|Melee 1.0 since Update 13.0|
Melee (version 2.99997) is a form of combat system that utilizes edged or blunt weapons and close quarter attacks. Every attack causes the player to take a single step forward. However, if the player is crouched, non-combo melee attacks will not cause a step forward. Melee weapons can be equipped in the tertiary slot of the arsenal in Warframe.
Current melee weapons consist of a number of classes, in which each class of weapons has a unique set of attack animations, including normal, jump, slide, stealth attacks, finishers, combos, and blocking.
Melee can be switched to at any time by pressing the melee attack key (default zoom (default ). Equipping the melee weapon will unlock additional melee combat features such as Channeling and Blocking.), and can instantly switch back to an equipped primary or secondary weapon with the fire button (default ) or
Each melee weapon has a number of attributes, such as attack speed and damage. Each attribute can be altered by a variety of Melee Mods.
The simplest form of melee attack. The action is achieved by simply pressing the melee attack key repeatedly, in which the animation pattern continues to loop until the player ceases the attack.
- Damage: Damage done by each hit. Enhanced by damage mods such as Pressure Point.
- Attack Speed: Speed of the attack animation. Enhanced by speed mods such as Fury.
- Max Targets: The maximum amount of targets that can be struck in a single cleaving motion (excludes jump attacks and slide attacks)
- Cleave Radius: A rough estimation of the size of the swing. May not be accurate due to individualized cleaving animations.
|Combo||While Sliding + Melee|
|Combo||While Air Sliding + Melee|
Also known as a Spin Attack, Slide Attacks propels a Warframe forward while performing a spinning slash around them, dealing greater damage and hitting multiple enemies. For sparring weapons like the Kogake and Obex, slide attacks perform a double kick that targets only a single enemy, but ragdolls them away instead of only dealing damage. Slide Attacks can be performed on the ground to hit low-lying enemies, or in the air to hit tall enemies, potentially landing headshots.
Slide attack damage can be increased by the Pressure Point mod and all other elemental damage the player may have equipped on their weapon.
|Combo||In Air + Melee|
Also known as a Jump Attack, press melee in mid-air to perform a targeted aerial slash, regardless if a jump has already been made or not. The Warframe will slash and be propelled towards the direction that the player is aiming at, making melee capable of targeting airborne enemies like Ospreys.
|Combo||In Air + Aim Downwards + Melee|
Also known as a Leap Attack, aiming down towards the ground when performing a jump attack will perform a slam attack that forces the Warframe downward and creates a small radial damage and special effect upon impact with the ground, such as knock down or elemental damage. One can perform this move to anchor themselves to the ground, losing most if not all momentum.
There are two damages dealt by slam attacks:
- Direct contact to an enemy will deal Leap Attack damage, normally with the damage type of the weapons base attack.
- Radial damage deals a secondary damage type which diminishes with distance from the point of impact, but will often have a secondary effect (knockdown, stagger, etc.).
|Weapon Class||Slam Radius|
|Blade and Whip||7m|
|Sword and Shield|
|Combo||While Wall-Latching + Melee|
While wall running or climbing, a player may initiate a melee attack, causing the frame to launch off the wall at the angle of the direction aimed, with a special melee attack animation. The attack will change depending on what melee weapon is used; most weapons will slash the air in front of them as they launch, while heavy weapons will swing the weapon around them, and sparring weapons will launch with a forward punch. This maneuver is also useful as it may be used to leap parallel to the wall surface during a wall run; in contrast, releasing the jump key will always jump away from the wall.
- Main article: Stance
Upon equipping a Stance Mod, up to three additional advanced Melee Combos will be unlocked, which are special chained attacks that enhance the melee abilities of the weapon. These combos can only be performed while wielding a melee weapon. The combination will vary depending on the melee weapon equipped and the Stance mod equipped, Some Stances will change the default melee combo when the melee is wielded.
