Template:Melee Mechanics

This template has been included on every Close Combat Weapon page for uniformity sakes. If you want to elaborate, reword, or add - please do so. This is a wiki, after all.

Melee Mechanics
Melee weapons replace your pistols in the side-arm slot. They have to be used in conjunction with the primary weapon to form a fitting group. Unlike pistols, the close combat weapons never need to be reloaded and cannot run out of ammo (excluding the Chainsaw). The drawback is that they do not reach very far, and cannot be relied on entirely. They also (with a few exceptions) have high cooldowns, which leave you vulnerable until the cooldown is over. All close combat weapons can cause massive friendly fire damage to the Survivors and caution should be exercised, particularly on Advanced and Expert levels, where there is no clemency.

Damage wise, these weapons are extraordinary powerhouses. All melee weapons can bring down a Tank in 20 hits on any difficulty (excluding the Chainsaw, they will always do 5% of the Tank's total health per hit), a Witch in 4 hits, and a Common Infected in just one hit (regardless of if it damages the head). The Special Infected only need 1 hit, aside from the Charger which takes 2. However, it is still suggested that you do not melee the Boomer, as his death affect the radius of his corpse and the melee weapon positions you close enough to be hit. Meleeing the Spitter may be a bad idea as her death will drop acid on the ground unless the Survivors immediately move away from the vicinity of the corpse to avoid damage.