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[[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.
[[File:SevenMeleeAttack.jpg|300px|thumb|{{HeroIcon|Seven}} performing a heavy melee attack.]]{{Quotation|{{HeroIcon|Viscous}}|Who would have thought that punching strangers would feel so good?| 4 = Viscous_melee_kill_03.mp3
| 4 = Bebop_melee_kill_03.mp3
}}
}}
'''Melee Attacks''' are a basic mechanic that can be performed by any [[Heroes|Hero]] to deal [[Melee Damage]] in close range. Melee damage increases with [[Boons]], [[Weapon Damage]], and certain [[Items]]. A player can counter a melee attack by parrying.
'''Melee Attacks''' are a basic mechanic that can be performed by any [[Heroes|Hero]] to deal [[Melee Damage]] in close range. Melee damage increases with [[Boons]], [[Weapon Damage]], and certain [[Items]]. A player can counter a melee attack by parrying.

Latest revision as of 18:31, 26 August 2026

Seven performing a heavy melee attack.
Who would have thought that punching strangers would feel so good?

Viscous

Melee Attacks are a basic mechanic that can be performed by any Hero to deal Melee Damage in close range. Melee damage increases with Boons, Weapon Damage, and certain Items. A player can counter a melee attack by parrying.

Overview

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Pressing the melee key (Q 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 its 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.

Melee attacks that hit a player climbing an object, such as a ledge or 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 80 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 effects, such as Fleetfoot and Enduring Speed.

Melee attacks will interrupt reloading when performed. Light melee attacks (with the exception of 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

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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 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 Powerups, the Rejuvenator or unsecured 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

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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.

Parry

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Parries (Default key: F) are a defensive move that is available to every Hero.

After performing a parry, a Hero briefly enters a parry state. The parry animation lasts 1 second (but is interrupted earlier on a successful parry), during which any incoming melee attack will be parried for the first 0.75 seconds. During the parry state, the player can fully absorb melee attacks and apply the following status effects to the melee attackers: stunning the attacker for 2.75 seconds (cannot be reduced by debuff resistance), preventing incoming melee damage, and making the attacker susceptible to increased damage in return (+25% to all damage sources, not just the individual who parried).

A successful parry has a brief 0.3 second window exiting the parry animation in which the player will not be able to perform anything, after which any action (including another parry) can be performed. Holding the parry key allows the player to parry multiple heroes. An unsuccessful parry has a cooldown of 4.5 seconds before another parry can be performed again.

Debuff Resist does not impact the duration of those status effects from being parried. However, Unstoppable (and abilities that grant the same effect) does prevent being stunned by a successful parry.

Counterspell and Rebuttal give additional effects to parries, with Rebuttal also decreasing parry cooldown to 2.75 seconds.

The player 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). The player cannot normally parry Walkers or most abilities, with the exception of Viscous' Puddle Punch.

Parrying does not interrupt movement momentum, allowing players to parry during a Dash or Jump. A player can use this to jump in front of allies and protect them from incoming melees.

Heavy Melee Cancel

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Main article: Heavy Melee Cancel

Heavy Melee Cancel is a technique that allows you to interrupt a Heavy Melee attack by using specific Active Items or Abilities. This is particularly useful for melee-focused builds, as it can bait enemies into wasting their Parry.

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Baiting Heavy Melee by canceling it with Fleetfoot.