Movement

Heavy melee movement techniques

Hold melee (Q by default) to perform a heavy melee on the ground or in the air. It costs no stamina and lasts 1.25 seconds, with a one-second cooldown on hit or 1.3 seconds on miss.

ContentsHide
  1. 1Phases and hit detection
  2. 2Heavy Melee Cancel
  3. 3Cancel extension
  4. 4Hidden melee
  5. 5Sources and editorial notes

Hold melee (Q by default) to perform a heavy melee on the ground or in the air. It costs no stamina and lasts 1.25 seconds, with a one-second cooldown on hit or 1.3 seconds on miss.

Phases and hit detection

Windup lasts 0.36 seconds. Starting on the ground stops the hero; in air the hero retains velocity but cannot steer with movement keys. The attacker is vulnerable and has no hitbox yet. Sound and fist particles telegraph the attack.

The lunge lasts up to 0.6 seconds. A small moving spherical hitbox can hit enemies, including neutral creeps; a hit ends the lunge and enters recovery without the final hit. The attacker can be parried while the hitbox is active. Turning is restricted to roughly 300 degrees; airborne vertical direction can change by about 5 degrees. If the lunge finishes without an earlier hit, the final attack checks both a 192-unit sphere and a forward conical frustum 200 units long with a 100-unit end radius. An enemy hurtbox must intersect both checks.

Equipment Ground peak Air peak, starting stationary
None 750 units/s 797 units/s
Melee Charge 1,125 units/s 1,195 units/s
Crushing Fists 1,200 units/s 1,275 units/s

Recovery takes 0.2833 seconds and removes the hitbox and momentum, including airborne momentum. Typical base damage is 116; the source lists Ivy at 116, Yamato at 128 and Paige at 120 with 0.45 Spirit scaling. Melee damage and weapon damage items can increase it; melee receives 50% of weapon damage bonuses.

Distance item Cost Category Heavy Melee Distance
Melee Charge 1,600 souls Weapon +50%
Crushing Fists 6,400 souls Weapon +60%
Runed Gauntlets Legendary Weapon +150%

Heavy Melee Cancel

Activate a compatible item or ability during the lunge to cancel recovery. A true cancel permits immediate actions; a false cancel interrupts the melee but puts the hero in an ability state that prevents normal actions. Kelvin’s Frozen Shelter is a true cancel. True cancels can preserve some lunge momentum for movement, especially when performed near the end and followed by a slide bunnyhop; Melee Charge increases the lunge speed. The April 17, 2025 update substantially reduced preserved momentum, limiting the movement gain. False cancels mainly serve as parry bait or small positioning changes.

Active item Category Cost in souls
Fleetfoot Weapon 1,600
Restorative Locket Armor 1,600
Fury Trance Armor 3,200
Colossus Armor 6,400
Unstoppable Armor 6,400
Vampiric Burst Armor 6,400
Hero Ability Cancel
Dynamo Singularity False
Ivy Stone Form False
Kelvin Ice Path False
Kelvin Frozen Shelter True

Cancel extension

Holding melee after an item cancel starts a second heavy punch immediately. The two punches appear as one extended attack and can cover roughly twice the normal distance. The extension permits another turn in tight spaces and can bait a parry. The extension source refers to four active items, while the current cancel page lists six; the count is not reconciled by the sources.

Hidden melee

An ability animation can hide or obscure the heavy melee animation, making visual parry cues harder to read. The sound and fist particles remain visible or audible to enemies; effects hidden only on the user’s client do not hide them from enemies. Timing depends on the ability: Viscous has a generous window, while Seven’s is described as three ticks.

Hero Ability Method and visibility
Bebop Exploding Uppercut Buffer melee during the ability; hidden, with a much shorter melee.
Grey Talon Charged Shot Buffer melee during cast; hidden.
Holliday Bounce Pad Buffer on landing while stomping; hidden, once per pad.
Kelvin Ice Path Heavy melee, then cast; hidden.
Kelvin Frozen Shelter Melee while casting or cast then melee; hidden.
Lash Grapple Melee during approximately three seconds after the initial grapple; hidden.
Lash Flog Cast and buffer melee; hidden.
Lash Ground Strike Cast and buffer melee; hidden.
Mina Nox Nostra Hidden throughout the ultimate.
Mo & Krill Sand Blast Melee after throwing it; hidden.
Seven Lightning Ball Cast and buffer melee; hidden.
Seven Static Charge Cast and buffer melee; hidden.
Shiv Killing Blow Buffer melee after cast; hidden.
Viscous Puddle Punch Melee as the punch emerges; animation obscured.
Vyper Screwjab Dagger Cast and buffer melee; hidden.
Vyper Petrifying Bola Cast and buffer melee; hidden.
Yamato Shadow Transformation Buffer melee after casting; hidden.
Silver Boot Kick Melee after casting; hidden.
Victor Shocking Reanimation Melee just before the ability; hidden.

Sources and editorial notes

The official October 30, 2026 gameplay update was checked alongside the wiki revision on 2026-11-01.

Adapted from Heavy Melee, revision 56519; Heavy Melee/Heavy Melee Cancel, revision 84003; Heavy Melee/Heavy Melee Cancel Extension, revision 56540; Heavy Melee/Hidden Melee, revision 92076, by Deadlock Wiki contributors; checked 2026-11-01. Source-derived content is licensed under CC BY-SA 4.0. Videos and navigation omitted.