Preceded by
Melee 1.0 since Update 13.0 (2014-04-09)

Melee 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.

Basic Maneuvers[]

Melee can be switched to at any time by pressing the melee attack key (default E ), immediately holstering the currently equipped gun, and can instantly switch back to an equipped primary or secondary weapon with the fire button (default LMB ) or zoom (default RMB ). Going into melee mode (default holding F ) will unlock additional melee combat features such as manual Blocking.

All melee attacks can be executed by pressing or holding the melee input button.

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.

Normal Attack[]

SwordComboNeutral

Excalibur performing a basic melee combo.

Combomousewht E   Combops4wht Combops4circle

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.

Common Attributes:

  • Damage: Damage done by each hit. Enhanced by damage mods such as Mod TT 20px Pressure Point.
  • Attack Speed: Speed of the attack animation. Enhanced by speed mods such as Mod TT 20px Fury.
  • Follow Through: When hit multiple targets in one strike, the part of damage remaining after each target. (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.

Slide Attack[]

SwordComboSlide

Excalibur performing a slide attack.

Damage inflicted on enemies when performing a Spin attack.
Combo While Sliding + Melee

Air variation:

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 Kogake and Obex 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 Mod TT 20px Pressure Point mod and all other elemental damage the player may have equipped on their weapon (e.g. Mod TT 20px Shocking Touch).

Aerial Attack[]

SwordComboAir

Excalibur performing an aerial combo.

Press the melee attack button while in mid-air to perform an aerial attack, or rapidly press to perform an aerial attack combo, regardless if a jump has already been made or not. The Warframe will automatically maintain Aim Glide for the rest of the air combo if Aim Glide was initiated at the time of starting the combo. This is useful for fighting airborne targets such as Ospreys.

Slam Attack[]

SwordComboSlam

Excalibur performing a slam attack.

Damage inflicted on enemies by landing a Ground Slam attack near them.
Ground Slam attack hits all enemies around the point of impact within (Slam Radius)m.
Combo In Air + Aim Downwards + Melee

Also known as a Leap or Jump Attack. While in mid-air, performing a melee attack while aiming downwards causes the Warframe to slam down at the point of the reticle, dealing damage and usually inflicting RollingDroneAvatar Stagger. Slam attacks are typically composed of a singular damage type (usually DmgImpactSmall64 Impact). Check a weapon's page to see what its slam damage type is.

Players can utilize slam attacks to change direction or add momentum while in mid-air, effectively zip-lining themselves to the point of the reticle.

Players may also perform a heavy slam attack which benefits from the heavy attack combo multiplier and applies the Lifted b Lifted status. Heavy slam attacks are typically composed of a singular damage type (usually DmgBlastSmall64 Blast). Check a weapon's page to see what its heavy slam damage type is.

Slam attacks do 2x the damage of a normal attack (3x for heavy slam), but have Damage Falloff, linearly diminishing with distance from the point of impact to 50% (70% for heavy slam) at the edge of its radius.

Slam Attack Stats By Weapon Class[]

Exceptions exist to this chart. For example, Masseter Masseter has a normal slam radius of 10m and a heavy slam radius of 10m, despite Heavy Blades typically having a normal slam radius of 8m and a heavy slam radius of 9m.

Wall Attack[]

SwordComboWall
Combo While Wall-Latching + Melee

While wall-latching a player may initiate a melee attack, causing the frame to drop off the wall facing 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 unlatch off the wall, while heavy weapons will swing the weapon beneath them, and sparring weapons will deal a forward punch.

Since Update 26.0 (2019-10-31), Wall Attack damage stat is not shown in the Arsenal.

Advanced Maneuvers[]

Stances[]

MeleeCombos

The Melee Combo list for the Mod TT 20px Crimson Dervish Stance.

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.

Dodging or rolling while performing melee combos will immediately end the combo, canceling the current melee animation.

Blocking[]

SkanaBlocking

VoltIcon272 Volt with Skana Skana in blocking pose.

