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* Most mooks in ''VideoGame/GeminiHeroesReborn'' wields firearms, but then there's the baton guards, enemies who DualWield batons to attack. They're surprisingly quick compared to other enemies and can RoundhouseKick you if you happen to be close enough.
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** Something setting the [[Characters/MonsterVerseKingGhidorah MonsterVerse incarnation of Mechagodzilla]] apart from its previous incarnations: rather than being a WalkingArmory, he only displays two ranged weapons (his shoulder missile batteries and his Proton Scream), which while powerful he uses sparingly rather than spamming them. Instead, this Mechagodzilla incarnation is likely the best melee fighter in any continuity so far.

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** Something setting the [[Characters/MonsterVerseKingGhidorah MonsterVerse incarnation of Mechagodzilla]] apart from its previous incarnations: rather than being a WalkingArmory, WalkingArmory which relies on BeamSpam and MacrossMissileMassacre, he only displays two ranged weapons (his shoulder missile batteries and his Proton Scream), which while powerful he uses sparingly rather than spamming them. Instead, this Mechagodzilla incarnation is likely the best melee fighter in any continuity so far.
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* ''VideoGame/GundamEvolution'': The Gundam Barbatos and Exia are the main close range fighters in a first person shooter. The Exia has throwing daggers but the Barbatos is completely melee. Despite the name Zaku II (melee) is actually a mid range unit, swinging SwordBeam projectiles with every strike and only going full melee with its ultimate.
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* ''LightNovel/UndefeatedBahamutChronicle'':

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* ''LightNovel/UndefeatedBahamutChronicle'':''Literature/UndefeatedBahamutChronicle'':
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* ''VideoGame/OperationMatriarchy'' have the Velian-class enemies, most of them having ranged weapons like organic cannons. And then there's the ninja-like Velians (simply called "Ninja" in-game) who has blades for arms and legs, and her sole attack is to leap and slash at you. Be warned that she's a lot faster than the regular Velian enemies though.
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Italics


This only applies where long-range combat with projectiles or longer melee weapons like swords are a notable part of a work. It's [[Administrivia/PeopleSitOnChairs not interesting]] in settings where close-quarters combat is the only kind of combat.

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This only applies where long-range combat with projectiles or longer melee weapons like swords are a notable part of a work. It's [[Administrivia/PeopleSitOnChairs not interesting]] in settings where close-quarters combat is the only ''only'' kind of combat.
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** According to an official Japanese encyclopedia book from 2007, the Vulcans were a later addition not found in the original design. The [[InvokedTrope Epyon's original designer considers ranged weapons of all kinds to be cowardly therefore the Epyon was intended as a melee-only suit]] but [[DownplayedTrope vulcans tend to be minor weapons at best with short range]] and the Epyon remains a primarily close range mobile suit.

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** According to an official Japanese encyclopedia book from 2007, the Vulcans were a later addition not found in added by a third party who acquired the original design.mobile suit. The [[InvokedTrope Epyon's original designer considers ranged weapons of all kinds to be cowardly therefore the Epyon was intended as a melee-only suit]] but [[DownplayedTrope vulcans tend to be minor weapons at best with short range]] and the Epyon remains a primarily close range mobile suit.
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Additional info on the Epyon's vulcans

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** According to an official Japanese encyclopedia book from 2007, the Vulcans were a later addition not found in the original design. The [[InvokedTrope Epyon's original designer considers ranged weapons of all kinds to be cowardly therefore the Epyon was intended as a melee-only suit]] but [[DownplayedTrope vulcans tend to be minor weapons at best with short range]] and the Epyon remains a primarily close range mobile suit.

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** Space Marines use Assault Marines and Terminator Assault Marines. From a more strategic perspective, Space Marines the close quarters specialists to the Imperial Guard's LongRangeFighter: they lack the armour and artillery support the guard possess, but they excel at melee actions and tight firefights, gritty assaults on critical objectives and ship boarding actions.

