Turn Imran into a walking killbox: pellet‑stacking shotguns, crowd‑control grenadiers, and a Multi‑Tool loop that keeps your Sonic Storm online.
TL;DR (for busy Specialists)
- Shotguns are king on Engineer thanks to Scatter Plot (+2 pellets, +25% spread), with Bonebreaker and ConTek CSG as top picks. Explosive Slugs on Bonebreaker and Incendiary Shells on CSG are stand‑out mods.
- Grenadier route: Run the G33 with Full Blast (bigger blasts, safer self‑damage) and utility ammo like Enfeebling Smoke or Incendiary.
- The loop: Kills → Tool Up stacks → convert to Multi‑Tool charges → use Multi‑Tool to activate turrets/locks/ziplines → Reforge refunds Sonic Storm energy → melt waves again.
- Why it works: Imran starts with access to a Multi‑Tool and a turret‑spamming Sonic Storm gadget; your kit is built to lock areas down and snowball utility into damage.
Imran 101: What makes Engineer different
Core identity. Engineer (Imran) is a close‑to‑mid‑range control Perk built around shotgun pellet scaling, explosive AoE, and a ridiculously useful Multi‑Tool that powers the rest of his kit. Sonic Storm—a twin‑cannon exosuit mode—projects soundwave projectiles while you’re BUNKERED, letting you shred clustered ZEDs on demand.
Why Shotguns first. At Level 20, Scatter Plot adds +2 pellets to shotgun blasts (+25% spread). That’s a direct, reliable DPS bump for Bonebreaker/CSG and the cornerstone of the shotgun build. If you go explosives‑heavy, swap to Full Blast instead (more radius, 80% reduced self‑damage).
Your “free” cooldown engine.
- Tool Up (Lv2): kills grant TOOL UP stacks; at 100, you refill 1 tool ammo (e.g., the Multi‑Tool).
- Reforge (Lv24 Gadget): using a tool restores Sonic Storm energy up to a per‑round cap, effectively shortening your gadget’s downtime when you work the map.
Used together, these turn map objectives into DPS uptime.
Starting gear & money. You begin with ConTek CSG (primary) and Krait (sidearm), and your early Dosh is tight—plan your first upgrades carefully. Bonebreaker’s 2,400 Dosh price and CSG’s 1,500 Dosh price point make them very attainable by Wave 2‑3 with decent performance. Consider grabbing Shuriken later for its movement speed buff as your mobility panic button.
The Multi‑Tool, in short. Three charges per wave; opens Armor Lockers/Doors, enables Ziplines, and activates Turrets/Traps. You can slot it before the match or buy it mid‑run (≈ 80 Dosh from Trader).
Build A: Pellet Storm (Bonebreaker / CSG) — “Delete the lane”
When to run it: You’re playing a standard hold with clear chokes and want maximum reliability wave‑to‑wave. This is the Engineer’s most consistent carry.
Skills & passives (by unlock tier)
- Lv2: Tool Up (refill tool ammo from kills). Consider Repairman if you’re constantly taking chip damage and lack a Medic.
- Lv6 (Gadget): Stabilize (+15% Sonic Storm damage while BUNKERED).
- Lv8: Major Damage (+10% weapon damage, +20% Stumble to nearby enemies).
- Lv14: Man of Steel (+20% armor integrity; smalls that grab you are auto‑stumbled while you have armor).
- Lv20: Scatter Plot (+2 pellets, +25% spread). Non‑negotiable for this build.
- Lv24 (Gadget): Reforge (tool use → Sonic Storm energy).
- Lv26: Rally Beacon (kills build RALLY; at 24 stacks, drop a 20s zone for +25% team weapon damage—amazing for boss waves and “oh no” moments).
- Lv30: Reverb Pedal (ending/fixing Sonic Storm triggers a 200‑damage sound explosion). You can swap to State of Confusion if your team wants more CC instead.
Weapons & mods
- Primary 1: Bonebreaker → Explosive Slugs first for splash & crowd reach; then capacity/damage/fire‑rate mods. This pushes pellets into mini‑AoE chains and pairs well with Stumble.
- Primary 2: ConTek CSG → Incendiary Shells to chew flesh; then penetration, capacity, accuracy. With Scatter Plot, CSG becomes a surgical decapper that still hits like a truck.
- Sidearm: Shuriken → take Stunning Coating / Triple Blades / Expanded Pouch; the move speed buff saves runs.