While in hand, melee weapons block incoming attacks within a [Blocking Value]° cone. Blocking is centered around the current point of aim.
Combomousewht Weapon Aim RMB   Combops4wht L2

Blocking is a defensive technique that negates both incoming damage and knockbacks in an angle in front of the Warframe.

Successful blocking can only be performed if enemies attack within the blocking angle cone of the player's melee weapon, which varies depending on the melee weapon type. For example, Dual Swords have a blocking angle of 60°, meaning any damage coming from 60° to the left or right of the reticle will be negated.

All melee weapons block 100% of incoming damage, with the exception of certain boss attacks and area-of-effect damage such as Bombard rockets, where blocking is only partially effective. However, it does not negate Status Effects, which can still damage through the block.

When a melee weapon is drawn by performing a melee attack while using a primary or secondary weapon, blocking is automatic assuming enemies are attacking within the blocking angle. However, if a melee weapon is manually switched to, or only a melee weapon is equipped in the Arsenal, blocking is manual and the block button must be held down to block.

Any time an attack is successfully blocked, 1 point will be added to the Combo Counter. Additionally, blocking an enemy melee attack has a chance to stagger them, briefly opening them up to melee front/back finishers. This stagger chance can be increased through mods like Mod TT 20px Parry.

  • Blocking negates damage from continuous weapons like FluxRifle Flux Rifle lasers and Scorch flamethrowers, as well as non-continuous weapons like Gorgon Gorgon bullets and Butcher cleavers.
  • Blocking completely negates the knockdown effect of Seismic Shockwave from Grineer heavy units and Eximus variants.
  • Blocking completely negates the pull effect from Scorpion grappling hooks.
  • Blocking partially negates effects like Fire Blast from Sargas Ruk and Rippling Shockwave from certain Corpus units, preventing the knockdown effect, but the player will still be pushed back.
  • Certain enemies such as Fusion Moa require the player to either back up slightly or aim slightly upward in order to parry their attack up close.

Mods That Benefit From Blocking[]

Tactical Dodging[]

A tactical dodge or roll can be performed by rolling while blocking, allowing the player to shorten their roll distance while maintaining melee distance with enemies in combat.

Combo[]

Main article: Melee Combo

Melee Combo is a power source that grows as the Tenno strikes or blocks with melee weapons, multiplying the damage of certain attacks. Heavy attacks consume the melee combo gauge, called the combo counter, for a burst of damage (from 1x to 12x). Certain Warframe abilities also benefit from melee combo, and they do not consume combo points, but they receive 1/4 of the added damage. Normal melee attacks are not affected by the combo multiplier, though combo scaling effects and mods can apply to all melee attacks. An inactive melee combo resets to zero after 5 seconds.

Different attacks award varying amounts of combo points, depending on their strength and number of hits. The combo reset period is affected by combo duration, and combo consumption from heavy attacks is affected by Heavy Attack Efficiency.

Heavy Attack[]

HeavyAttack

An example of a heavy attack. Notice entire combo counter is spent.

Base damage of the weapon's Heavy Attack. Damage is increased by Combo Multiplier, but consumes Combo Count. Damage inflicted with a Heavy Slam. Damage is increased by Combo Multiplier, but consumes Combo Count. Additional damage inflicted in the radius of a Heavy Slam attack. Damage is increased by Combo Multiplier, but consumes Combo Count.

Heavy Slam attacks hit all enemies around the point of impact within this distance.
Combomousewht Middle Mouse MMB   Combops4wht R3

Tapping the MMB  or holding the attack button while melee is equipped will perform a Heavy Attack. When tapping the MMB  in mid-air, a Heavy Slam Attack is executed which, unlike the light version, does not have radial damage falloff. Heavy slam attacks also Lifted b Lift enemies airborne, keeping them suspended for longer at higher combo multipliers. Both kinds of heavy attacks deal increased damage depending on the combo multiplier, and they consume all or part of the combo counter in the process.

Heavy attacks can be performed without a combo counter, albeit with diminished effect.

