![]() |
"Interesting!" The content on this page is currently published to the main game, but cannot be obtained through normal means. |
The Magnet Wrench is a melee weapon for the Mechanic. It is a modified team-colored wrench with a magnet replacing its head and some wires that connected to a capsule.
While the stats does not mention anything, it is a reskin of the Eureka Effect.
This weapon is part of the Randomizer weapon pool and available to be given to custom Bosses.
Damage and Function Times[]
This content is transcluded from Eureka Effect § Damage and Function Times
Damage and function times | ||
---|---|---|
Damage type | Melee | |
Ranged or Melee damage? | Melee | |
Damage | ||
Base damage | 100% | 65 |
Critical | 195 | |
Mini-crit | 88 | |
Damage repaired per hit | 102 | |
Upgrade amount per hit | 25 | |
Metal cost per repairing hit | 1 + damage / 3 | |
Metal cost for reloading ammo | 1 / bullet
2 / rocket | |
Function times | ||
Attack interval | 0.81s | |
Values are approximate and determined by community testing. |
Tips[]
This content is transcluded from Eureka Effect § Tips
- If you find yourself in a situation where you need to abandon your buildings and quickly escape from certain death but there are no ways to do so in terms of running, get to a safe spot and quickly teleport back to your spawn so you set up a nest elsewhere. Remember, that you staying alive is more important than your buildings.
- This is especially effective in Vs. Bosses, since you usually can't outrun a boss with just raw speed, teleportation can save you from what otherwise would be certain death.
- While teleporting away to your base to get metal and teleporting back is generally a useful tactic, when your away not watching your buildings, they are extremely vulnerable to attacks from any kind. Unless someone is guarding your buildings or no enemies are close to them, it is best that you don't teleport away.
- You can also switch your loadout while you're back at your spawn, so if you're sentry has been getting a lot of kills lately, you can teleport back (when safe) and switch to the Avenger, so you can get free guaranteed critical hits.
- You can use this wrench for a more sneaky and pestering loadout, building a teleporter behind the enemy team's spawn, and using that to quickly get behind and infiltrate their positions. You can also build yourself a sentry, and put that down somewhere unexpected, killing off and distracting the enemy team. You could combine this with the Avenger to gain some more crits, even after your sentry goes down.
- This tactic is mainly restricted to GRN Mechanics on Payload, since on RED, you're more better off using the sentry for area denial around the cart and point, than using it to kill a couple people, and then dying. King of the Hill maps could work, but are often too small to make use of the tactic, and your teleporter can be found much easier.
- When respawning, teleport to your exit with the wrench instead of using the entrance, so your teammates don't have to wait for the cooldown time.
Related Achievements[]
This content is transcluded from Eureka Effect § Related Achievements
See also: Achievements
General[]
Mechanic[]
Repaired Despair
Kill an enemy with your wrench after they have killed one of your buildings in the last 15 seconds.
Watched Pot Never Boils
As a Mechanic, hit a building and achieve no effect with a Wrench 100 times.
Update History[]
September 11, 2019
- Added Magnet Wrench. (Undocumented)
December 24, 2023 (Kringle's Annual New Year Expansion)
- Added Magnet Wrench to the Randomizer weapon pool. (Undocumented)
Trivia[]
- The model was previously used for the Eureka Effect itself in CTE servers on September 7, 2019.
- It's teleportation sound is taken directly from the Eureka Effect from Team Fortress 2.