Bonus Abilities (from weapon mod rolls)
Prioritize:
- “Damage +7 when mag ≤ 25%” (great on shotguns with small mags),
- “Next round +10 damage after breaking limb/armor”,
- “+20 Stumble Power.”
All three play to pellet spam, frequent limb breaks, and reliable CC.
Play pattern
- Anchor a choke. Pre‑place Bouncing Betty; with Grounded later it applies Knockdown to bail you out.
- Start on CSG for pick shots and armor work; swap to Bonebreaker to mulch the wave core.
- Watch mag thresholds—you get bonus damage on low mags from the right Bonus Ability roll. Top off only when safe.
- Use Multi‑Tool between surges: unlock an Armor Locker, kick on a Turret, or enable a Zipline; this fuels Reforge → Sonic Storm uptime.
- Beam Sonic Storm through the lane when spawns crest, then Rally Beacon for spikes (Scrakes/Fleshpounds/boss).
Wave‑by‑wave shopping (example)
- Wave 1: Stick with CSG; buy Multi‑Tool (≈80 Dosh) if you didn’t pre‑slot it.
- Wave 2: Buy Bonebreaker (2,400); start Explosive Slugs path.
- Wave 3–4: Fill Bonebreaker mods (capacity/damage), add Shuriken (1,200) if you want mobility.
- Wave 5+: Pump Sonic Storm nodes and your favorite Bonus Abilities; save for boss burst.
Build B: Grenadier Control (G33) — “Paint the floor with AoE”
When to run it: Your team needs more AoE control or you’re on open maps with wide flanks. The G33 turns you into a zone‑denial specialist.
Skills & passives
- Lv2: Tool Up (still core to your loop) or Repairman for sustain.
- Lv6: Stabilize (Sonic Storm still matters for anchor moments).
- Lv8: Major Damage (nearby Stumble works wonders after splash).
- Lv14: Man of Steel (you’ll splash yourself occasionally).
- Lv20: Full Blast (+30% explosive radius, −80% self‑damage; also buffs spray/beam stream size). It’s the switch that makes grenadier safe.
- Lv18 (Gadget): Clear the Area (+50% equip explosion radius) for even chunkier Bouncing Betty and better opening salvos.
- Lv24: Reforge (tool → gadget energy), same loop.
- Lv26: Rally Beacon or Inner Rage (if you like reactive damage).
- Lv30: Reverb Pedal (extra pop when Sonic Storm ends), or State of Confusion for defensive CC.
Weapon & mod picks
- Primary: G33
- Ammo: Enfeebling Smoke (DoT cloud with damage/scale; adds Enfeeble) or Incendiary Grenades (burn + damage, strong chain potential).
- Barrel: Extended Barrel (accuracy, projectile speed) to land more precise picks.
- Sight: Red Dot if you prefer cleaner framing.
- Mag/Cylinder: capacity pick (e.g., Three/Eight‑Round as available on your progression).
Why these? Enfeebling Smoke pushes area, duration, and damage, weakening crowds for your team. Incendiary stacks Heat—great with Engineer’s explosive bonuses and Stumble chaining. Full Blast + Clear the Area makes both your Betty and your G33 feel like mini‑ultimates every round.
Play pattern
- Pre‑seed the lane: Bouncing Betty at top of ramp/door, then G33 into choke as the pack commits.
- Explode → Stumble → Sweep: Splash applies Stumble (Major Damage), tucking bigs for follow‑up Sonic Storm or teammate bursts.
- Work the map every lull: Multi‑Tool a Turret/Trap/Armor Locker/Zipline; this a) helps the team and b) refunds gadget energy via Reforge.
- Sonic Storm to cap the push; Reverb Pedal gives a parting blast when the gadget finishes.
Tip: Keep a CSG or Shuriken as a backup for stragglers and mobility, respectively. The grenade launcher shines in packs; your fallback handles awkward singles.
Build C: Hybrid “Shot‑n‑Shock” — “Carry the lane, solve the wave”
Concept: Start Shotgun (CSG → Bonebreaker with Scatter Plot), then slot a late G33 once money is good and the team wants more area denial. On smaller maps you may never need G33; on large, open maps it can be the difference between a clean hold and a slow retreat.
Key toggles:
- Lv20: Begin on Scatter Plot; respec to Full Blast once you add G33 if your role pivots to grenadier.
- Tools: Default to Multi‑Tool (max team value and loop synergy). If your lobby lacks control, carry Pulse Lure instead and let another teammate run Multi‑Tool—then swap back once stable. Explosive Lock can harden a hold by temporarily blocking a ZED entry path.
