10 seconds
Creates a Steam Turret at your position that does 20/40/60/80 Physical Damage per shot. The Turret has 500 Attack Range and inherits Engineer's Inventory and 50% of the Attack Speed & Damage granted by Agility from Engineer.
The turret is unaffected by all sources of heals, Health or Mana Regeneration.
The Turret dies in 3 hits from heroes, Bosses and enemy buildings (12 hits from other units) and puts this ability on a 5 second cooldown when damaged by enemy players. Its Health regenerates to full after not taking damage for 4 seconds.
Engineer can destroy his own turret by attacking it. Double-activate the ability to drop the turret at your feet.
Turret takes damage when attacking a unit affected by Barbed Armor's buff state.
The amount of damage taken is 1/12th of the Steam Turret's Health.
Targeting Algorithm
[ D ]
Cast Time: 0 / 0 seconds
Self
The Turret will attack whatever you attack. Otherwise, it will attack the closest visible enemy, prioritising heroes.
Turret cannot attack allies.
Mana Cost: 0 Cooldown: 0.1 seconds
Switches the Turret into Hero Targeting Mode, causing it to never attack creeps unless you are attacking them.
Targeting Algorithm (Heroes)
[ D ]
Cast Time: 0 / 0 seconds
Self
The Turret will attack whatever you attack. Otherwise, it will attack the closest visible enemy hero.
If the turret's target is not a hero, it will only attack it once.
Turret cannot attack allies.
Mana Cost: 0 Cooldown: 0.1 seconds
Switches the Turret into Normal Targeting Mode, causing it to attack creeps if there are no other valid targets nearby.
Overdrive
[ E ]
Cast Time: 0 / 0 seconds
Self Position
Grants increasing attack speed to self and nearby gadgets and towers.
Radius: 900 Mana Cost: 50/60/70/80 Cooldown: 30 seconds
Activate to apply Overdrive to self for 4/6/8/10 seconds. During the effect, nearby towers and turrets receive the bonus too.
What does this button do?
Overdrive Effects
+25 Attack Speed per charge Starts with and gains 25 bonus Attack Speed per second Propagates to towers and turrets within 500 range.
Max of 100/150/200/250 Attack Speed can be obtained from 1 cast instance of this ability.
Energy Turret
Stats
Duration
5/8/11
Combat Type
Hero
Health
4 hits from heroes, Bosses and enemy buildings (16 hits from other units)
Damage
40/60/80 (80/120/160)
Sight Range
1000/1000
Attack Range
450 (Ranged)
Missile Speed
3000
Base Attack Time
1.5
Attack Animation
0.05/0.05
Gold
40/60/80
Experience
60/80/100
Energy Field
[ R ]
Cast Time: 0.5 / 0.5 seconds
Self Position
Non-Boss Enemies
Type - Magic
Deploying his patented Energy Field Double-Magnetic Modulator v3.0, the Engineer can guarantee that any enemies who enter or exit the active field are purged of all buffs and then Silenced and Perplexed for a short time.
Range:800 Radius: 455 Mana Cost: 200 Cooldown: 120/100/80 seconds
^gTarget a position to leap there and^ Places an Energy Turret at the Engineer's location that lasts 5/8/11 seconds. The turret deals 40/60/80(80/120/160) Physical Damage per shot to all enemies within 450 range, has a 1.5 second base attack cooldown and dies in 4 hits from heroes, Bosses and enemy buildings (16 hits from other units).
Also creates an Energy Field in a 450 radius around itself. Enemies who enter or exit the field receive 90 Magic Damage and have Energy Field applied for 2 seconds.
Don't ask what happened to version 2.0...
Energy Field Effects
Silenced 100% Movement Speed Slow initially, tapering over duration
The outer radius of the Energy Field does not affect Magic Immune units except Protective Charm, which is dispelled before applying its effects.
With Staff of the Master, Engineer will be launched 1200 speed towards the target location.
Spider Mine
Stats
Health
1 Hit
Sight Range
400/400
Notes
Gadget Immunity
Spider Mines
[ E ]
Cast Time: 0 / 0 seconds
Target Position
Organic Enemy Units
Type - Magic
The Engineer can create small burrowing mines that activate and run at enemies who pass over them.
Range: 450 Radius: 250 Mana Cost: 90/100/110/120 Cooldown: 5 seconds
Target a position to place a Spider Mine there. Up to 6 may be placed at once, each dealing 80/160/240/320 Magic Damage.
Consume one charge to place a mine. Up to 1/2/3/4 charges may be stored, refreshing every 15 seconds.
Spider mines are stealthed and appear when an enemy comes near them, chasing them until contact. Each mine grants vision around itself. Does not block neutrals from respawning.
Any currently placed mines are retroactively leveled when the ability is leveled.
Mines take 1 second to arm once it reaches its target destination.
Mine chase the enemy that triggered it after a 1 second delay.
Once activated, Mines will chase the enemy that triggered it at 600 speed.
Mines cannot be destroyed while they are triggered or chasing the target.
Mines will explode for damage even when destroyed (while burrowed) without triggering it.
Damage dealt by the Mines can be reflected back to its owner (i.e. Barbed Armor will deal damage to Engineer).