Heavy Attack Damage[]

Heavy attacks and heavy slam attacks use fixed base damage multipliers compared to normal attacks. These multipliers depend on the weapon type. Furthermore, the radial damage of heavy slams uses another multiplier. This can be seen by comparing the values shown under the Heavy Attack section in the Arsenal to the total normal attack damage. The following table lists the possible values.

On top of the fixed multiplier, the damage is further multiplied by the current combo multiplier. For example, a heavy attack with a Staff with normal (modded) attack damage of 400, when at a 3x combo multiplier, will deal 400 × 5 × 3 = 6,000 damage on hit, in exchange for the combo counter being reduced down to zero (if no Melee Combo Efficiency mods are equipped).

Combo Efficiency does not decrease the combo multiplier of a heavy attack.

Wind Up[]

Time a Heavy Attack must charge up before it activates.

Weapons have varying Wind-up times between activating a heavy attack and the actual attack being performed. For example, Skana Skana has a wind-up time of 0.6s, meaning the actual heavy attack will be performed 0.6s after tapping the MMB . Increasing melee attack speed does not reduce the wind-up time; rather, it reduces the interval between heavy attacks. During this brief period, the player is free to move and maneuver with the exception of performing any other melee attack. Being knocked down will cancel the charge. While winding-up, the combo counter decay is paused. Performing a heavy attack is possible when the combo counter is zero, and connecting with a heavy attack does not add to the combo counter.

There is no cap to Wind Up. Even if numbers stop changing in the arsenal after adding multiple Wind Up mods, this is due to diminishing returns and the game's number rounding system. This can be proven with an FPS animation test.

Heavy slams do not have any wind up.

Tennokai[]

Recall the art of Tennokai. You occasionally have opportunities to perform faster Heavy Attacks with no cost to your Combo Counter.
TennokaiIcon

Certain mods have the ability to invoke Tennokai. With Tennokai enabled, melee hits have a 15% chance of flashing a sword icon on the reticle for 2 seconds; performing a Heavy Attack or Heavy Slam during this flash increases its Wind Up Speed and does not consume Combo Counter.

Triggering Tennokai requires directly striking an enemy. With the exception of Gunblades, striking multiple enemies from a single hit and multi-strike attacks do not count as hits. The energy waves created from ExcaliburIcon272 Excalibur's ExaltedBlade130xWhite Exalted Blade, and BaruukIcon272 Baruuk's SereneStorm130xWhite Serene Storm can not proc Tennokai. Despite being able to equip the mods, TitaniaIcon272 Titania's Diwata Diwata is unable to proc Tennokai, due to Archmelee lacking heavy attacks.

The wind up speed of Tennokai attacks is not affected by wind up speed bonuses from other sources.

The first Tennokai Mod Mod TT 20px Mentor's Legacy is awarded from the Whispers in the Walls quest. The other Tennokai Mods are awarded from Rotation C of Alchemy missions or purchasing the Essential Tennokai Mod Bundle from the Market for 100 Platinum; the bundle only appears after installing the Melee Upgrade Segment obtained from the Whispers in the Walls quest.

Lifted Status[]

Main article: Lifted

Depending on the type of melee weapon, both light attacks and especially heavy attacks can deal different effects to enemies, such as applying Knockdown b Knockdown, Ragdoll b Ragdoll, RollingDroneAvatar Stagger, or Lifted b Lifted status. Surviving enemies that are struck by heavy attacks from Heavy Blades for example, will have a guaranteed Lifted proc applied to them. However, not all melee weapons grant Lifted status on heavy attack hits.

Lifted b Lifted status suspends enemies in mid-air in a ragdolled state for a short period of time, allowing players to briefly "juggle" them in a melee combo. Besides heavy attacks, Lifted status can also be applied to enemies by performing Heavy Slam Attacks with nearly any melee weapon, lifting all enemies within that weapon's ground slam radius. The higher the combo multiplier at the time of a heavy attack or heavy slam attack, the longer enemies can stay suspended. Unlike standard status effects however, status duration bonuses do not extend the lifted duration.

Range[]

Melee attacks hit enemies within this distance. Some Stances offer more Range using throws or lunges.

