Melee Weapons

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> "*Blades don't need reloading.*"
> ― Top 10 Lessons For Surviving A Zombie Attack. (Lesson #4 from The Zombie Survival Guide)
>
>

**Melee weapons** are an integral part of close-quarters combat in World War Z.

When fighting against the zekes, there's a high likelihood that they'll manage to get close and surround you. When this happens, using your melee weapon can sometimes be the best option for quickly killing a few while making some room to breathe at the same time. When up against enemy survivors in close quarters, your melee weapon might be the best option to quickly end them.

## Overview

A button is dedicated for melee attacks. When pressed, the survivor will take out their melee weapon to deliver a melee strike. This attack swings the weapon in an area in front of them, usually targeting one enemy at a time by default. Pressing the melee attack button in rapid succession will make you perform multiple swings one after another.

Melee attacks are very safe to perform around others as melee strikes cannot target or hurt teammates. In very close proximity of other survivors with incoming enemies, having both go in with their melee weapon in hand could be less risky than if one were to fire into the crowd with their gun. Using a melee weapon to avoid friendly fire is a valid tactic, but you must assess the situation properly to determine whether using your melee weapon is the most appropriate choice. If a survivor is currently pinned down, a firearm would perform much quicker than a melee weapon even with the risk of friendly fire.

In Multiplayer, players are always locked to the default melee weapon. Three strikes are needed to kill a full health enemy survivor under regular conditions.

### Melee Weapon Archetypes

#### Light

**Light melee weapons** are dual-wielded, attack quickly, and give you slightly more melee stamina to do more attacks. As a tradeoff, each attack does less damage and has the smallest push cone out of all the melee weapons. Light melee weapons were added in the Aftermath DLC.

*All Light Melee Weapons have the following base stats :*

* Damage : 5
* Speed : 10
* Melee Stamina : 7
* Push Cone : 5
* Target : 1

#### Medium

**Medium melee weapons** are one-handed and have balanced stats across the board. All the melee weapons from the base game fall into this category.

*All Medium Melee Weapons have the following base stats :*

* Damage : 7
* Speed : 7
* Melee Stamina : 5
* Push Cone : 7
* Target : 1

#### Heavy

**Heavy melee weapons** are two-handed, do more damage per attack, and can hit two targets per swing, but their attacks come out slow. They also have the largest push cone. Heavy melee weapons were added in the Aftermath DLC.

*All Heavy Melee Weapons have the following base stats :*

* Damage : 9
* Speed : 3
* Melee Stamina : 5
* Push Cone : 9
* Target(s) : 2

### Signature Strike

Every melee weapon except for the standard Machete has a special attack referred to as "**the signature strike**". It is recognized by **red trails** left by the weapon during a unique animation that makes the signature strike stand out. Signature strikes usually trigger **bonuses** associated with the weapon.

A signature strike cannot be performed separately from the regular strikes, it is always a part of an uninterrupted sequence of swings (combo attack). Which strike becomes a signature strike depends on the weapon. For instance, if it's a Tomahawk, then every 5th strike in a row will become a signature strike. If it's the Zweihänder Sword, then the signature strike will trigger strictly on every 3rd hit in a row.

The pattern of something like the Dual Knives needs more elaboration, though. It's 3rd, then every 4th strike in a row. This means that if you perform 12 strikes without a break, then strikes #3, #7, and #11 will become signature strikes (3-4-4). If you perform 7 strikes in a row and stop swinging for a moment, then the sequence will start over, and the signature strikes will be #3, #7, and #10 (3-4-3). If you reset the sequence after each 3rd strike, though, you will get to use 4 signature strikes: #3, #6, #9, and #12 (3-3-3-3). The Dual Sai, Dual Sickles, Medium Fire Axe, and Lobo work in a similar fashion. By resetting the sequence of hits at the right moment, you can trigger signature strikes more often.

Signature strikes cannot be triggered if your melee stamina bar is empty, which means that your character is exhausted.