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** Space Marines use Assault Marines and Terminator Assault Marines. From a more strategic perspective, Space Marines are the close quarters specialists to the Imperial Guard's LongRangeFighter: they lack the armour and artillery support the guard possess, but they excel at melee actions and tight firefights, gritty assaults on critical objectives and ship boarding actions.actions.
*** As far as specific Chapters go, this is the Blood Angels' specialty, along with high-speed assaults. They get access to the Furioso Dreadnought, a close-assault variant of the standard Castraferrum-pattern Dreadnought, and that's ''before'' you get to the fact that they can be piloted by a [[MagicKnight Librarian]]. They also have access to the Sanguinary Guard and the Death Company, both of which are specialized for close-combat.
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** The Pyro class is built around this trope. Their flamethrowers' flame [[ArbitraryMaximumRange dissipates after a short distance]] but deals a lot of damage. Their shotgun works at a greater distance, [[ShortRangeShotgun but the pellets spread out to the point where they do little damage at long range]]. The only long range weapon they have is the unlockable {{Flare Gun}}s, but they have a slow fire rate and deals little damage except against enemies that are already on fire.

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** The Pyro class is built around this trope. Their flamethrowers' flame [[ArbitraryMaximumRange [[ArbitraryWeaponRange dissipates after a short distance]] but deals a lot of damage. Their shotgun works at a greater distance, [[ShortRangeShotgun but the pellets spread out to the point where they do little damage at long range]]. The only long range weapon they have is the unlockable {{Flare Gun}}s, but they have a slow fire rate and deals little damage except against enemies that are already on fire.
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Fighting With Chucks and Sai Guy are no longer tropes


* The Franchise/TeenageMutantNinjaTurtles have two, the SaiGuy Raphael and the FightingWithChucks Michelangelo (though both have a trend of [[ThrowingYourSwordAlwaysWorks throwing to hit faraway enemies]], Mike in particular).

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* The Franchise/TeenageMutantNinjaTurtles have two, the SaiGuy sai-wielding Raphael and the FightingWithChucks nunchaku-wielding Michelangelo (though both have a trend of [[ThrowingYourSwordAlwaysWorks throwing to hit faraway enemies]], Mike in particular).
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An Axe To Grind is no longer a trope


* ''TabletopGame/BattleTech'' features a few [[HumongousMecha BattleMechs]] which are geared specifically for close-ranged combat, typically carrying [[MoreDakka ultra-autocannons]], short-ranged missiles, and sometimes a giant [[{{BFS}} metal sword]] or [[AnAxeToGrind axe]]. The King Crab is a notable murder machine, because it carries two class-20 Autocannons, weapons which on their own can give a mech an InstantDeathRadius. Newer melee mechs often feature experimental tech, such as the triple-strength myomer which lets them [[BoomHeadshot instantly decapitate a mech]], once their artificial muscles have [[LimitBreak heated up to operational temperature]]. However, it's worth noting that "pure" (or nearly pure) melee designs are relatively rare and unpopular. A classic example is the original ''Charger'', which at 80 tons is equipped only with a handful of "popgun" small lasers -- it's fast for its weight class and has powerful physical attacks if it does get that close, but it basically can't hit ''anything'' outside ninety meters and even up to that distance its ranged damage output is essentially pitiful. (Its original intended use was as a superheavy ''scout'', not a frontline combat machine... and it says something about it that it fails in even that role.)

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* ''TabletopGame/BattleTech'' features a few [[HumongousMecha BattleMechs]] which are geared specifically for close-ranged combat, typically carrying [[MoreDakka ultra-autocannons]], short-ranged missiles, and sometimes a giant [[{{BFS}} metal sword]] or [[AnAxeToGrind axe]].axe. The King Crab is a notable murder machine, because it carries two class-20 Autocannons, weapons which on their own can give a mech an InstantDeathRadius. Newer melee mechs often feature experimental tech, such as the triple-strength myomer which lets them [[BoomHeadshot instantly decapitate a mech]], once their artificial muscles have [[LimitBreak heated up to operational temperature]]. However, it's worth noting that "pure" (or nearly pure) melee designs are relatively rare and unpopular. A classic example is the original ''Charger'', which at 80 tons is equipped only with a handful of "popgun" small lasers -- it's fast for its weight class and has powerful physical attacks if it does get that close, but it basically can't hit ''anything'' outside ninety meters and even up to that distance its ranged damage output is essentially pitiful. (Its original intended use was as a superheavy ''scout'', not a frontline combat machine... and it says something about it that it fails in even that role.)
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** Kruber's premium [[MagicKnight Grail Knight]] career similarly cannot use any ranged weapons - the Bretonnian code of chivalry all Knights swear by [[FirearmsAreCowardly deems guns to be dishonourable]], [[SarcasmMode and the Bretonnian nobility wanting to keep weapons capable of piercing knightly armour out of the hands of the oppressed peasantry has absolutely nothing to do with it]]. He makes up for it with magical enhancements from the Lady and sheer melee killing power, plus he can still use bombs. Kruber generally is the most melee-oriented of the five player characters, having a wide selection of melee weapons to choose from and a much more limited selection of ranged weapons, though this is not ''quite'' the case with his Huntsman career, which focuses on firearms and a unique longbow weapon but still able to (and somewhat expected mostly to) fight in melee.
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No chained sinkholes, especially not within the same word