Each melee weapon has a Range statistic associated with it that displays the weapon's reach in meters. The hitbox of melee weapons are obround in shape, with the Range stat representing the length of the hitbox and a hidden Sweep Radius stat representing its width.[citation needed][1] The Sweep Radius of most melees is 0.25 meters.

Range can be increased by (Mod TT 20px Primed) Mod TT 20px Reach, Mod TT 20px Spring-Loaded Blade, Mod TT 20px Motus Impact, and some Riven Mods.

Follow Through[]

Modifies the amount of damage dealt in a single strike each time an additional enemy is hit after the first.

Each melee weapon has a Follow Through statistic associated with it that tells what proportion of damage is dealt to successive targets in a single strike. In general, if a single strike hits multiple targets, the amount of damage each target will receive will be:

Proportion of weapon damage = FT(n - 1)

Where n is the order of when an enemy is hit, and FT is the amount of follow-through for the weapon.

For example, Skana Skana has a follow through stat of 0.6 (FT = 0.6). If a single strike of Skana hits three targets, the first target to be hit (n = 1) will be dealt 0.6(1 - 1) = 100% of the total damage, the second to be hit (n = 2) will be dealt 0.6(2 - 1) = 60% of the total damage, and the third (n = 3) will be dealt 0.6(3 - 1) = 36% of the total damage.

The total damage dealt with a given follow through stat for a sample of enemy group sizes are as such: Total Damage Multiplier Against n Number of Enemies = x = 1 n Follow Through x 1 = 1 Follow Through n 1 Follow Through {\displaystyle {\text{Total Damage Multiplier Against n Number of Enemies}}=\sum _{x=1}^{n}{\text{Follow Through}}^{x-1}={\frac {1-{\text{Follow Through}}^{n}}{1-{\text{Follow Through}}}}} {\displaystyle {\text{Total Damage Multiplier Against n Number of Enemies}}=\sum _{x=1}^{n}{\text{Follow Through}}^{x-1}={\frac {1-{\text{Follow Through}}^{n}}{1-{\text{Follow Through}}}}}

For example, against a group of 3 enemes, the Skana would deal 1 + 0.6 + 0.36 = 1.96 = 196% of the base damage in total, which can be calculated with the closed-form formula as 1 Follow Through n 1 Follow Through = 1 0.6 3 1 0.6 = 1 0.216 1 0.6 = 0.784 0.4 = 1.96 {\displaystyle {\frac {1-{\text{Follow Through}}^{n}}{1-{\text{Follow Through}}}}={\frac {1-0.6^{3}}{1-0.6}}={\frac {1-0.216}{1-0.6}}={\frac {0.784}{0.4}}=1.96} {\displaystyle {\frac {1-{\text{Follow Through}}^{n}}{1-{\text{Follow Through}}}}={\frac {1-0.6^{3}}{1-0.6}}={\frac {1-0.216}{1-0.6}}={\frac {0.784}{0.4}}=1.96}.

In general, as the number of enemies grows (i.e. n approaches {\displaystyle \infty} {\displaystyle \infty }), the damage approaches {\displaystyle \infty} {\displaystyle \infty } if the follow through is one; otherwise, the Follow Through n {\displaystyle {\text{Follow Through}}^{n}} {\displaystyle {\text{Follow Through}}^{n}} term approaches zero and therefore the damage approaches 1 1 Follow Through {\displaystyle {\frac {1}{1-{\text{Follow Through}}}}} {\displaystyle {\frac {1}{1-{\text{Follow Through}}}}}. For example, against theoretically infinite enemies, the Skana's damage would approach an upper bound of 1 1 0.6 = 1 ÷ 2 5 = 5 2 = 2.5 {\displaystyle {\frac {1}{1-0.6}}=1\div {\frac {2}{5}}={\frac {5}{2}}=2.5} {\displaystyle {\frac {1}{1-0.6}}=1\div {\frac {2}{5}}={\frac {5}{2}}=2.5}times the base damage (250%).