- Main article: Channeling
Channeling converts energies from the Warframe energy pool to enhance melee attacks and blocking, and is activated by using the Melee Channeling key with the option of either holding it down or toggling. The melee weapon must be equipped in order to use Melee Channeling. While Melee Channel is activated, each enemy hit in melee will drain 5 Energy from the Warframe and deal +50% increased damage and any additional effects from channeling mods. Additionally, +50% increase to damage over time per tick from statuses, e.g., slash or toxin, when they are applied while channeling.
Blocking is an automatic defensive motion that reduces incoming damage and negates knockbacks in a 45-degree angle in front of the Warframe. The amount of damage reduced differs between melee weapon types, with some blocking more damage than others. While blocking can be held manually as long as the player does not have a primary or secondary weapon equipped, this serves no additional purpose other than for executing certain Stance combos.
Channeling while Blocking will perform a parry which will nullify all incoming damage, reflect some damage back, and open up melee attackers for finishers, but will drain Energy on every blocked attack.
- Can block Fire Blast and Rippling Shockwave. Doing so will push the Warframe back, but prevent the knockdown effect.
- Can block continuous weapons like Flux Rifle lasers and Scorch flamethrowers.
- Parrying can block Bombard Rockets, though it will not prevent damage from the explosion itself.
- Will also block Scorpion grappling hooks to prevent getting pulled.
- Parrying with Rhino's Iron Skin active will not deflect any damage and instead mitigate the hitpoints to Iron Skin.
- Will not block Status Effects from affecting the player.
- Channeling Efficiency mods do not affect the amount of energy lost from blocked damage while channeling.
|Weapon Class||Max Damage Reduction|
|Blade and Whip||60%|
|Sword and Shield|
Exceptions to the above table are:
- Ankyros ( Prime), which blocks at 85% instead of other fists' usual 60%.
- Desert Wind, which blocks at 80% instead of other sparring's usual 35%.
- Dragon Nikana, which blocks at 85% instead of other nikanas' usual 60%.
- Dual Zoren and Twin Basolk, which blocks at 35% instead of other dual swords' usual 60%.
- Garuda's Talons and Valkyr Talons, which blocks at 80% instead of other claws' usual 35%.
- Gram Prime, which blocks at 80% instead of other heavy blades' usual 85%.
- Kama, which blocks at 35% instead of other machetes' usual 85%.
- Kronen ( Prime), which blocks at 35% instead of other tonfas' usual 60%.
- ( Prisma) Dual Cleavers, which blocks at 85% instead of other dual swords' usual 60%.
- Ripkas, which block at 85% instead of the other claws' usual 35%.
- ( Sancti) Magistar, which blocks at 60% instead of other hammers' usual 85%.
- Silva & Aegis Prime, which blocks 90% instead of other sword and shield's usual 85%.
Each successful consecutive melee hit against enemies with a Melee weapon equipped within a short period of time will start a Combo Counter that appears above the weapon UI, which tracks how many hits have been performed. Once a certain number of consecutive hits have been made, a Damage Multiplier will be given to the Melee weapon, increasing the weapon's overall damage including any additional elemental damage. The Damage Multiplier increases as larger consecutive hit counts are achieved, allowing for greater damage against larger numbers of tougher enemies. The Combo Counter resets if no enemies are hit after 3 seconds, which can be increased up to 31 seconds with the Body Count, Drifting Contact, and Gladiator Rush mods.
The Bonus Damage Multiplier starts at 1.5x the weapon's base damage after five consecutive hits. The multiplier is increased by +0.5x after achieving three times the number of hits of the previous multiplier, i.e. 15 consecutive hits yield a 2x Damage Multiplier, 45 consecutive hits yield 2.5x Damage, 135 hits yield 3x Damage, 405 hits yield 3.5x, etc. The exact formula used for this growth in terms of the combo multiplier is known to be H = 5 × 32M - 3, where H denotes the number of hits when M is the desired combo multiplier.
