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Turrets

This article is about Mechanic.

You might be looking for the Engineer.

Description

Mechanic is an offensive/support tower that was introduced during Terror Blitz 2021 and unlocked by beating all 4 featured ISC Maps on Expert Mode. Path 1 Mechanic is able to build multiple variations of Turrets in random locations while Path 2 is able to build Teslas that could stun all enemies in its range. Path 2 also has an ability to summon a forcefield generator that protects towers from one instance of stun.

Mechanic does not have any defense piercing, although its Turrets have varying values of defense pierce.

Appearance

The Mechanic wears a yellow cap along with protective goggles that cover its eyes. It wields a wrench on its left hand and a nailgun on its right hand. It wears dark blue overalls with a yellow shirt underneath along with a black belt.

Lore

"As the UEC increasingly relies more on autonomous technology and other platforms, the global population of engineers and mechanics must also equivalently grow. Thus, the UEC, after developing cloning technology, slowly switched out their mechanical labor to be largely sourced by cloned Mechanics - beings designed for maximum intelligence. Therefore, you won't be seeing these guys much on the battlefield. Don't let that undermine their importance, though, because logistics wins battles, and without this labor force, the UEC would've lost long ago."

Upgrades

Path 1 (Cash 12,700)

Attack Turret

Builds an attack turret every 10 seconds. Decays after 15 seconds of use.

Changes  

Mechanic builds Turrets every 10 seconds, each lasting 15 seconds after a setup time of 2 seconds. Has a building cap of 2.

  • 1 Damage
  • 0.8 Cooldown
  • 16 Range
  • 0% Defense Piercing
  • 1.25 DPS
$500


Rewritten AI

Turret overall stats boosted, and turrets have flight detection

Changes  

Turrets are now M2 Turrets

  • M2 Turrets have a building cap of 2-3. (+1)
  • M2 Turrets last for 20 seconds instead of 15 seconds. (+5)
  • M2 Turret cooldown decreased from 0.8 to 0.4 (-0.2) (2.5 DPS)
  • M2 Turret range increased from 20 to 22 (+2)

Turrets now have flying detection.

$1,200


Chain Barrel

Turrets fire significantly faster, higher building limit

Changes  

Damage increased from 1 to 3 (+2) (25 DPS)
M2 Turrets are now M3 Turrets

  • M3 Turrets have a building cap of 3.
  • M3 Turret damage increased from 1 to 3 (+2)
  • M3 Turret cooldown decreased from 0.4 to 0.12 (-0.28)
  • M3 Turret defense piercing increased from 0% to 50% (+50%)
  • M3 Turret range gets increased from 22 to 28 (+6)
  • The turret lifespan doesn't change from the previous variation, lasting still 20 seconds.
$3,800


Multi-Purpose Weaponry

Sentries spawn in multiple variations

Changes  

Damage increased from 3 to 8 (+5) (10 DPS)
More turret varieties.

  • M3 Turrets are now M4 Turrets
    • M4 Turrets have a building cap of 3.
    • M4 Turret damage increased from 3 to 5 (+2)
    • Cooldown increased from 0.12 to 0.1 (-0.02) (50 DPS)
    • Range increased from 28 to 31 (+3)
    • Defense piercing increased from 50% to 90% (+40%)
  • Detonator
    • 32 Damage
    • 0.9 Cooldown
    • 16 Range
    • 60% Defense Piercing
    • 3 Building cap
    • ~35.55 DPS
    • Does explosive damage
  • Hunter
    • 100 Damage
    • 2.5 Cooldown
    • 60 Range
    • 75% Defense Pierce
    • 3 Building cap
    • 40 DPS
    • Does heavy damage
  • Plasmator
    • 25 Damage
    • 0.7 Cooldown
    • 22 Range
    • 100% Defense Pierce
    • 3 Building cap
    • ~35.71 DPS (~107.14 DPS to Shields)
    • 3x Damage to Shields (Similar to X-2 Elite)
  • Each of the turrets last for 25 seconds instead of 20 (+5s)
$7,200

Path 2 (Cash 10,420)

Metallic Nails

Nails deal more damage

Changes  

Damage increased from 1 to 2 (+1) (2.5 DPS)
(Does not apply to turrets.)

$350


Area of Denial

Range increased massively (doesn't affect placement range)

Changes  

Range increased from 16 to 24 (+8)
(Does not effect turret placement range; however, this is bugged and range increase affects placement range.)