The Multi‑Tool Loop (and why you should be that teammate)
What it does: Multi‑Tool has 3 charges; it activates Turrets & Traps, enables Ziplines, and opens Armor Lockers/Doors. You can pre‑equip it pre‑game or buy mid‑run from the Trader (≈80 Dosh).
Why it matters to your DPS:
- Tool Up converts your kill flow into more tool charges.
- Reforge converts tool usage into Sonic Storm energy.
- Sonic Storm converts that energy into wave deletion (and Reverb Pedal adds a last pop when it ends).
That’s kills → charges → energy → more kills. Play the map and your gadget will be ready when it matters.
Team economy: Armor Lockers and Turrets you unlock save Dosh/ammo for everyone, accelerating your squad’s power curve—and your own, because faster clears = more Dosh.
Throwables & gadget picks that overperform
- Bouncing Betty with Grounded (Lv4) applies Knockdown, giving you “get off me” value in tight hallways. Dismember the Day (Lv16) increases fragment count, and Scrap Heap (Lv28) lets you recycle charges mid‑fight.
- Sonic Storm nodes to favor on Engineer: Stabilize → Wall of Sound → Clear the Area (if grenadier‑leaning) → Reforge → Reverb Pedal/State of Confusion. Juggernaut is a fine defensive swap for Hell on Earth chokes.
Boss & big ZED tactics
- Scrakes/Fleshpounds: With Scatter Plot, Bonebreaker pellet count is high enough to stutter bigs—pair this with Major Damage’s Stumble buff to create punish windows. If your lobby stacks big targets, a secondary G33 volley (Enfeebling Smoke or Incendiary) sets them up for teammate weak‑point dumps.
- Boss waves: Drop Rally Beacon near the team to grant +25% weapon damage for 20s; weave Sonic Storm between boss movement cycles and turret activations to keep pressure without overexposing.
Common mistakes (and easy fixes)
- Ignoring the map. If you’re not spending your Multi‑Tool charges, you’re leaving cooldown and Dosh on the table. Hit Armor Lockers and Turrets as a habit.
- Wrong Lv20 pick. Shotguns want Scatter Plot; the G33 wants Full Blast. Don’t fight your perks.
- Over‑reloading shotguns. With low‑mag damage Bonus Abilities, riding the last quarter of the mag can be higher DPS than topping off every two bursts.
- Forgetting Rally Beacon. It’s not just a “win more” button—it flips close boss phases and late‑wave scrambles.
Example loadouts
Pellet Storm (Shotguns)
- Bonebreaker — Explosive Slugs → Capacity/Damage/Fire Rate
- ConTek CSG — Incendiary Shells → Penetration/Capacity/Accuracy
- Shuriken — stun‑leaning mod set
- Multi‑Tool (main), Bouncing Betty (Grounded → Dismember → Scrap)
- Skills: Tool Up • Major Damage • Man of Steel • Scatter Plot • Reforge • Rally Beacon • Reverb Pedal
Grenadier Control (G33)
- G33 — Enfeebling Smoke or Incendiary • Extended Barrel • Red Dot • capacity magazine
- ConTek CSG (backup)
- Multi‑Tool (main), Bouncing Betty (Grounded/Heated Exchange path if desired)
- Skills: Tool Up • Major Damage • Man of Steel • Full Blast • Clear the Area • Reforge • Rally Beacon • Reverb Pedal
Advanced tips
- Pre‑Beacon discipline: Kill a few trash packs first, then Rally Beacon mid‑wave so the 20s buff overlaps with the heaviest spawns or a boss stagger window.
- Choke architecture: Use Explosive Locks to throttle side doors when your team is slipping; the Engineer kit excels when enemies enter in one direction.
- Swap logic: If your lobby already has two close‑range heavies, consider opening G33 early for CC and to let others play single‑target. You can still swap to Bonebreaker later for boss maps.
- Trader pathing: If ziplines exist, enable them in the first lull; escape ladders for your backline win more rounds than any individual mod.
Closing thought
Engineer is the rare Perk whose utility directly converts into ultimate uptime, and whose ultimate (Sonic Storm) clears the exact space his shotguns or grenade launcher wants to control. If you keep the Multi‑Tool loop running and pick the right Lv20 pivot for your primary, you’ll feel like you’re cheating—because you’re just playing Imran correctly.