History of Melee

Revision 18237 by archivist at 2026-10-10 08:26:10

Melee is a basic Guardian ability with two parts: an uncharged strike and a subclass-specific charged melee that recharges over time. Each class (Hunter, Titan, Warlock) has several melee options per subclass element, covering Solar, Arc, Void, Stasis and Strand. Recharge speed is modified by the character's Strength stat.

Uncharged melee

Pressing the melee button triggers a short lunge toward the target, so it can reach past point-blank range. It deals Kinetic damage. Titans punch, Hunters stab with a reverse-grip knife and Warlocks strike with their palm. It is always available, even while the charged melee is recharging.

Charged melee

Every subclass has an elemental charged melee that performs a utility move specific to that subclass. Most subclasses have more than one charged melee, each with its own cooldown. Using it puts it on cooldown, and its energy regenerates over time. Strength reduces these cooldowns.

By default the game uses the charged melee when it is ready and falls back to the uncharged melee while it recharges. Keybinds can split the two onto separate buttons.

Subclass options

  • Titan: Striker (Arc) has Ballistic Slam, Seismic Strike and Thunderclap. Sunbreaker (Solar) has Hammer Strike, Throwing Hammer and Consecration. Sentinel (Void) has Shield Bash and Shield Throw. Behemoth (Stasis) has Shiver Strike and Howl of the Storm. Berserker (Strand) has Frenzied Blade and Flechette Storm.
  • Hunter: Arcstrider (Arc) has Combination Blow, Disorienting Blow and Tempest Strike. Gunslinger (Solar) has several knife variants. Nightstalker (Void) has Snare Bomb and Phantom Surge. Revenant (Stasis) has Withering Blade. Threadrunner (Strand) has Threaded Spike.
  • Warlock: Stormcaller (Arc) has Ball Lightning, Chain Lightning and Lightning Surge. Dawnblade (Solar) has Celestial Fire and Incinerator Snap. Voidwalker (Void) has Pocket Singularity. Shadebinder (Stasis) has Penumbral Blast. Broodweaver (Strand) has Arcane Needle.

In the original Destiny each subclass had one charged melee. Destiny 2 added multiple options per subclass and the Stasis and Strand elements.

Weapons that replace melee

Glaives have a melee attack similar to the uncharged one, with no usage limit, and can chain a three-hit combo. Swords attack with Heavy ammo. Without it they still attack, but much more weakly. Their melee ability becomes a Guard that creates an energy shield.