Melee Charge
Your next Heavy Melee attack against an enemy deals increased damage.
Passive — works automatically once bought.
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.
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.
Best with Ivy
~57%
Melee Charge1600
- 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)
| label | key | value |
|---|---|---|
| Cooldown | AbilityCooldown | 5s |
| Bullet Resist | BulletResist | 6% |
| Bonus Heavy Melee Damage | BonusHeavyMeleeDamage | 25 |
| Melee damage | BonusMeleeDamagePercent | 10% |
| Melee Distance Scale | MeleeDistanceScale | 50% |
Upgrades
| lvl | AP | upgrades |
|---|---|---|
| 1 | 1 | Melee Distance Scale +30, Bullet Resist +12, Bonus Heavy Melee Damage +15 |