** [[BareFistedMonk Ma]][[MultiArmedAndDangerous champ]] has very few ranged attacks, and is mainly based around getting close to his opponents and inflicting a heavy barrage of punches.
** [[OurDragonsAreDifferent Gar]][[DishingOutDirt chomp's]] primary focus is charging at foes to catch them in a relentless assault of slashes and ground-shaking strikes (as a matter of fact, Garchomp's unique stance is running straight towards the enemy). He has a few ranged attacks, but they're mainly used to punish foes who try to keep their distance.

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** [[BareFistedMonk Ma]][[MultiArmedAndDangerous champ]] [[MultiArmedAndDangerous Machamp]] has very few ranged attacks, and is mainly based around getting close to his opponents and inflicting a heavy barrage of punches.
** [[OurDragonsAreDifferent Gar]][[DishingOutDirt chomp's]] [[DishingOutDirt Garchomp's]] primary focus is charging at foes to catch them in a relentless assault of slashes and ground-shaking strikes (as a matter of fact, Garchomp's unique stance is running straight towards the enemy). He has a few ranged attacks, but they're mainly used to punish foes who try to keep their distance.
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** [[EverythingsBetterWithDragons Gar]][[DishingOutDirt chomp's]] primary focus is charging at foes to catch them in a relentless assault of slashes and ground-shaking strikes (as a matter of fact, Garchomp's unique stance is running straight towards the enemy). He has a few ranged attacks, but they're mainly used to punish foes who try to keep their distance.

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** [[EverythingsBetterWithDragons [[OurDragonsAreDifferent Gar]][[DishingOutDirt chomp's]] primary focus is charging at foes to catch them in a relentless assault of slashes and ground-shaking strikes (as a matter of fact, Garchomp's unique stance is running straight towards the enemy). He has a few ranged attacks, but they're mainly used to punish foes who try to keep their distance.
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* ''VideoGame/BountyOfOne'': Natoko the ninja elf (as well as anyone who picks his unique item, the Funeral Vengeance) becomes one. Even though all characters have ranged attacks including Natoko, the Funeral Vengeance makes a character attack up to 3x as fast the closer they are to an enemy, but down to 3x as slow if they're far from enemies, thus enforcing this trope in order for a character to deal good damage.

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* ''VideoGame/BountyOfOne'': Natoko the ninja elf (as well as anyone who picks his unique item, the Funeral Vengeance) Dark Revenge) becomes one. Even though all characters have ranged attacks including Natoko, Nakoto, the Funeral Vengeance Dark Revenge makes a character attack up to 3x as fast the closer they are to an enemy, but down to 3x as slow if they're far from enemies, thus enforcing this trope in order for a character to deal good damage.
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* ''VideoGame/BountyOfOne'': Natoko the ninja elf (as well as anyone who picks his unique item, the Funeral Vengeance) becomes one. Even though all characters have ranged attacks including Natoko, the Funeral Vengeance makes a character attack up to 3x as fast the closer they are to an enemy, but down to 3x as slow if they're far from enemies.

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* ''VideoGame/BountyOfOne'': Natoko the ninja elf (as well as anyone who picks his unique item, the Funeral Vengeance) becomes one. Even though all characters have ranged attacks including Natoko, the Funeral Vengeance makes a character attack up to 3x as fast the closer they are to an enemy, but down to 3x as slow if they're far from enemies.enemies, thus enforcing this trope in order for a character to deal good damage.
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* ''VideoGame/BountyOfOne'': Natoko the ninja elf (as well as anyone who picks his unique item, the Funeral Vengeance) becomes one. Even though all characters have ranged attacks including Natoko, the Funeral Vengeance makes a character attack up to 3x as fast the closer they are to an enemy, but down to 3x as slow if they're far from enemies.
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* Numerous characters of ''VideoGame/LeagueOfLegends''' very many are melee-based. The extremeness of the degree of this trope applied varies -- some can have abilities that are usable at range to let the character affect enemies without being right next to them making them a less rigid version of the trope, and/or have abilities that let them get next to enemies nearly instantly and quickly invalid that lack of range issue, but a few can only attack enemies when they've pretty much managed to get right next to them or slightly beyond that. [[MightyGlacier They tend to hurt a lot when they do and be difficult to kill before getting that close]].