$320


Inventor

Wields a nailgun rifle and now can build Tesla turrets

Changes  

Cooldown decreased from 0.8 to 0.4 (-0.4) (5 DPS)
Mechanic now builds Teslas. (Does not replace normal turrets)
Builds one Tesla every 10 seconds, which lasts for 15 seconds after a setup time of 2 seconds. Has a building cap of 2-3.

  • 6 Damage
  • 2 Cooldown
  • 16 Range
  • 0% Defense Pierce
  • 3 DPS
  • Hits and stuns all enemies in its range.
$3,250


Forcefield Generator

Ability: create a forcefield that protects towers in range from stuns.

Changes  

Damage increased from 2 to 5 (+3)
Cooldown decreased from 0.4 to 0.3 (-0.1) (16.66 DPS)
Teslas are now M2 Teslas.

  • Damage increased from 6 to 20 (+16)
  • Cooldown decreased from 2 to 1.8 (-0.2)
  • Range increased from 16 to 30 (+14)
  • Defense Pierce increased from 0% to 30% (+30%)
  • M2 Teslas now last for 20 seconds instead of 15 (+5s)
  • ~11.11 DPS

M2 Turrets are now M2 Plasmators. (When upgraded to 2-4)

  • 21 Damage
  • 0.6 Cooldown
  • 30 Range
  • 100% Defense Pierce
  • 35 DPS (105 DPS to Shields)
  • 3x Damage to Shields

Forcefield Generator ability.

  • Creates a force field that protects towers from stuns while its active.
  • Has 23 range
  • Costs Cash 1,000 per use.
  • Cooldown of 45 seconds; global cooldown of 15 seconds.
  • Lasts for 20 seconds unless broken by stun.
$6,500

Stats Table

Level Total Price Mechanic DPS Range Build Interval Turret statistics Average DPS[1] DPS Cost Efficiency
0-0 Cash 480 (1 DMG / 0.8s)
  • 1.25
16 N/A N/A 1.25 Cash 384
1-0 Cash 980 (1 DMG / 0.8s)
  • 1.25
16 10 15s Lifespan per turret
  • M1 Turret
    • 1.67 DPS
3.75 Cash ~261.33
2-0 Cash 2,180 (1 DMG / 0.8s)
  • 1.25
16 10 20s Lifespan per turret
  • M2 Turret
    • 2.5 DPS
6.25 Cash ~348.8
2-2 Cash 2,850 (2 DMG / 0.8s)
  • 2.5
24 10 20s Lifespan per turret
  • M2 Turret
    • 2.5 DPS
7.5 Cash 380
3-2 Cash 6,650 (4 DMG / 0.8s)
  • 5
24 10 20s Lifespan per turret
  • M3 Turret
    • 25 DPS
55 Cash ~120.9
4-2 Cash 13,850 (9 DMG / 0.8s)
  • 11.25
24 10 25s Lifespan per turret
  • M4 Turret
    • 50 DPS
  • Detonator
    • ~35.55 DPS
  • Hunter
    • 40 DPS
  • Plasmator
    • ~35.71 DPS (~107.14 to shields)
~112.03 Cash ~123.62

Level Total Price Mechanic DPS Range Build Interval Turret statistics Average DPS[2] DPS Cost Efficiency
0-0 Cash 480 (1 DMG / 0.8s)
  • 1.25
16 N/A N/A 1.25 Cash 384
0-1 Cash 830 (2 DMG / 0.8s)
  • 2.5
16 N/A N/A 2.5 Cash 332
0-2 Cash 1,150 (2 DMG / 0.8s)
  • 2.5
24 N/A N/A 2.5 Cash 460
2-2 Cash 2,850 (2 DMG / 0.8s)
  • 2.5
24 10 20s Lifespan per turret
  • M2 Turret
    • 2.5 DPS
7.5 Cash 380
0-3 Cash 4,400 (2 DMG / 0.4s)
  • 5
24 10 15s Lifespan per turret
  • M1 Tesla
    • 3 DPS
9.5 Cash ~463.16
0-4 Cash 10,900 (5 DMG / 0.3s)
  • ~16.67
24 10 20s Lifespan per turret
  • M2 Tesla
    • ~11.11 DPS
~38.89 Cash ~280.28
2-4 Cash 12,600 (5 DMG / 0.3s)
  • ~16.67
24 10 20s Lifespan per turret
  • M2 Tesla
    • ~11.11 DPS
  • M2 Plasmator
    • 35 DPS (105 to shields)

23.05 DPS

~74.3 Cash ~169.58

Ability

X-4
Forcefield Generator

Creates a forcefield that protects towers from stuns.