### Push Radius

When performing a melee attack, survivors create a small area around themselves that causes untargeted zekes to be knocked back. When pushed, zekes go into a stumbling animation which leaves them momentarily vulnerable. There is a chance that they may fall to the ground after stumbling, leaving them vulnerable for even longer. A tactic for zeke crowds is to perform a melee strike, causing them to be pushed back, and either shooting or running away from them while they recover. Zekes that are knocked back can cause a chain reaction where bumping into zekes will cause them to stumble as well. This can affect special zombies as well for the most part.

Some special zombies can bypass the knockback caused by a melee strike. The Bull is naturally immune to the push effect caused by regular melee weapons. The Lurker and Infector both have special attack animations that make them invulnerable to the push effect during its duration.

In Multiplayer, enemy survivors are unaffected by this push radius or the push effect. Only use melee attacks against them with the intent to kill.

### Lock-on

If an enemy is close enough to a survivor while performing a melee attack, they will lock onto their target, tracking their position and moving quickly towards them to strike. This can be useful as the movement towards one zeke after another can allow you to essentially chain attack across several zekes quickly and efficiently. The lock-on can quickly get you to engage with a zeke that has just come out of its idle state during stealth scenarios to prevent them from possibly escalating the situation. In very few instances, you can take advantage of this to escape zekes that have surrounded you on one side by targeting a zeke opposite to the crowd. After locking in and melee striking the zeke to escape, you can turn around to attack the zekes that were on you moments ago or continue to make a retreat.

In Multiplayer, this mechanic can help close the gap between you and an enemy survivor with their back turned as you will quickly snap to where they are. However, melee hit detection can sometimes be thrown off by it as well, resulting in a missed swing.

### Melee Stamina

By default, all survivors can melee attack five times in a row without going into the fatigued state. This is represented by five segmented white bars underneath the crosshair. When all the bars are empty, survivors become fatigued, causing melee attacks to come out slower, creating a noticeable delay between the swings, and disabling lock-on targeting. Allow just a few seconds to pass to recharge melee stamina. Melee stamina is entirely separate from sprint stamina.

### Melee Finisher

A melee finisher is a unique melee attack animation where survivors strike low to the ground. The specific condition required for survivors to perform this against a zeke is for them to be low to the ground. This means zekes that are lying down on the floor (not standing up on their feet) or that have been knocked down will be hit with this particular melee attack, as they are targets for a melee finisher. A melee finisher deals the same amount of damage as a regular melee attack would. These animations only occur when wielding a light or medium melee weapon, and will be absent for those using a heavy one.

Against a downed Infector, the melee finisher deals fatal damage that ensures a single strike will guarantee her death. Against a carefully disabled Bomber, the melee finisher is one of the only attacks that can kill him without causing him to explode.

## The Slasher Class

The **Slasher** is one of the 8 playable classes in the Co-op Campaign and Horde Mode. As the class title implies, the Slasher is the main melee class of the game.

With their specialization in melee combat, they benefit a lot from using their melee weapon due to how much more effectively they fight with it. Thanks to their starting core perk, they deal twice as much damage, target twice as many enemies per strike, and are unaffected by fatigue. This means that after the fatigue bar has been drained, they will continue to attack at the same rate and still be able to lock on targets. The only downside to this is that continuing to fight with the fatigue bar drained will not deal the bonus double damage and disable the ability to target two enemies per strike. Thanks to their other core perks, the Slasher can get the best mileage out of the fatigue bar. This class can perform more melee strikes in a row and trigger more signature strikes before the fatigued state sets in. Since fighting zekes in a survivor's personal space is all too common to occur in any difficulty, the addition of the Slasher to a team can make surviving such close encounters easier.

## Weapons

Unlike most other weapons, all melee weapons are eponymously called "Melee Weapon," while the real name changes depending on which one you choose to equip.

### Light

#### Dual Knives

The **Dual Knives** are a pair of seal knives.

Firearm damage increases by 25% for 3 seconds after killing an enemy with this weapon. Signature strikes of the Dual Knives deal 100% more damage.

