Parry
Parry turns an incoming melee commitment into a punish window. Success stuns the attacker and increases the damage they take, so the response can come from your team’s guns or abilities as well as another punch.
React to the attack, not proximity
Wait for a committed melee attempt instead of pressing whenever an enemy walks close. A wasted parry gives them a clearer next opening. Practise against alternating quick and charged attacks, then add approaches where the partner deliberately stops without swinging.
Account for the action you interrupt
Parrying pauses your reload. During a regular ground dash it also stops the dash and its momentum, leaving the parry at that position. Choose whether that stop is safe before using it as a moving defense. The parried stun is not shortened by ordinary debuff resistance.
Update history25
- Parrying a trooper no longer resets your parry cooldown (however it won't end your parry early like a hero hit does)
- Melee
- Melee damage growth per boon reduced by 5%
- Quarters: Melee Resistance increased from 15% to 20%
- Melee
- Blank: Melee Resistance increased from +25% to +30%
- Fists: Melee damage reduced from 25% to 20%
- Guardians melee attempt range reduced from 6.1m to 5m
- Guardians melee damage range reduced from 8m to 7m
- Players can no longer Parry troopers
- Heavy Melee Cancel momentum is significantly reduced
- Fixed issues with denying melee soul orbs
Data and APIAPI
identity
- id
- mechanic_parry
- slug
- parry
- category
- combat
- flowStage
- fighting
- aliases
- melee parry, parry window, melee counter, block, F key parry, parry knockdown, парирование, парри, окно парирования, контра мили
- sourcePath
- manual:mechanics/parry
- updatedAt
- 2026-09-20T22:00:00.000Z