te)
0.4 1.00 1.40 1.56 1.65 1.66 1.66
0.5 1.00 1.50 1.75 1.94 1.99 2.00
0.6 1.00 1.60 1.96 2.31 2.48 2.5
0.7 1.00 1.70 2.19 2.77 3.24 3.33
0.8 1.00 1.80 2.44 3.36 4.46 5.00
0.9 1.00 1.90 2.71 4.09 6.51 10
1.0 1.00 2.00 3.00 5.00 10.0 ∞ (infinite)

As of Update 26.0 (2019-10-31), this stat is shown in the arsenal whereas previously it was hidden despite it existing before since {{ver|1|}

As of Update 26.0 (2019-10-31), this stat is shown in the arsenal whereas previously it was hidden despite it existing before since Update 13.0 (2014-04-09).

Exceptions[]

Finishers[]

Dual Swords Back Finisher

Excalibur executing a Stealth Attack with Dual Swords.

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:

Tips[]

Bugs[]

Media[]

Patch History[]

Hotfix 36.1.5 (2024-09-03)

Hotfix 36.0.5 (2024-07-20)

Update 36.0 (2024-06-18)

Hotfix 35.5.9 (2024-05-01)

Hotfix 35.5.8 (2024-04-24)

Hotfix 35.5.1 (2024-03-27)

Update 35.5 (2024-03-27)

MELEE ATTACK CHANGES

Melee Ground Slam Attack Changes

Prior to Dante Unbound, Melee Ground Slam Attacks were distributed between two damage instances - they appeared in the Arsenal UI (includes the stats window when hovering over equipment as well as the Upgrade screen) as follows:

Slam Radial Damage: Additional damage inflicted to all enemies in the radius of a Ground Slam attack.

What’s Changed:

1 - Ground Slam Attacks are now entirely Radial Damage
Ground Slam Attacks now only have one instance of damage: Slam Radial Damage! It is now the whole sum of the damage dealt by Ground Slam Attacks instead of being “additional”.

What this means is that Slam Direct Hits are no more. All the damage done by a Ground Slam Attack is now purely Radial.

With this change, it's worth noting that we have also maintained the Damage Falloff on Slam Attacks, where damage diminishes the further an enemy is from the point of impact, but with some changes:

2 - Ground Slam Attack’s Radial Damage now scales with Mods
Since Slam Attacks are now purely Radial Damage, we’ve made its damage scaleable with Mods, when previously it wasn’t. This effectively buffs Ground Slam Attacks since you can now directly increase its damage and apply Weapon Status (inherited from Mods), which ultimately improves its scalability for late game content.

It’s worth noting that all of the above changes only apply to AERIAL/JUMP Ground Slam Attacks (In air + Aim Downwards + Melee) and AERIAL/JUMP Heavy Ground Slam Attacks (In air + Aim Downwards + Heavy Melee). They do not affect Slam Attacks that are part of Stance Combos. For example, Slam attacks during combos deal flat damage amounts and do not scale with Mods. We currently do not have plans to change this.

3. Added a 2x Multiplier to its Radial Damage
Slam Direct Hits had a 2x-3x multiplier (depending on Weapon Class) to account for the fact that it was actually quite difficult to land them, so the multiplier helped in making those rare instances feel impactful.

Since Slam Direct Hits are no more, we have accounted for its removal by applying a 2x multiplier to Slam Attack’s Radial Damage across all Weapon classes. For the reasons listed directly above (Radial Damage now scalable with Mods) and for the sake of balance, the 2x (3x for Heavy Slam Attacks) multiplier on Radial Damage maintains the damage output without going overboard.

How The Changes Appear in the Arsenal:
Melee Ground Slam Attacks now has only one core stat in the Arsenal: SLAM ATTACK. The number listed beside indicates its Radial Damage.

You’ll notice that with all of the above changes, some Melee weapons’ Slam Attack Damage has changed. Previously “Slam Attack” in the UI informed of “Slam Direct Hits”, which for some Melee weapon types (ex: Polearm, Sword, Two-Handed Nikanas, etc.), had a 3x multiplier applied. Now, since “Slam Attack” in the UI indicates Radial Damage and has had a 2x multiplier applied across all Melee types, the damage for those weapons may differ.