Statistics  
  • Has 23 range
  • Lasts 20 seconds
  • Cooldown of 45 seconds
  • Global Cooldown of 15 seconds
$1,000


Comparison

4-2 Mechanic(Cash13,850)

Average of 112.03 DPS
24 Range
50%-100% Defense Pierce

2-4 Mechanic (Cash 12,600)

Average of ~74.3 DPS
24 Range
30%-100% Defense Pierce
M2 Teslas can stun enemies and provide great crowd control
Forcefield Generator Ability

Skins

To see all upgrades of each skin, see the gallery page.

Name Mechanic
Cost 8
Obtainment Daily Store

Tactics

  • The Forcefield Generator ability is very useful, as it makes all towers around it immune to stuns for the time its active. Forcefield Generator shines in boss waves where stuns will happen.
    • The Forcefield takes time to activate, so don't put it when towers are about to get stunned, put before they do.
    • The Forcefield is also useful on normal waves with a lot of stunning enemies, mainly Unstable Vessel.
    • The Forcefield if placed on top of a tower or a unit will stay floating but this doesn't affect gameplay.
  • It is highly recommended to place Mechanics directly beside paths, as this allows the turrets to have a better chance of reaching enemies, as they are placed randomly around Mechanic's range. Do note however, that turrets take up placement space, which can be a problem if multiple upgraded Mechanics are placed.
  • If you intend to use Path 2 Mechanic for its Teslas, it is recommended to only keep the upgrades on 0-3/0-4, as upgrading Path 1 would give Mechanic a chance to build Turrets instead of Teslas.
    • A 2-4 Mechanic does replace the Turrets with M2 Plasmators, although it is a better option to just purely use either path for stuns/DPS. Especially because M2 Plasmators have practically the same DPS of M1 Plasmators.
      • And just like Path 2 Electricizer, its electricity-based stuns from Teslas are able to move MK-13 Devices, which helps your towers reach them easily.

Trivia

  • The Mechanic is based-of the Engineer Monkey and Engineer from the BTD series and Team Fortress 2.
  • The Mechanic's former model had a similar appearance to the BLU Engineer from Team Fortress 2 (Up until his third upgrade levels, 3-X and X-3)
  • The Mechanic is similar to the Engineer Monkey from the BTD series, as it has turrets and supporting factors. That's because Beefchoplets has stated that the Mechanic is based off of that tower.
  • The contract "Mechanical Wonders" may be a reference to TF2's "Meet The Engineer".
  • The former upgrade name of X-3, "More Gun", is also a reference to TF2's "Meet The Engineer", specifically this quote.
  • The Forcefield Generator ability's appearance may have been taken inspiration from Overlord's summons, Overlord Amplifiers.
  • The M3 Turrets can commonly break the game, resulting in some delays in the code of the game.
  • The Classic Mechanic skin is based on TF2's Engineer and also a reference to mechanic's old model
    • Mechanic had no skins for almost 4 years until the Eternal Update
  • If your game does not fully load, you can actually see that Mechanic does not have any eyes but just a smile.
    • This is probably due to their goggles being transparent, and to make that we can't see his eyes, they removed his eyes (note that in X-3, Mechanic shows eyes, because his goggles aren't on his eyes).

