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Tiny Tina’s Wonderlands Melee Weapons

Everything you need to know about Tiny Tina's Wonderlands Melee Weapons. Weapon Types, Synergy, Special Abilities, and more

Melee Weapons In-Depth (Tiny Tina's Wonderlands)

Get ready to slash your way through enemies as Tiny Tina’s Wonderlands features Melee Weapons. You will be able to find a wide range of melee weapons in the game. Just like the Ranged Weapons, Melee Weapons are procedurally generated. This means you will find a lot of different variations across the board.

Weapon Types

Melee Weapons come in 4 different weapon types and each weapon class are dozens of different options

  • Two-handed Blades
  • Swords
  • Axes
  • Blunt Weapons (hammers and morningstars)



  • Two-handed Blades
  • High Damage
  • Slow Attack Speed
  • No Lunge


  • Swords
  • Low Damage
  • Fast Attack Speed


  • Axes
  • Medium Attack Speed
  • Low Damage
  • High Crit Stats


  • Blunt Weapons
  • Medium Attack Speed
  • High Damage
  • Low Crit Stats

Melee Combat

Melee combat is a secondary mechanic in Tiny Tina’s Wonderlands. Overall, Ranged Weapons will still be your main source of damage. Dedicated melee builds are probably not going to be a thing outside of some odd builds and legendary items.

Whenever you whack most targets with a melee attack, they’ll stagger backwards, giving you a chance to get your bearings, load up that next clip, and get back into the action.

Slashing while sliding is possible and the game will extend your slide a little bit, if, it then allows you to connect the hit.

You can perform small combos by repeatedly pressing the melee button.

Because Tiny Tina’s Wonderlands is very offense-focused the Melee Combat doesn’t have any defensive parrying mechanics.

Melee weapons, with the exception of the two-handed blades, have a “glide” to their attack, meaning you can strike an enemy with a melee attack before they’re close enough to do the same to you

Combat Synergy

Melee does have great synergy with other gameplay mechanics. You can easily integrate it into your combat loop by using specific perks, skills, or status effects. For example, arrow bolts could weaken enemies to melee attacks but could also work vice-versa in conjunction with other combat mechanics.

Hilt Mods

  • ANCIENT: Melee Attacks restore 3.5% of your Action Skill Cooldown
  • AMP’D: Melee Attacks Amplify the damage of your next 3 shots by 34.4% for the next 10 seconds.
  • ARCHMAGE: Melee Attacks restore 3.4% of your Spell Cooldown.
  • CAUSTIC: Melee Attacks increase your Status Effect Chance and Status Effect Damage by 18.8% for 10 seconds.
  • ECHO: Melee Attacks deal 6% of all Non-Melee Damage dealt by the Fatemaker over the last 10 seconds as bonus damage, and resets this bonus.
  • FROSTBITE: Melee Attacks always apply a Fire Status Effect (Quest Item)
  • VAMPIRE: Melee Attacks Restore 6.1% of your Maximum Health and Maximum Ward
  • WARRIOR: Melee Attacks increase your Damage Reduction and Melee Damage dealt by 5.2% for 10 seconds. Stacks 5 times.

Special Mods

You will find these special Hilt Mods on quest and legendary items.

  • GOBLINS BANE: Melee Attack deal +100% damage against enemies above 95% Total HP.
  • WAILING BANSHEE: Melee Attacks create up to 3 projectiles that seek out enemies behind the target dealing 50% Weapon Damage.
  • DIAMONDGUARD: Melee Attacks deal random Elemental Damage and increases your Status Effect Application Chance and Status Effect Damage by 10% for 10 seconds. Stacks 5 times.
  • FATEBREAKER: Melee Attacks create 3 Lightning projectiles that restore Ward equal to 100.0% of damage dealt.
  • FISH: Melee Attacks always apply a Poison Status Effect, stacking up to 5 times.
  • GOBLINE PICKAXE: Melee Attacks spawn gold! Whenever the Fatemaker picks up gold, increase Movement Speed, Spell Cooldown Rate, and Action Skill Cooldown Rate by 6% for 5 seconds. Stacks 4 time.
  • MAGE STAFF: Melee Attacks create up to 3 Fissures that seek out nearby enemies dealing up to 110.0% Weapon Damage as Spell Damage. Damage is split between all Fissures.
  • PINCUSHION: Melee Attacks explode on hit dealing 15% Weapon Damage per Crossbolt attached to the enemy.
  • RAGNAROK: Melee Attacks fire a ranged projectile that deals Melee Damage and attaches a sticky bomb that explodes after a duration.
  • SPELLBLADE: Melee Attacks deal Spell Damage instead of Melee Damage. Melee Attacks increase Spell Critical Chance by 80% for 6 seconds
  • STORM SURGE: Melee Attacks apply a Lightning Status Effect. Affected enemies have a 25% chance to be struck by a Lightning Bolt periodically.


Melee Weapons can be enchanted once you reached LVL 15. Enchantments add powerful interactions to your build.

  • Gain +XX% Melee Damage against Bosses and Badasses.
  • Gain +XX% Melee Damage against enemies above YY% Total HP.
  • Gain +XX% Melee Damage for a short duration after each consecutive Melee Attack.
  • After getting a Melee Kill gain +XX% Fire Rate for a short duration.
  • After getting a Melee Kill refresh XX Spell Charge.


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