This melee weapon was added in the Aftermath Update.

#### Dual Sickles

The **Dual Sickles** are a pair of sickles.

Killing 5 zombies in rapid succession with this weapon restores 5% of the maximum health. Signature strikes of the Dual Sickles can damage 1 additional target within their range.

This melee weapon was added in the Aftermath Update.

#### Dual Cleavers

The **Dual Cleavers** are a pair of meat cleavers.

Killing 5 zombies in rapid succession with this weapon fully restores melee stamina. Signature strikes made with the Dual Cleavers deal 100% more damage and can hit 1 additional target within their range.

This melee weapon is part of the DLC in the Aftermath Update.

#### Dual Sai

The **Dual Sai** are a pair of sais.

Killing 5 zombies in rapid succession with this weapon provides immunity from all negative status effects related to Special zombies for 3 seconds. Signature strikes made with this weapon can damage 2 additional targets within its range and will deal 100% more damage to Special zombies.

This melee weapon was added in the Horde Mode XL update.

### Medium

#### Machete

The **Machete** is a broad silver blade with a black handle.

It is the default melee weapon that all survivors start off with. It is also the only melee weapon to lack a signature strike or perks. It is recommended to select a different option for Co-op Campaign as any other option provides an immediate advantage.

In Multiplayer, all survivors are equipped with the Machete and are unable to change it.

#### Wakizashi

The **Wakizashi** (meaning **side inserted sword**) is a traditional Japanese short sword.

Sprinting won't wake sleeping zombies for 7 seconds after a melee kill with this weapon. The signature strikes can damage 2 additional targets within its range. When the player carrying the Wakizashi gets incapacitated or dies, each enemy within 2 meters gets hit with a hardened melee strike (the damage is increased by 100%).

It is one of the two melee weapons that can be unlocked through gameplay (the other one is the Zweihänder Sword). To unlock the Wakizashi, players have to complete any chapter in the game on Extreme difficulty.

#### Lobo

The **Lobo** (short for **Lobotomizer**) is a modified folding shovel based on the military entrenching tool with a serrated edge on one side of the blade and a sharp concave curve on the other. Its black handle has a green handle grip and the shaft has been replaced with a pry bar nail puller with a small spike.

There is a 5% chance that an enemy killed with the Lobo's signature strike will drop an equipment bag.

This melee weapon is part of the DLC Lobo Weapon Pack. As with the rest of the weapons in this pack, the Lobo was also a bonus for those who pre-ordered the game.

#### Tomahawk

The **Tomahawk** is a tactical single-headed tomahawk with a custom green and red finish.

Killing 5 zombies without taking damage using this weapon grants a small amount of temporary health. During the signature strike, you become temporarily invulnerable and the Tomahawk deals 100% more damage.

This melee weapon is part of the DLC Biohazard Weapon Pack.

#### Hammer

The **Hammer** is a tactical breaching hammer with an ergonomic grip and two claws at the bottom of the handle.

Killing 5 zombies in rapid succession with this weapon restores 10% of the closest defense item's durability (excluding machine guns, mortars, and automatic turrets). The Hammer's signature strikes deal 50% less damage but push back surrounding zombies and don't increase melee combat fatigue.

This melee weapon is part of the DLC Special Operations Forces Pack.

#### Fire Axe

The **Fire Axe** is a pick head axe with a custom white and red finish.

There is a 3% chance that an enemy killed with the Fire Axe's signature strike will drop a Medkit.

This melee weapon is part of the DLC Last Aid Pack.

#### Baton

The **Baton** is a cylindrical club with a short side handle and a built-in stun gun.

Signature strikes with this weapon stun zombies, and killing 5 zombies in rapid succession with this weapon will stun an additional enemy.

This melee weapon was added in the "Against All Odds" update.

### Heavy

#### Heavy Fire Axe

The **Heavy Fire Axe** is a heavy variant of the pick head axe.

