Melee: Difference between revisions

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Removed redundancy of the second paragraph by merging it with the first.
added list of melee weapons and short description of each one.
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[[File:Backpack_Fists.png|right|300px|Heavy's Fists]]
[[File:Backpack_Fists.png|right|300px|Heavy's Fists]]


'''Melee''' weapons are a type of [[Weapons|weapon]] that have a limited and typically short range and do not require ammo, making them a reliable, if risky, last resort option should a player run out. Most classes' default melees do 65 damage, the only exceptions being the [[Scout]] and [[Civilian]], whose melees do 35 damage in exchange for a , and the [[Spy]], whose knife does 40 damage. Melee weapons have an increased chance of [[critical hits]] from the 2% to 12% chance on non-melees to a 15% to 60% chance, depending on recent damage or healing done. This can make them effective, albeit risky, ambush tools to try and quickly eliminate other classes. These random [[critical hits]] do not apply to the [[Knife]], [[Harvester]], or [[Chekhov's Punch]]. Some melee weapons have a different swing animation, such as the [[Fists]] uppercutting or the [[Kukri]] swinging downwards. The [[Demoman]]'s [[bottle]] breaks on a critical hit. This is a purely visual change and otherwise does not affect the weapon in any way.
'''Melee''' weapons are a type of [[Weapons|weapon]] that have a limited and typically short range and do not require ammo, making them a reliable, if risky, last resort option should a player run out. Most classes' default melees do 65 damage and have a firing interval of 0.8 seconds, the only exceptions being the [[Scout]] and [[Civilian]], whose melees do 35 damage in exchange for a firing speed interval of 0.5 seconds, and the [[Spy]], whose knife does 40 damage. Melee weapons have an increased chance of [[critical hits]] from the 2% to 12% chance on non-melees to a 15% to 60% chance, depending on recent damage or healing done. This can make them effective, albeit risky, ambush tools to try and quickly eliminate other classes. These random [[critical hits]] do not apply to the [[Knife]], [[Harvester]], [[Shock Therapy]], [[Admiralty Anchor]] or [[Chekhov's Punch]]. Some melee weapons have a different swing animation, such as the [[Fists]] uppercutting or the [[Kukri]] swinging downwards. The [[Demoman]]'s [[bottle]] breaks on a critical hit. This is a purely visual change and otherwise does not affect the weapon in any way.


Due to their niche uses and the standard set by [[Engineer]] and [[Spy]], a common theme among melee weapon design is to trade the consistent damage and/or random [[critical hits]] for some sort of utility. The [[Wrench]] for example, maintains the standard stock melee stats, but with the added ability to heal and upgrade buildings, as well as refill [[Sentry Gun]]s with ammo. In addition, the [[Knife]] has added utility in being able to one shot any class from behind with a guaranteed [[critical hit]], called a backstab. It is worth noting backstabs can only happen from behind enemies, and attempting to attack an enemy with a crit boosted knife from the front will result in the [[Knife]] critting as normal, dealing 120 damage. Other examples of utility melees include The [[Harvester]], [[Chekhov's Punch]], [[Shock Therapy]], [[Umbrella]], [[Derby Cane]], [[Uberspritze]], and [[Fishwhacker]].
Due to their niche uses and the standard set by [[Engineer]] and [[Spy]], a common theme among melee weapon design is to trade the consistent damage and/or random [[critical hits]] for some sort of utility. The [[Wrench]] for example, maintains the standard stock melee stats, but with the added ability to heal and upgrade buildings, as well as refill [[Sentry Gun]]s with ammo. In addition, the [[Knife]] has added utility in being able to one shot any class from behind with a guaranteed [[critical hit]], called a backstab. It is worth noting backstabs can only happen from behind enemies, and attempting to attack an enemy with a crit boosted knife from the front will result in the [[Knife]] critting as normal, dealing 120 damage. Other examples of utility melees include The [[Harvester]], [[Chekhov's Punch]], [[Shock Therapy]], [[Umbrella]], [[Derby Cane]], [[Uberspritze]], and [[Fishwhacker]].
=== [[Scout]]'s Melee weapons===
[[File:Backpack_Bat.png|150px]]
[[Bat]]
Scout's stock melee. Has a lower damage of 35, but has a higher swing speed.
=== [[Soldier]]'s Melee weapons ===
[[File:Backpack_Shovel.png|150px]]
[[Shovel]]
Soldier's stock melee.
[[File:Backpack_Admiralty_Anchor.png|125px]]
[[Admiralty Anchor]]
Increases gravity while held, and causes damage-dealing earthquakes where you land. Cannot randomly crit.
=== [[Pyro]]'s Melee weapons ===
[[File:Backpack_Fire_Axe.png|125px]]
[[Fire Axe]]
Pyro's stock melee.
[[File:Backpack_Harvester.png|150px]]
[[Harvester]]
Heals you while held and dealing afterburn, and grants a guaranteed crit after doing this for long enough. Cannot randomly crit.
=== [[Demoman]]'s Melee weapons ===
[[File:Backpack_Bottle.png|125px]]
[[Bottle]]
Demoman's stock melee.
=== [[Medic]]'s Melee weapons ===
[[File:Backpack_Bonesaw.png|175px]]
[[Bonesaw]]
Medic's stock melee.
[[File:Backpack_Überspritze.png|150px]]
[[Überspritze]]
Grants 25% Übercharge when you hit an enemy, but reduces max HP to 140 while equipped.
[[File:Backpack_Shock_Therapy.png|150px]]
[[Shock Therapy]]
Has a charge meter that fills over 30 seconds that when full, allows you to grant health equal to a teammate's maximum HP which can overheal, and also deals damage equal to it's charge percentage, dealing 100 damage at full charge. Cannot randomly crit, and has a 70% longer range.
=== [[Heavy]]'s Melee weapons ===
[[File:Backpack_Fists.png|200px]]
[[Fists]]
Heavy's stock melee.
[[File:Backpack_Chekhov's_Punch.png|200px]]
[[Chekhov's Punch]]
Grants one guaranteed crit every time you hit an enemy which applies to all weapons and stores up a maximum of three, but your melee only crits when full. Cannot randomly crit, and has a 65% longer range.
=== [[Engineer]]'s Melee weapons ===
[[File:Backpack_Wrench.png|125px]]
[[Wrench]]
Engineer's stock melee. Used to speed up construction, repair and upgrade his buildings by hitting them.
=== [[Sniper]]'s Melee weapons ===
[[File:Backpack_Kukri.png|125px]]
[[Kukri]]
Sniper's stock melee.
[[File:Backpack_Fishwhacker.png|175px]]
[[Fishwhacker]]
Causes 2 seconds of [[bleed]], high knockback, and deals 35 damage.
=== [[Spy]]'s Melee weapons ===
[[File:Backpack_Knife.png|125px]]
[[Knife]]
Spy's stock melee. Attack from behind for an insta-kill Backstab.
=== [[Civilian]]'s Melees ===
[[File:Backpack_Umbrella.png|150px]]
[[Umbrella]]
Civilian's stock melee. Alt-fire to grant Mini-crits for 8 seconds. Recharges in 15 seconds.
[[File:Backpack_Derby_Cane.png|125px]]
[[Derby Cane]]
Civilian's stock melee. Alt-fire to grant [[Haste]] for 8 seconds. Recharges in 13 seconds.


