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Team Fortress 2 Engineer buildings and Medic ÜberCharge guide

Understand stock Sentries, Dispensers, Teleporters and the standard Medi Gun charge without confusing unlockable variants.

Edition covered

The PC game introduced in 2007, focusing on its nine classes, stock equipment and established objective modes. Valve screenshots include later map updates. Unlockable weapons, seasonal modes and server modifications can change specific rules.

Build a network with a purpose

An elevated view of a Mann Co. yard shows fenced routes around a water channel.
An elevated view of a Mann Co. yard shows fenced routes around a water channel.

The Engineer's buildings cover different needs. A Sentry protects a limited area; a Dispenser supports nearby players; a Teleporter brings teammates forward. Putting all of them where nobody travels wastes their value.

Engineer stock buildings
BuildingFunctionPlacement priority
Sentry GunAutomatically attacks enemies in rangeCover an important approach without total exposure
DispenserSupplies nearby health and ammunitionA position teammates can safely reach
Teleporter EntranceReceives reinforcementsA useful route from spawn
Teleporter ExitDelivers players forwardProtection from immediate enemy fire

Build charge while staying alive

The stock Medi Gun builds charge through healing and can overheal teammates. Its ÜberCharge provides temporary invulnerability to the Medic and healing target. Choose a partner and activate before incoming damage kills you.

Medic support decisions
SituationUseful responsePurpose
Teammate is hurt behind coverHeal them before the next entryRestore fighting strength
Several players need helpSwitch targets when practicalKeep more of the team active
Charge is readyCoordinate with a nearby damage classUse the protected window together
Enemy push threatens the MedicActivate before dying if neededPreserve the chance to survive
Partner runs beyond safe rangeReposition instead of chasing blindlyKeep the team's healer alive

Protect the equipment during the push

A Spy's Sapper disables an Engineer building while damaging it. Watch for the sabotage cue and remove it with the appropriate tool. A Pyro checking around the position can make repairs safer.

Match the plan to equipped items

Kritzkrieg, Quick-Fix and Vaccinator charges behave differently from the stock Medi Gun. Gunslinger and other Engineer loadouts also alter standard assumptions. Inspect the item before copying a stock Sentry or ÜberCharge plan.

Useful tip

Kritzkrieg, Quick-Fix and Vaccinator charges behave differently from the stock Medi Gun. Gunslinger and other Engineer loadouts also alter standard assumptions. Inspect the item before copying a stock Sentry or ÜberCharge plan.

References
Guide references
ReferenceWebsite
Team Fortress 2 publisher listingstore.steampowered.com
Valve Team Fortress 2 sitewww.teamfortress.com
Valve official class referencewiki.teamfortress.com
Valve official game-mode referencewiki.teamfortress.com