newfungle
New member
I think having a melee build for each hero is fun. This is a list of silly ideas I had.
Infernus - Melee hits on burning targets make all burn damage happen immediately, scaled with light vs heavy melees (yes I want axtinguisher infernus please god it'd be so evil)
Mcginnis - Melee hits mark enemies for targeted turret fire and grant a small damage buff to turrets on said target
Mina - Love bites procs off melees, and her light melee animation becomes a quick neck bite. Yes this would mean she bites boxes to break them but it would look cool on players
Paradox - Heavy meleeing through your own wall turns it into a superpunch that also breaks the wall. You charge forward further, do a little more damage, apply a fading slow, and can't be parried, but you also lose some turn control during it.
Vyper - If you have enough ability duration bonuses and you punch petrified people long enough they shatter into a million pieces and die instantly in a comedic dust explosion. This also applies to punching ivy in stone form because she deserves it
Victor - Melees make pain aura ramp up faster, also make his melee animation more of him lurching forward and wildly/awkwardly swinging his arm at you instead of just bashing with the nailgun. So visually melee aura victor is this big zombie clawing you to pieces in his musk aura.
Kelvin - T3 Dome also makes you and allies in the dome immune to the parry stun, it's freakinthunder Kelver dome time
Vindicta - Light melees while airborne make her move very slightly forward, like a mini dash (on a cooldown). Meleeing enemies while airborne makes you bounce back the way you came, and refreshes the light melee dash cooldown. Melee charge distance bonuses are buffed when airborne. Also give vindicta way more air control when heavy meleeing airborne, and apply the airborne damage boost to her melee as well. The end goal in this is a goofy ass mosquito type build where you fly low and zero in on a target, stake them, and repeatedly bounce off them with melee hits. Crows are crows and ult is an execute to catch people that escape you. Yes this would be awful but mosquitodicta must buzz free
Grey talon - Alt cast owl to turn it into afalcon owl punch. You have a cool heavy melee animation and owl explodes at the end of your melee charge. Also when the punch is charging, a stock "bald eagle" sound effect plays because grey talon loves his country
Graves - Deadheads hit enemies in time with melees, regardless of their own attack cooldown. Heavy melee makes them deal more damage on the synced attack, doing a flashy burning charge animation. Also they scream during it.
Rem - Rem can't be parried because no one would deny him. His melee also does no damage because he hits you with a pillow
Viscous - Puddle punch is now puddle foot
Shiv - alt cast knife to stab people in front of you for the same effect + melee damage, you can only do this with a charge (and it doesnt spend it). Trying it while knives are on cooldown makes shiv attempt the stab, realize he has no knife and give up and shrug because he realizes he's terrible.
Infernus - Melee hits on burning targets make all burn damage happen immediately, scaled with light vs heavy melees (yes I want axtinguisher infernus please god it'd be so evil)
Mcginnis - Melee hits mark enemies for targeted turret fire and grant a small damage buff to turrets on said target
Mina - Love bites procs off melees, and her light melee animation becomes a quick neck bite. Yes this would mean she bites boxes to break them but it would look cool on players
Paradox - Heavy meleeing through your own wall turns it into a superpunch that also breaks the wall. You charge forward further, do a little more damage, apply a fading slow, and can't be parried, but you also lose some turn control during it.
Vyper - If you have enough ability duration bonuses and you punch petrified people long enough they shatter into a million pieces and die instantly in a comedic dust explosion. This also applies to punching ivy in stone form because she deserves it
Victor - Melees make pain aura ramp up faster, also make his melee animation more of him lurching forward and wildly/awkwardly swinging his arm at you instead of just bashing with the nailgun. So visually melee aura victor is this big zombie clawing you to pieces in his musk aura.
Kelvin - T3 Dome also makes you and allies in the dome immune to the parry stun, it's freakin
Vindicta - Light melees while airborne make her move very slightly forward, like a mini dash (on a cooldown). Meleeing enemies while airborne makes you bounce back the way you came, and refreshes the light melee dash cooldown. Melee charge distance bonuses are buffed when airborne. Also give vindicta way more air control when heavy meleeing airborne, and apply the airborne damage boost to her melee as well. The end goal in this is a goofy ass mosquito type build where you fly low and zero in on a target, stake them, and repeatedly bounce off them with melee hits. Crows are crows and ult is an execute to catch people that escape you. Yes this would be awful but mosquitodicta must buzz free
Grey talon - Alt cast owl to turn it into a
Graves - Deadheads hit enemies in time with melees, regardless of their own attack cooldown. Heavy melee makes them deal more damage on the synced attack, doing a flashy burning charge animation. Also they scream during it.
Rem - Rem can't be parried because no one would deny him. His melee also does no damage because he hits you with a pillow
Viscous - Puddle punch is now puddle foot
Shiv - alt cast knife to stab people in front of you for the same effect + melee damage, you can only do this with a charge (and it doesnt spend it). Trying it while knives are on cooldown makes shiv attempt the stab, realize he has no knife and give up and shrug because he realizes he's terrible.
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