[[Category:Melee weapons]]
[[Category:Melee weapons]]

Revision as of 16:55, 21 June 2025

Heavy's Fists
Heavy's Fists

Melee weapons are a type of weapon that have a limited and typically short range and do not require ammo, making them a reliable, if risky, last resort option should a player run out. Most classes' default melees do 65 damage and have a firing interval of 0.8 seconds, the only exceptions being the Scout and Civilian, whose melees do 35 damage in exchange for a firing speed interval of 0.5 seconds, and the Spy, whose knife does 40 damage. Melee weapons have an increased chance of critical hits from the 2% to 12% chance on non-melees to a 15% to 60% chance, depending on recent damage or healing done. This can make them effective, albeit risky, ambush tools to try and quickly eliminate other classes. These random critical hits do not apply to the Knife, Harvester, Shock Therapy, Admiralty Anchor or Chekhov's Punch. Some melee weapons have a different swing animation, such as the Fists uppercutting or the Kukri swinging downwards. The Demoman's bottle breaks on a critical hit. This is a purely visual change and otherwise does not affect the weapon in any way.

Due to their niche uses and the standard set by Engineer and Spy, a common theme among melee weapon design is to trade the consistent damage and/or random critical hits for some sort of utility. The Wrench for example, maintains the standard stock melee stats, but with the added ability to heal and upgrade buildings, as well as refill Sentry Guns with ammo. In addition, the Knife has added utility in being able to one shot any class from behind with a guaranteed critical hit, called a backstab. It is worth noting backstabs can only happen from behind enemies, and attempting to attack an enemy with a crit boosted knife from the front will result in the Knife critting as normal, dealing 120 damage. Other examples of utility melees include The Harvester, Chekhov's Punch, Shock Therapy, Umbrella, Derby Cane, Uberspritze, and Fishwhacker.

Scout's Melee weapons

Bat

Scout's stock melee. Has a lower damage of 35, but has a higher swing speed.

Soldier's Melee weapons

Shovel

Soldier's stock melee.

Admiralty Anchor


Increases gravity while held, and causes damage-dealing earthquakes where you land. Cannot randomly crit.

Pyro's Melee weapons

Fire Axe

Pyro's stock melee.

Harvester


Heals you while held and dealing afterburn, and grants a guaranteed crit after doing this for long enough. Cannot randomly crit.

Demoman's Melee weapons

Bottle

Demoman's stock melee.

Medic's Melee weapons

Bonesaw

Medic's stock melee.

Überspritze

Grants 25% Übercharge when you hit an enemy, but reduces max HP to 140 while equipped.

Shock Therapy

Has a charge meter that fills over 30 seconds that when full, allows you to grant health equal to a teammate's maximum HP which can overheal, and also deals damage equal to it's charge percentage, dealing 100 damage at full charge. Cannot randomly crit, and has a 70% longer range.

Heavy's Melee weapons

Fists

Heavy's stock melee.

Chekhov's Punch

Grants one guaranteed crit every time you hit an enemy which applies to all weapons and stores up a maximum of three, but your melee only crits when full. Cannot randomly crit, and has a 65% longer range.

Engineer's Melee weapons

Wrench

Engineer's stock melee. Used to speed up construction, repair and upgrade his buildings by hitting them.

Sniper's Melee weapons

Kukri

Sniper's stock melee.

Fishwhacker

Causes 2 seconds of bleed, high knockback, and deals 35 damage.

Spy's Melee weapons

Knife

Spy's stock melee. Attack from behind for an insta-kill Backstab.

Civilian's Melees

Umbrella

Civilian's stock melee. Alt-fire to grant Mini-crits for 8 seconds. Recharges in 15 seconds.

Derby Cane

Civilian's stock melee. Alt-fire to grant Haste for 8 seconds. Recharges in 13 seconds.