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* Numerous characters of ''VideoGame/LeagueOfLegends''' very many are melee-based. The extremeness of the degree of this trope applied varies -- some can have abilities that are usable at range to let the character affect enemies without being right next to them making them a less rigid version of the trope, and/or have abilities that let them get next to enemies nearly instantly and quickly invalid invalidate that lack of range issue, but a few can only attack enemies when they've pretty much managed to get right next to them or slightly beyond that. [[MightyGlacier They tend to hurt a lot when they do and be difficult to kill before getting that close]].
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* The first area of the arcade game, ''VideoGame/DesertBreaker'' contains a ChickenWalker you can hijack, but that machine's only weapon is a weak battering ram that covers five steps forward. It's one of the most useless enemy vehicle you can pilot and a massive PowerUpLetdown.
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Up To Eleven is a defunct trope


* ''VideoGame/ForHonor'': Every single character, and justified as the game's primary focus is on visceral medieval melee combat. The only "ranged" weapons in a sense are the perk specials, which for example let you call down a RainOfArrows. The Berserker for the Vikings faction takes this UpToEleven as his [[DualWielding twin axes]] have an incredibly short reach, though he is something of a LightningBruiser, with excellent mobility and combo potential.

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* ''VideoGame/ForHonor'': Every single character, and justified as the game's primary focus is on visceral medieval melee combat. The only "ranged" weapons in a sense are the perk specials, which for example let you call down a RainOfArrows. The Berserker for the Vikings faction takes this UpToEleven as his wields [[DualWielding twin axes]] that have an incredibly short reach, though he is something of a LightningBruiser, with excellent mobility and combo potential.
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* ''VideoGame/VermintideII'': As a [[DeathSeeker Slayer]], Bardin cannot use any ranged weapons and gains a second slot for a melee weapon instead. His special Skill, a lunge, recharges extremely quickly to allow him to deal with hard-to-reach enemies. With the ''Winds of Magic'' expansion, he gains throwing hatchets.
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*** Later editions have added Breacher Teams to the T'au arsenal, who are equipped with ranged weapons, but said weapons get a ''lot'' more effective as they close with the target. For maximum effect, the gun needs to be practically up the target's nose. That being said, [[GlassCannon "maximum effect" is a LOT of effect]].
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** Downplayed by Tiger Grass, which spawns a tiger that claws at all zombies in a short range in front of it. However, the tiger can be sicced up to 4 squares ahead of the plant, giving it longer range than most melee plants.
** The Rhubarbarian can only attack zombies on the square he's on, but he gives them a MegatonPunch so hard they [[OneHitKill fly off the lawn]], and displays an ability that no other melee plant has -- the ability to leap forwards to the next square that has a zombie on it, allowing him to continue his assault down the lane.
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Loads And Loads Of Characters is a redirect that should not be linked to


* Numerous characters of ''VideoGame/LeagueOfLegends''' [[LoadsAndLoadsOfCharacters very many]] are melee-based. The extremeness of the degree of this trope applied varies -- some can have abilities that are usable at range to let the character affect enemies without being right next to them making them a less rigid version of the trope, and/or have abilities that let them get next to enemies nearly instantly and quickly invalid that lack of range issue, but a few can only attack enemies when they've pretty much managed to get right next to them or slightly beyond that. [[MightyGlacier They tend to hurt a lot when they do and be difficult to kill before getting that close]].