Destroy Spider Mine
[ E ]
Cast Time: 0 / 0 seconds
Self
Activate to destroy this Spider Mine.
Notes
Spider Mines will explode for damage even when manually destroyed.
Steam Turret (Pre-4.5.0)
Stats
Duration
5 seconds
Health
3 Hits
Sight Range
1000/1000
Gold
50
Notes
Gadget Immunity
Steam Turret
[ W ]
Cast Time: 0 / 0.3 seconds
Target Vector
Enemy Units
Type - Magic
The Steam Turret is a marvel in rapidfire technology. Deploying at the place of his choosing in any direction he wants, it lays down waves of suppressing fire that slow enemies who stay in the cone.
Range: 800 Mana Cost: 75 Cooldown: 15 seconds
Creates a Steam Turret at the target position facing the vector direction. Fires 10 shots per second for 5 seconds in an 800 distance 400 radius cone.
Bullets hit all enemies they come into contact with, dealing 10/20/30/40 Magic Damage, pushing them 10/15/20/25 units away from the Turret, and applying a Suppressed charge (3.5% Movement Speed slow per charge, max of 10 charges).
Each additional bullet that hits a target reduces the effect of that hit by 10%.
Each charge of Suppressed lasts 3 seconds and has its own duration.
Bullets have a touch radius of 45.
Each consecutive bullets' effects are reduced by 10% from the previous hit.
Energy Field v3.0
Stats
Duration
6/8/10 seconds
Health
4 Hits
Sight Range
600/600
Gold
100
Experience
10
Notes
Gadget Immunity
Energy Field
[ R ]
Cast Time: 0.5 / 0.5 seconds
Self Position
Non-Boss Enemies
Type - Magic
Deploying his patented Energy Field Double-Magnetic Modulator v3.0, the Engineer can guarantee that any enemies who enter or exit the active field are purged of all buffs and then silenced and perplexed for a short time.
Range:900 Radius: 475 Mana Cost: 200 Cooldown: 105/95/85 seconds
Engineer launches himself at the target location, placing a gadget at the Engineer's location upon landing that lasts 6/8/10 seconds and planting 4 Spider Mines which last 10 seconds. The gadget takes 4 hits to destroy, and creates an Energy Field in a 475 radius around itself.
Enemies who enter or exit the field has their buffs dispelled, takes 100 True Damage, and have Energy Field applied for 2 seconds. Enemies inside the Energy Field take 50/75/100 Magic Damage per second.
- Spider Mines have the same level as your Spider Mines ability and do not count towards the mine limit.
Don't ask what happened to version 2.0...
Energy Field Effects
Silenced Perplexed 100% Movement Speed Slow initially, tapering over duration
The outer radius of the Energy Field does not affect Magic Immune units except Protective Charm, which is dispelled before applying its effects.
With Staff of the Master, Engineer will be launched 1200 speed towards the target location.
Tinker
[ E ]
Cast Time: 0.5 / 0.5 seconds
Target Unit
Mechanical Units
Type - Physical
The Enginner can easily manipulate the inner workings of any Mechanical unit or Tower, Tinkering with them to either increase or decrease their function while he continues to work with them.
Range: 450 Mana Cost: 50 Cooldown: 20 seconds
Passively decreases the cooldown and manacost of The Keg by 7/14/21/28%.
While boosting mechanical units for 15 seconds in the following ways depending if he targets allies or enemies:
The Enginner can easily manipulate the inner workings of any Mechanical unit or Tower, Tinkering with them to either increase or decrease their function while he continues to work with them.
The Steam Turret, built piece by piece, is bonded to the Engineer himself. He is able to control it from anywhere and it gains any items the Engineer has when it's created, yet dies if he does.
Range: 400 Mana Cost: 100 Cooldown: 30 seconds
Creates a Steam Turret at the target position that does 12/18/27/37 to 14/22/33/43 Physical Damage each shot in a three shot burst. Only the first attack in the burst may trigger on-attack events.
The turret has 500/550/600/650 range. The turret can shoot 7/10/13/16 times.
All of the Engineer's item apply to the Turret, except for Lifesteal. This includes Max Health and Mana increasing items, but it will not affect its life or shots. Damage from items is reduced by 80% and then added to the turret's base damage.
The turret is unaffected by all sources of health or Mana regeneration.
Cannot be placed within 100 units of a tree.
Steam Turret Abilities[ | ]
Shutdown
[ Q ]
Cast Time: 0 / 0 seconds
Self
Shuts down the steam turret to regenerate it's mana.
Cooldown: 60 seconds
Applies Shutdown to the Steam Turret for 15 seconds.
Shutdown Effects
Disarmed Reduces sight range to 100 Gains 5 mana per second
Target Selection
[ W ]
Self
The Turret switches its targetting priority between heroes only and all standard targets.
Switches targeting to all standard targets or heroes only.
Notes
Defaults at targeting heroes only.
This ability simply changed the Turret's default aggro AI.
Trivia[ | ]
Engineer's original version of the Steam Turret is widely considered one of the most overpowered abilities in the history of HoN, even after numerous bug fixes and nerfs, leading to jokes about how the Turret was real hero and the Engineer its "useless" pet.