Striking a burning enemy with this weapon fully restores the melee stamina. You become temporarily invulnerable while performing a signature strike and can hit 1 additional target within its range.

This melee weapon was added in the Aftermath Update.

#### Baseball Bat

The **Baseball Bat** is a smooth wooden club with a blue tape grip and a custom blue barrel decal.

Each kill made with this weapon restores 10% of the sprint stamina. Killing an enemy with a signature strike restores melee stamina for one more swing.

This melee weapon was added in the Aftermath Update.

#### Sword

The **Sword** is a Zweihänder, a two-handed sword mostly associated with German and Swiss mercenaries of the early modern period known as "die Landsknechte", after whom one of the weapon's perks in the game is named. Signature strikes with this weapon deal 100% more damage and hit 1 additional target within its range.

Killing a fallen teammate who has turned into a zombie with this sword fully restores health.

This melee weapon was added in the "Cut and Mend" update. It is unlocked by collecting all the 3 documents (9 document pages) for any chapter.

#### Sledgehammer

The **Sledgehammer** is a tool with a large, flat, often metal head, attached to a long handle.

Signature Strikes deal 100% more damage and push enemies back further. Killing a special zombie with this weapon provides immunity from all negative status effects related to Special zombies for 3 seconds.

This melee weapon is part of the DLC in the Aftermath Update.

### Chainsaw

The **Chainsaw** is a mechanical, fuel-powered saw.

The Chainsaw bears special mention in this section due to its unique status among heavy weapons and melee weapons in general. While it can be "aimed" like a firearm, the Chainsaw is a melee weapon, both in execution and function, and is the only one that can be picked up during a game by any of the survivors.

It cannot accidentally light up gasoline barrels, rupture gas cylinders into exploding, or damage cars to trigger their alarm and potentially make them explode. The Chainsaw also deals a lot more damage due to its RPM (rotations per minute). However, it has limited use as it will eventually break/run out of fuel, unlike regular melee weapons.

The Chainsaw is the only melee weapon capable of pushing back the Bull normally. The lack of a fatigue bar means that the Chainsaw can be swung around for as long as it ammo allows. The Chainsaw can also be used to deliver a melee finisher against the Infector. However, it cannot for the Bomber.

## Bonuses related to melee weapons

### Weapon perks

Some weapons can be equipped with perks that let you increase the melee stamina bar by 4, regardless of the class. These perks are:

* Crossbow, CQB Specialist (unique slot, level 10)
* Light Automatic Weapon, CQB Specialist (unique slot, level 15)
* PDW, CQB Specialist (unique slot, level 12)

Each of them requires you to empty the weapon's magazine and leave it unloaded. The extra melee stamina bars get deactivated when the weapon's magazine is loaded with at least one bullet.

Advanced SMG's "CQB Specialist" (unique slot, level 12) increases melee damage by 100% when its magazine is empty.

There are weapons that can be reloaded by killing 5 zekes with melee attacks in rapid succession as long as they are equipped with certain perks:

* Compact SMG, CQB Specialist (unique slot, level 12)
* SMG, CQB Specialist (unique slot, level 6)

Killing a zeke with a melee weapon can restore 1 round for some shotguns if their magazine is empty:

* Shotgun, Extortion (unique slot, level 6)
* Compact Shotgun, Extortion (unique slot, level 12)
* Multi-Barreled Shotgun, Extortion (unique slot, level 6)

## Trivia

* The Lobo weapon is based and designed off the same weapon from the novel. In it, the weapon was described as "a fusion of shovel and double-bladed battle-axe."

## Gallery

### Light Melee Weapons

Dual KnivesDual SicklesDual CleaversDual Sai
### Medium Melee Weapons

MacheteWakizashiLoboTomahawkHammerFire AxeBaton
### Heavy Melee Weapons

Heavy Fire AxeBaseball BatSwordSledgehammer

 **Heavy Weapons**
 **Equipment**
 **Defense Systems**
Autoturret • Barbed Wire • Fence • High Voltage Grid • Mortar • Sound Trap • Stationary Machinegun