But now that you can scale Slam Attack Damage with Mods, those differences can be easily recouped and then some.

We’ve also added a Slam Radius stat to the tooltip to better inform players in-game: “Ground Slam attack hits all enemies around the point of impact within X meters.”

Melee Finisher Improvements

Melee Finishers have been updated to standardize Finisher eligibility across enemies and weapons. Previously, if an enemy did not have a finisher animation prepared for a certain weapon type, then players would not be able to perform that specific Finisher on them. We have added default animations for all weapon types to prevent this restriction, meaning all enemies* should now be eligible for every type of finisher.

Auto-Melee Fixes
TOP FIXES
GENERAL FIXES

Update 35.1 (2024-02-20)

Hotfix 35.0.4 (2023-12-20)

Hotfix 35.0.3 (2023-12-18)

Update 35.0 (2023-12-13)

NEW HEAVY ATTACK SYSTEM: TENNOKAI

With the launch of Auto Melee in Abyss of Dagath, we mentioned that we were working on a “Perfect Heavy Attack” system for Whispers in the Walls, and it is officially here!

Recall the ancient art of Tennokai with new Tennokai Mods for your Melee Weapons. Tennokai is a long-lost melee art form, allowing Tenno to make the most out of their Heavy Attacks. With Tennokai enabled on your Melee weapon, you will have a 15% chance for a symbol to appear while performing a melee attack. If you perform a Heavy Attack while the symbol is active on your reticle, it will trigger a Tennokai Heavy Attack, which has a faster wind-up speed and does not consume any combo counter.

With this new Tennokai system, there are a variety of Mods that allow you to further customize the frequency and effects of these Tennokai attacks.

HOW TO ENABLE TENNOKAI:
You can enable Tennokai for your Melee Weapon by equipping any of the new Tennokai Mods onto it. Tennokai Mods can be equipped in your build as normal, or in the new Melee Exilus Slot that is unlocked via the Melee Upgrade Segment acquired upon completion of the Whispers in the Walls Quest.

TENNOKAI MODS

These Mods can be earned from Rotation C of the new Alchemy game mode (Cambire, Deimos) or purchased via the Market in the Essential Tennokai Mod Bundle*.

*The Market purchase option is not available to players until they have installed the Melee Upgrade Segment (rewarded from completing the Whispers in the Walls Quest).

Discipline’s Merit
Enables Tennokai. Opportunities occur every 4 melee hits instead of at random.

Dreamer’s Wrath
Enables Tennokai. Increases opportunity chance by 50% and Heavy Attack critical damage by 32%.

Master’s Edge
Enables Tennokai. Increases Tennokai damage by 60%.

Condition’s Perfection
Enables Tennokai. Increases status chance by +100% on Tennokai Attacks.

Opportunity’s Reach
Enables Tennokai. Increases opportunity window to 4.0s and melee range by 3m for Tennokai attacks.

Tenno will also receive a basic Tennokai Mod in their Inbox upon completion of The Whispers in the Walls Quest:

Mentor’s Legacy* Enables Tennokai.

*This mod is not tradeable as it is a Quest reward!

MELEE UPGRADE SEGMENT

Upon completion of the Whispers in the Walls Quest, players will receive a new Melee Upgrade Segment via their in-game Inbox. Installing it will further expand your Melee Arsenal with two new upgrade options:

Melee Exilus Slots
Fuse an Exilus Weapon Adapter into your Melee weapon to unlock the new Melee Exilus Slot. Players will be able to equip the new Tennokai Mods into this slot, as well as the following newly Exilus-compatible Mods:

Melee Arcane Slot In these new Arcane Slots, players will be able to equip new Melee Arcanes, which have also been released with this update. Players can earn Melee Arcane Adapters via the Wares & Shiny Treasures Vendor in the Cavia Syndicate, Netracells, or by purchasing them in the Market for Platinum*.

*The Market purchase option is not available to players until the completion of the Whispers in the Walls Quest.

