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== Overview == Pressing the melee key (<code>Q</code> by default) triggers a light melee, and holding the key triggers a heavy melee. Light melees are instant, while heavy melees have a wind-up animation, but deal more damage. Last hitting a Trooper with a melee attack will prevent the floating [[Soul Orb]] from appearing and give player the {{#expr:{{DataProp|Convar|citadel_trooper_instant_gold_ratio_postlaning}}*100}}% Souls they would have gotten if they had confirmed the orb. [[Abilities]] that deal melee damage also have the same effect on last hit. Players can also perform melee attacks to secure orbs, though they can only do so after a short delay when denying enemy Soul Orbs. Melee attacks that hit a player climbing an object, such as a ledge or [[Ropes|rope]], will cause an 80% slowdown that ramps down to 20% over 2 seconds. Melee attacks that hit a player carrying the [[Soul Urn]] will force them to drop the urn. Melee attacks are the only way to interact with the [[Sinner's Sacrifice]] and will cause {{NpcData|neutral_sinners_sacrifice|RetaliateDamage}} retaliation damage (regardless of whether a Light or Heavy melee was used). Performing a melee attack will decrease the player's speed shortly after. The amount of speed decreased varies between heroes, and additionally varies depending on if a light or heavy melee is used. The speed decrease can be mitigated through items that give resistance to [[Movement Slow|movement slow]] effects, such as {{ItemIcon|Fleetfoot}} and {{ItemIcon|Enduring Speed}}. Melee attacks will interrupt [[Reload Time|reloading]] when performed. Light melee attacks (with the exception of {{HeroIcon|Billy}}'s) instantly freeze the reload timer on use, while heavy melee attacks will instead freeze the reload timer once the attacking hero begins lunging. Reloading resumes once the melee animation has completed. === Heavy melee === : ''See also: [[Heavy Melee]] on the Movement Wiki'' Heavy melee attacks have a wind-up time, after which it makes the player move forward by a distance of approximately half a [[dash]] (can be increased with items), and using it against a ledge allows the player to [[Mantling|mantle]]. This can be used to cover distances without using [[Stamina]]. However, the player has reduced turn rate during the heavy melee animation. Heavy melees can be charged in the air. The cooldown for a heavy melee is 1 second. Upon missing a heavy melee, the cooldown is increased to 1.3 seconds. Claiming [[Powerup|Powerups]], the [[Rejuvenator]] or unsecured [[Souls|Soul]] bags can only be done with heavy melees. Due to the wind-up and travel distance, a player can react to a heavy melee by parrying, making them riskier to use than light melees. === Melee damage === Each hero has a different value for light and heavy melees, as well as boon scaling. See [[Melee Damage]] for a list of all heroes' base melee damage and scaling. Melee damage benefits from 50% of all [[Weapon Damage]] buffs.
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