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Melee

From TF2 Classified Wiki
Revision as of 16:55, 21 June 2025 by VoxelObsession (talk | contribs) (added list of melee weapons and short description of each one.)

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.

Heavy's Fists
Heavy's Fists

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.