Melee Arcanes and Zaw Arcanes
Like Kitguns, Zaws will offer both a slot for Zaw Arcanes and Melee Arcanes (once Melee Arcanes are unlocked). Zaw Arcanes cannot be used in Melee Arcane Slots, and vice versa.

TOP FIXES
GENERAL FIXES

Update 34.0 (2023-10-18)

Auto Melee

Adding an Auto Melee button has been a frequently requested topic over the years as a way to mitigate repeated button presses. Your days of spamming E are over with the new Auto-Melee functionality! Here’s how it works:

With Auto Melee, players can trigger melee swings through the familiar repeated melee inputs, or they can simply hold the melee input button to repeatedly swing their melee weapon for as long as that input is held. Combos can be executed while auto-meleeing by simply adding the required inputs -- i.e. to start Slide Attacking, simply start sliding while holding the Melee Input, etc.

In short, the Warframe melee that you know isn’t changing - the only difference is that instead of needing to press your E hundreds of times, you only need to press (and hold!) it once.

Our goal is not to alter the main way you play Warframe melee if you prefer the precision of individual inputs - auto-meleeing is an additional way to play the game. This mechanic has been released as a permanent functionality of the Melee system, as we’ve designed this so that both individual input and auto-melee can co-exist without issue.

Since Auto-Melee is removing a lot of the active element of meleeing, we are working on an addition to this system called “Perfect Heavy Attacks” that aim to release with Whispers in the Walls.

Exclusions to Auto Melee
Due to the mechanics of Auto Melee mirroring that of thrown melee weapons, the following weapons will not have Auto Meleeing enabled for them:

Update 33.6 (2023-07-27)

Hotfix 33.0.11 (2023-05-24)

Update 33.0 (2023-04-26)

Update 32.2 (2022-11-30)

Update 32.0 (2022-09-07)

Hotfix 31.6.4 (2022-07-14)

Update 31.6 (2022-06-09)

Update 31.2 (2022-03-16)

Update 31.1 (2022-02-09)

Update 30.9 (2021-11-11)

Hotfix 30.7.5 (2021-09-16)

Hotfix 30.7.2 (2021-09-09)

Update 30.7 (2021-09-08)

Hotfix 30.5.4 (2021-07-17)

Update 30.3 (2021-05-25)

Update 29.10 (2021-03-19)
For those Tenno who don’t tune into Devstreams, we are actively reviewing the divide between Melee and Primary weapons in terms of power and lethality. A lot of Tenno have made cases that ‘Primary weapons just can’t compete with Melee’, and we agree. We are planning on doing a full detailed review of this and giving players a detailed workshop on what’s on our minds. That will come in the next few weeks.

However, we have one single change in this Update to Melee. The majority of all guaranteed enemy staggers on Melee hits have been removed. A few remain in neutral, forward block and neutral block combos. What this change does in practice is effectively removes the infinite Crowd Control melee attacking provided. The Crowd Control potential stacked with the scaling Damage potential was an area we could immediately change to give players a chance to try out this single tweak in the context of the current game.

This change is rather small in a practical sense, and after you’ve played missions with the change, please let us know what you think.

Other Melee Changes:

Hotfix 29.6.5 (2021-01-09)

Hotfix 29.5.2 (2020-11-20)

Update 29.5 (2020-11-19)

Update 29.2 (2020-09-29)

Update 28.3 (2020-08-12)

Hotfix 28.0.6 (2020-06-24)

Hotfix 27.3.9 (2020-04-07)

Update 27.2 (2020-03-05)

Update 27.1 (2020-02-04)

Hotfix 26.0.7 (2019-11-14)

Melee Phase 2: Technique Changes & Fixes

While most of our previous Hotfixes have focused on base functionality and bug fixes of Melee: Phase 2, this Hotfix takes a stab at some balancing in the wake of all the changes. This Hotfix also adjusts some Stances based on feedback.

Mod Changes

The Critical Chance game has largely allowed Blood Rush to shine for active melee players, and with the ‘Steel’ series of Mods applying at the Base Critical Chance level, it’s led to players feeling they are obsolete. We are significantly buffing these Mods to give players a different option for Critical Chance builds. We want to give a more upfront Critical Chance and hard-hitting Heavy Attacks to builds that don’t rely on maintaining a high combo multiplier.

