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Melee Charge

Melee Charge

Weapon ·Tier 2 · Passive
1600 5s
What it does

Your next Heavy Melee attack against an enemy deals increased damage.

Innate
Passive 5s

Passive — works automatically once bought.

50%
Melee Distance Scale
10%
Melee damage
6%
Bullet Resist
25
Bonus Heavy Melee Damage
When to buy & tricks

Melee Charge is a mid-tier weapon item built around one swing: your next Heavy Melee against an enemy lands for a big chunk of extra damage, and it throws in flat melee damage, longer heavy-swing reach and a bit of bullet resist on top. It's the anchor buy for any punch / heavy-melee gameplan — heroes who win the fight by charging in and connecting a heavy hit rather than out-shooting you — and it upgrades into Crushing Fists, so the slot keeps scaling into the late game.

When to buy

Buy it the moment you commit to a melee/punch build: Abrams, Lash, Bebop and Ivy all turn a charge-in into a real burst with it, and the extra reach makes the heavy swing far easier to actually land. Since the recent patch the heavy-melee bonus also feeds heroes whose abilities count as heavy melee, so it pulls double duty on those kits. Skip it on pure gun carries who never wind up a heavy swing — for them the slot is mostly dead and a straight weapon-damage or fire-rate item does more.

Tricks & synergies

Heavy Melee has a long, telegraphed wind-up, so don't throw the charge into a fresh fight — bank it and cash it in when the target can't dodge: right after a stun, a hook, a slow, or an Abrams wall-pin. It's one empowered hit, then it has to recharge, so make it count instead of swinging on cooldown. It stacks naturally with the rest of the melee package (melee lifesteal turns the empowered hit into a big heal, and the bullet resist keeps you alive while you close), and the longer reach lets you connect from just outside where the enemy expects the swing to land.

Heavy Melee telegraphs hard — save the charge for a guaranteed hit after CC, not into a clean duel.
The bonus now applies to heroes whose abilities count as heavy melee, so punch kits get extra mileage.
The melee reach and bullet resist are passive value even between empowered swings — you're not paying for the hit alone.
Don't sell it mid-game: it upgrades into Crushing Fists, so the slot scales instead of going stale.

Is Melee Charge worth it?

On punch / heavy-melee builds and heroes who set up their swings with CC — Abrams, Lash, Bebop, Ivy — yes, it's the core piece and builds into Crushing Fists. On gun carries who never heavy-melee it's a wasted slot.

When does the bonus actually trigger?

It empowers your next Heavy Melee (the charged swing) against an enemy — one big hit, then it recharges. Land it when they can't escape: after a stun, a pull, a slow or a wall-pin.

Built by
Best with Ivy ~57%
build share · win rate when built
Performance
~48.4% Win rate
20.0% Build rate
+0.4 vs last patch
12' avg buy
Win rate by rank
Ini
See
Alc
Arc
Rit
Ete
Cost & valueper 1000 souls
Bullet Resist 6% 3.8/1k
Tier bonuses scale with souls spent in the tree →
Upgrade path
This item
Melee Charge1600
Upgrades into
Spirit scaling
Cooldown5s
Related mechanics
Update history1
06-20-2024 UpdateJun 20, 2024
  • Added a new T2 Weapon item, Melee Charge
  • Passive: Increases your heavy melee charge distance by 40%

Built-by, win rate, build rate and top hero are sample until the match API is wired in. Effect, cost, value and the build tree are real client data.

Raw dataproperties, shop fields & API

identity

id
upgrade_melee_charge
slug
melee-charge
token
upgrade_melee_charge
kind
upgrade
updatedAt
2026-06-06T16:23:38.392Z

shop

category
weapon
tier
2
cost
1600
groupLabel
Tanking Bullets
filters
EShopFilterMelee
componentIds
upgradeIds
upgrade_crushing_fists

properties (5)

labelkeyvalue
CooldownAbilityCooldown5s
Bullet ResistBulletResist6%
Bonus Heavy Melee DamageBonusHeavyMeleeDamage25
Melee damageBonusMeleeDamagePercent10%
Melee Distance ScaleMeleeDistanceScale50%

Upgrades

lvlAPupgrades
11Melee Distance Scale +30, Bullet Resist +12, Bonus Heavy Melee Damage +15