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[[File:SevenMeleeAttack.jpg|300px|thumb| | [[File:SevenMeleeAttack.jpg|300px|thumb|[[Seven]] performing a heavy melee attack.]]{{Quotation|[[Bebop]]|Getting close to me was never gonna work out well for ya. | ||
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''' | Every hero can perform a '''melee attack''' to quickly finish off an enemy or do damage while reloading. [[Melee Damage]] [[Scaling|scales]] with [[Boons]] and with certain [[items]] like {{ItemIcon|Melee Lifesteal}} and {{ItemIcon|Lifestrike}}, as well as with [[Weapon Damage]]. A light melee attack can be charged up to a heavy melee attack to lunge forward without using up any of the player's [[Stamina]] and do more damage; however, the amount a player can turn is reduced during the attack animation. Compared to a normal [[Mechanics#Movement |dash]] using one Stamina bar, a heavy melee attack lunge travels the player approximately half of the distance. Charging the melee attack can also be done in the air. The default keybind for melee attacks is <code>Q</code>. Pressing <code>Q</code> triggers a light melee attack, while holding initiates a heavy melee attack. | ||
The cooldown for a heavy melee is 1 second. Upon missing a heavy melee, the cooldown is increased to 1.3 seconds. | |||
== Overview == | == Overview == | ||
''See [[Melee Damage]] for a list of all heroes' base melee damage and scaling.'' | |||
Melee attack damage benefits from 50% of all [[Weapon Damage]] buffs. | |||
Last hitting a Trooper with a melee attack will prevent its[[Souls | Soul]] Orb from appearing and give player the full amount of Souls they would have gotten if they shot the Trooper and its orb. Players can perform melee attacks to secure orbs, though they can only do so after a short delay when denying enemy Soul Orbs. | Last hitting a Trooper with a melee attack will prevent its[[Souls | Soul]] Orb from appearing and give player the full amount of Souls they would have gotten if they shot the Trooper and its orb. Players can perform melee attacks to secure orbs, though they can only do so after a short delay when denying enemy Soul Orbs. | ||
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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). | 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). | ||
Heavy melee attack is the only way to get the [[Powerup|Buffs]], claim [[Rejuvenator]] or loot the bag of unsecured [[Souls]] dropped by a killed hero. | |||
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}}. | 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. | 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. | ||
== Parry == | == Parry == | ||
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{{ItemIcon|Counterspell}} and {{ItemIcon|Rebuttal}} give additional effects to parries, with Rebuttal also decreasing parry cooldown to 2.75 seconds. | {{ItemIcon|Counterspell}} and {{ItemIcon|Rebuttal}} give additional effects to parries, with Rebuttal also decreasing parry cooldown to 2.75 seconds. | ||
You can parry [[Troopers]] (blocks damage and stuns them, but doesn't reset parry cooldown and doesn't end parry early) and [[Guardians]] (blocks damage and prevents them from attacking for a short period; parried Guardian will not attempt another melee attack for a short while). You cannot normally parry [[Walker|Walkers]] or most abilities, with an exception of {{HeroIcon|Viscous}}' {{AbilityIcon|Puddle Punch}}. | |||
== Heavy Melee Cancel == | == Heavy Melee Cancel == | ||