Stance & Weapon Changes
Fixes

Update 26.0 (2019-10-31)

Melee PHASE 2: TECHNIQUES

Melee has evolved again with a focus on TECHNIQUE - Stance/Combo reworks, the return of Equipped Melee, and MUCH more.

THE GAMEPLAY
1. The Return of Equipped Melee and Manual Blocking!
2. Dodge Cancelling and Tactical Dodging
THE COMBOS
3. Stance Changes, Combos and You!
4. Smoother Combo Transitions
5. Combo Counter Rework
THE TOOLS
6. Changes to Slam Attacks
7. Goodbye Channeling, Hello Heavy Attacks and Lifting!
8. Weapon Stats, Mastery Limits and General Melee Changes
9. Mod Rebalancing / Functionality
10. Exalted Weapons
11. The Screens: Arsenal Changes
THE TECHNICAL BITS
12. Aim Assist
13. Sticky Fingers when Equipping Melee!

Hotfix 25.7.4 (2019-09-05)

Update 25.5 (2019-07-31)

Update 25.2 (2019-06-19)

Update 24.6 (2019-04-04)

Hotfix 24.5.3 (2019-03-19)

Update 24.5 (2019-03-14)

Hotfix 24.4.2 (2019-03-08)

Melee Phase 1: 'Flow' Changes
Controller Changes & Fixes

Update 24.4 (2019-03-08)

MELEE REVISIT: PHASE 1 - "Flow"

Tenno - your favorite melee weapon probably feels a little different today. Today we bring you Phase 1 of 2019’s melee upgrade - we hope you love all the gorgeous new visual effects, streamlined combat, and high fidelity hit reactions! Here's what you can expect:

Let The Gun & Blade Flow

Swap between your gun and melee at the press of a button, no holstering required! Combos can be executed and resumed between movement and more. Blocking is now automatic in melee mode when aiming at an attacking enemy. Your stance combos may have changed, check out the Stance interface!

Death From Above

A Tenno is a master of aerial tactics - now you can better target enemies on the ground with deadly and responsive aimed ground slams.

Effects Upgrades

We've done a complete overall of all Melee Effects! Hit animations, elemental effects and slam attacks: making melee look as good as it feels!

More to Come

Fundamentally, we aim to upgrade Melee. This is Phase 1.

No one knows the power of their Arsenal better than the Tenno - your adaptability and skill with the blade will be tested, and as we continue these changes, we rely on your feedback!

If you missed the full workshop discussing Phase 1, you can catch it here: https://forums.warframe.com/topic/1063446-melee-changes-phase-1/ https://gfycat.com/darkdesertedharlequinbug https://gfycat.com/scrawnyshinycrustacean

Our Mainline update notes will summarize the information from within the Workshop, plus denote additional information
1) Uninterrupted Combat - firearm to equipped melee (and vice versa) states are instant.
Bonus 1.a) Combo Resume.
2) Ground Slams are more controllable, cleaner, and simpler.

All melee weapons have had their ground-slam ranges increased and new FX added:

3) Visual FX
2019 style!

A full Visual FX pass has been done for Phase 1! Because this is Phase 1, it 'means all the unique weapons will have new generic FX for a little while (Jat Kittag etc.) until we can get through them all and make new clean variants'.

New and cleaner FX have been created with the idea of beautifully short, highly detailed lifespans. Not infinite - meaning the 'Constant Weapon Trail' option will be removed as a result of this change (at least for Phase 1, we really do think it looks better removed).

4) Keybinds!

Notable Keybind changes:

BLOCKING

CHANNELING

OPTIONS:

Additional Information and Changes

Hotfix 23.10.2 (2018-10-12)

Update 23.10 (2018-10-12)

Update 22.20 (2018-05-17)

Update 15.0 (2014-10-24)

Directional Air Melee!

Update 11.1 (2013-11-27)

Update 7.0 (2013-03-18)

  1. Glen's Ask Me [Almost] Anything [Again]