Engineer

DESCRIPTION Suit up, marine!

Few have the nerve to wield an unstable plasma gun. Fewer have what it takes to calmly walk into enemy territory punching holes into fortified structures. STRATEGY UPGRADES Phase Modulation (Tier 8, Cool down = fast) Nano Repair (Tier 12, Passive) Disabling bomb effects
 * Heavy armor
 * Ricocheting shot attack
 * Incremental ray damage
 * Engineers are experts at laying waste to enemy structures and low level crowd control.
 * Nano Repair allows Engineers to repair structures, a very useful ability for keeping Towers online. Nano Repair also lets Engineers repair Diplomats' Tulpa Sentries.
 * If destroying structures, Engineers will stream their plasma rays into the structure until it's wasted, ignoring all other enemies. Their armor lets them ignore some of the damage, but it's still best if they're protected by other units.
 * If attacking enemies, Engineers use plasma bolts that have a chance of ricocheting. The rate of fire is slow and range is medium, so they're not optimal for dealing with even small sized crowds.
 * Phase Modulation improves the ricochet chance, making Engineers decent at crowd control. Phase Modulation also grants Engineers structure disabling grenade, especially useful for troublesome structures (Taskmasters, enemy bases, enemy unit spawning structures(excluding active Peripheroids' production towers Ra'ad portals), enemy base defenses and Ra'ad carriers.)
 * Like all army units, Engineers are vulnerable to area and melee damage, though less so than either Rangers or Snipers due to their heavy armor.
 * Engineers can throw disabling bombs at structures and plasma bolts have more ricocheting chance. (200 Tech Points)
 * Increases disable duration and ricocheting chance. (400)
 * Further increases disable duration and ricocheting chance. (600)
 * Engineers are now able to repair damaged structures. (350 Tech Points)
 * Increases Engineers repair speed by 25%. (700)


 * If thrown towards a Taskmaster, its will stop spawning Oculi, cannot use its weapon, and it cannot move.
 * If thrown towards an enemy base, it will stop producing etherium, preventing units from spawning from nearby spawning structures (all types of enemy bases), prevents it from shooting at friendly units (Peripheroid base) and prevents fallen Gyro domes from being rebuilt (Ra'ad base)
 * If thrown towards an enemy unit spawning structure (fell egg, assembly centers, and Gyro domes), they will stop healing damaged units or producing new units. It does not cancel the Gyro domes' invulnerability passive ability (when attacked, the Gyro dome will project a green shield around itself for a few moments)
 * If thrown towards an enemy base defense, it will be temporarily disabled.
 * If thrown towars a Ra'ad carrier, units cannot board it.

QUOTES - Chaarged up!

- Nuuclear.

- Aalrigh’!

- Atomic!

- (sheepishly) Yeah, okay.

- Oouh-kay!

- Blastin’!

- Energizin'!

''- (excitedly) Ooh! Total protonic reversal! (Phase Modulation)''

''- Good as new, comin’ up! (Nano Repair)''