Update History

  • (22/10/21)
    • Added Mechanic.
  • (24/10/21)
    • M3 Turret Damage increased from 3 to 4 (+1).
    • M2 Tesla Damage increased from 6 to 15 (+9).
  • (13/11/21)
    • 1-X cost decreased from Cash 700 to Cash 600 (Cash -100).
    • 2-X cost decreased from Cash 1,400 to Cash 1,200 (Cash -200).
      • M2 Turret cooldown increased from 0.7 to 0.6 (-0.1).
    • 3-X now grants Mechanic +2 damage (3 damage).
      • M3 Turret cooldown increased from 0.15 to 0.12 (-0.03).
    • 4-X now grants Mechanic +4 damage (7 damage) and 40% defense piercing.
      • M4 Turret cooldown increased from 0.15 to 0.1 (-0.05).
      • Detonator damage increased from 30 to 35 (+5), blast radius increased from 11 to 12.
      • Plasmator damage increased from 14 to 15 (+1) (42 to 45 for Shields (+3) ), cooldown increased from 0.9 to 0.8 (-0.1).
      • Hunter damage increased from 85 to 100 (+15).
    • X-1 cost decreased from Cash 450 to Cash 350 (Cash -100).
    • X-2 now grants Mechanic +1 damage (3 damage).
    • X-3 cost increased from Cash 1,800 to Cash 2,000 (Cash +200), grants 30% defense piercing to Mechanic.
      • Tesla damage increased from 4 to 6 (+2, lifespan increased from 15 seconds to 20 seconds (+5).
    • X-4 cost decreased from Cash 8,000 to Cash 7,000 (Cash -1,000) damage increased from 4 to 5 (+1), grants 10% more defense piercing (40% total).
      • M2 Tesla damage increased from 15 to 20 (+5), cooldown decreased from 1.3 to 1.4 (+0.1)
      • Mechanic can now build M2 Plasmators.
        • 13 Damage (39 Shield Damage).
        • 0.6 Cooldown.
        • 30 Range.
  • (28/11/21)
    • 4-X cost decreased from Cash 9,000 to Cash 8,000 (Cash -1,000).
  • (27/12/21)
    • 1-X cost decreased from Cash 700 to Cash 600 (Cash -100).
    • 3-X can build more Turrets.
    • X-3 cost increased fromCash 2,000 to Cash 3,000 (Cash +1,000).
    • X-4 cost decreased from Cash 7,000 to Cash 6,500 (Cash -500).
  • (14/1/22)
    • Mechanic's Turrets no longer gain damage bonuses from the Bugler.
  • (19/6/22)
    • 4-X damage increased from 7 to 8 (+1).
    • X-3 damage increased from 3 to 4 (+1).
    • X-4 damage increased from 5 to 7 (+1).
  • (17/12/22)
    • M2 Turret damage decreased from 2 to 1 (-1)
    • M2 Turret firerate increased from 0.6 to 0.4(+0.2)
    • 3-X cost decrease from Cash 4,300 to Cash 3,800 (Cash -500).
    • X-3 Tesla firerate decreased from 1.8 to 2(-0.2)
    • X-3 Tesla Damage decreased from 6 to 4(-2)
    • X-3 Cost increased from Cash 3,000 to Cash 3,250 (Cash +250).
    • X-4 Tesla firerate decreased from 1.6 to 1.8(-0.2)
    • X-4 Tesla range increased from 25 to 30
  • (11/12/23)
    • 4-X cost decreased from Cash 8,000 to Cash 7,200 (Cash -800)
    • X-4 ability cost decreased from Cash 3,000 to Cash 2,000 (Cash -1000)
  • (17/12/23)
    • M3 Turret and M4 Turret range increased by additional 6 tiles (+6)
    • M1 Tesla damage increased from 4 to 6 (+2)
  • (30/03/25)
    • Added lore description.
    • Turrets now receive buffs from support towers.
    • Fixed Mechanic loadout render.
    • Mechanics turrets now gain damage bonuses from the Bugler.
    • M3 Turret defense piercing increased from 30% to 50%. (+20%)
    • M4 Turret defense piercing increased from 60% to 90%. (+30%)
    • Hunter cooldown decreased from 3 to 2.5. (-0.5)
    • Detonator damage decreased from 35 to 32. (-3)
    • Detonator cooldown decreased from 1.5 to 0.9. (-0.6)
    • M1 Plasmator damage increased from 20 to 25. (+5)
    • M1 Plasmator cooldown decreased from 0.8 to 0.7. (-0.1)


Towers

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Contract

EliteBusinessmanMechanicLightbeamerSurveyor


Special

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Units

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Drones

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Turrets

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Exclusive

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Gallery Pages

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SlingerCrossbowerGunslingerFreezerDemolitionistTechbladeSniperSharpshooterMarketVulcanElectricizerTrapperBuglerRecon BaseEliteBusinessmanMechanicLightbeamerSurveyor

Removed

DelinquentConscript

  1. DPS is calculated as: Mechanic DPS + Turret DPS × (Turret Lifespan ÷ Build Interval). If Mechanic spawns more turret variants then the DPS is averaged out between set turrets
  2. DPS is calculated as: Mechanic DPS + Turret DPS × (Turret Lifespan ÷ Build Interval). Reason for T3 upgrades not counting 2-X upgrades is because the Bottom path's more oriented on teslas crowd control.