Currently, only Venka Prime has a modified Bonus Damage Multiplier which starts at 1.75x of the weapon's base damage. As a result, each subsequent Combo Counter multiplies the damage by +.75x instead of the normal +.5x, thus gaining 1.75x combo multiplier at 5 hits, 2.5x after 15 hits, 3.25x after 45 hits, etc. The exact formula used for Venka Prime's growth in terms of the combo multiplier is known to be H = 5 × 3(4M - 7) / 3, where H denotes the number of hits when M is the desired combo multiplier.
The table below displays the values up to a damage multiplier of 8.0x.
|Combo Counter Bonus Tier||Total Base Damage Multiplier||Total Base Damage Multiplier for|
- Damage bonus from combo counter and channelling stack additively with each other, as per the formula:
Effective Damage Multiplier = 1 + (Channelling Multiplier - 1) + (Combo Multiplier - 1)
- As example while channeling without channeling damage mods and at a combo counter of 2.5x you gain a combined damage multiplier of 1 + (1.5 - 1) + (2.5 - 1) = 3x.
- Currently the highest reachable Damage Multiplier is 8x with the combo counter unable to exceed 2^24 = 16,777,216 consecutive hits.
- However, with the addition of Venka Prime, the Damage Multiplier is increased to an 11.5x modifier with the same amount of consecutive hits.
- In practice, the number of possible consecutive hits is limited by the number of enemies, their durability, and the player's skill at connecting combos to other enemies.
- Certain Warframe abilities benefit from and contribute to the Melee Combo Counter, allowing them to further enhance their damage as the Combo Counter increases. The following are the list of abilities that use the Combo Counter:
- Despite its name, the Combo Counter should not be confused with the Combos performed using Stance Mods. The Combo Counter will count all melee attacks performed while equipping Melee weapons, including stealth attacks.
- The Combo Counter counts melee attacks performed while having Primary or Secondary weapons equipped. Immediately switching to a melee weapon within 3 seconds will show the amount of hits performed before the switch.
- Melee hits against objects, like Mining Equipment, do not count towards the Combo Counter.
- The Combo Counter does not increase the damage of prompted stealth attacks or prompted finisher attacks.
- The Combo Counter does not apply to thrown attacks from Glaives
Holding down the melee attack key while melee is equipped will perform a Charge Attack. After approximately 1 second of charging, the attack will release, dealing 3x damage (unconfirmed with non-sword weapons). It is still possible to sprint, slide, crouch, double jump, and bullet jump while charging, though double jumping and bullet jumping will have a lesser effect. Being knocked down will cancel the charge.
Some weapon types can have up to two different types of charge attacks, the type of attack performed being dependent on when during an attack chain the charge attack is begun, ex. the first type is performed if the charge is done after the first melee attack, while the second type is performed if the charge is done after the second melee attack in a chain, etc. Stances can further modify the attack timing necessary to perform the desired type of charge attack.
Charge attacks are generally precise melee attacks; melee weapons will be swung in the direction of the reticle and can more easily obtain headshots or more accurately hit targets.
- Main article: Finisher
Finisher attacks have custom animations, and deal a very high percentage of the equipped melee weapon's total damage. Players performing finishers are immune to any kind of damage for the duration of the animation.
The three types of finishers are:
- Ground Finisher, on knockdowned targets
- Stealth Attack, on unalerted enemies
- Front- / Back-Finisher, under specific effects
- For players wanting to specialize in melee combat, remapping the equipped melee attack key to can make performing attacks and melee combos easier and more instinctive. Quick melee attacks when using Primary or Secondary weapons are considered a separate keybinding, and can be kept in its default key .
- While doing charge attacks, the moment the swing does damage, immediately pressing the melee key will execute another charge attack, this can be repeated.
- Successfully blocking an attack while rolling can make a player unable to attack with their melee weapon. This is usually accompanied by a slight change in camera perspective where the camera is positioned slightly down while facing upwards. This bug can be resolved by performing a roll or dodge again.
- Tapping the melee key slightly before landing causes the player to slide across the ground with minimal friction for a brief period.