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* Numerous characters of ''VideoGame/LeagueOfLegends''' [[LoadsAndLoadsOfCharacters very many]] many are melee-based. The extremeness of the degree of this trope applied varies -- some can have abilities that are usable at range to let the character affect enemies without being right next to them making them a less rigid version of the trope, and/or have abilities that let them get next to enemies nearly instantly and quickly invalid that lack of range issue, but a few can only attack enemies when they've pretty much managed to get right next to them or slightly beyond that. [[MightyGlacier They tend to hurt a lot when they do and be difficult to kill before getting that close]].
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** On the villains' side, [[TheBrute Hazel Rainart]] usually eschews using weapons altogether, instead pummeling his foes with his bare hands and ignoring all damage with his pain-numbing Semblance, making him TheJuggernaut.
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[[folder:Web Animation]]
* ''WebAnimation/{{RWBY}}'': In a world where most melee weapons are [[MemeticMutation also a gun]], giving their wielders versatility as they [[SwissArmyWeapon switch from melee mode to ranged mode and back]], there are a few noteworthy exceptions.
** Jaune Arc's sword, Crocea Mors, is just a sword. It's a very good sword, capable of beheading an Ursa Major in a single strike, but that's all it is. However, between the sword and its accompanying shield, along with Jaune's naturally large surplus of aura, he ultimately carves out a niche as a very strong short-range StoneWall and Team JNPR's primary defensive fighter.
** Oscar Pine wields the [[CaneFu cane]] The Long Memory as his primary weapon, typically fighting with it like it's a dueling rapier but sometimes swinging it more like a club for a harder strike. He lacks any ranged options [[spoiler:until he unlocks Ozma's magic to survive what would be a fatal thousand-foot fall at the end of Volume 7.]]
[[/folder]]
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* ''TabletopGame/BattleTech'' features a few [[HumongousMecha BattleMechs]] which are geared specifically for close-ranged combat, typically carrying [[MoreDakka ultra-autocannons]], short-ranged missiles, and sometimes a giant [[{{BFS}} metal sword]] or [[AnAxeToGrind axe]]. The King Crab is a notable murder machine, because it carries two class-20 Autocannons, weapons which on their own can give a mech an InstantDeathRadius. Newer melee mechs often feature experimental tech, such as the triple-strength myomer which lets them [[BoomHeadshot instantly decapitate a mech]], once their artificial muscles have [[LimitBreak heated up to operational temperature]].
** Although it's worth noting that "pure" (or nearly pure) melee designs are relatively rare and unpopular. A classic example is the original ''Charger'', which at 80 tons is equipped only with a handful of "popgun" small lasers -- it's fast for its weight class and has powerful physical attacks if it does get that close, but it basically can't hit ''anything'' outside ninety meters and even up to that distance its ranged damage output is essentially pitiful. (Its original intended use was as a superheavy ''scout'', not a frontline combat machine...and it says something about it that it fails in even that role.)
* Creator/AvalonHill's ''TabletopGame/{{PanzerBlitz}}'' and ''TabletopGame/PanzerLeader''. Infantry units have very short range, usually only 1 hex (adjacent), compared to the much longer ranges of tanks and artillery.

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* ''TabletopGame/BattleTech'' features a few [[HumongousMecha BattleMechs]] which are geared specifically for close-ranged combat, typically carrying [[MoreDakka ultra-autocannons]], short-ranged missiles, and sometimes a giant [[{{BFS}} metal sword]] or [[AnAxeToGrind axe]]. The King Crab is a notable murder machine, because it carries two class-20 Autocannons, weapons which on their own can give a mech an InstantDeathRadius. Newer melee mechs often feature experimental tech, such as the triple-strength myomer which lets them [[BoomHeadshot instantly decapitate a mech]], once their artificial muscles have [[LimitBreak heated up to operational temperature]].
** Although
temperature]]. However, it's worth noting that "pure" (or nearly pure) melee designs are relatively rare and unpopular. A classic example is the original ''Charger'', which at 80 tons is equipped only with a handful of "popgun" small lasers -- it's fast for its weight class and has powerful physical attacks if it does get that close, but it basically can't hit ''anything'' outside ninety meters and even up to that distance its ranged damage output is essentially pitiful. (Its original intended use was as a superheavy ''scout'', not a frontline combat machine... and it says something about it that it fails in even that role.)
* Creator/AvalonHill's ''TabletopGame/{{PanzerBlitz}}'' ''TabletopGame/InNomine'': The Archangel David and his followers make it a point of honor to only ever fight with melee weapons or their own two fists, and never use ranged weapons of any sort -- David believes that using them detaches you from the reality of what you're doing.
* ''TabletopGame/PanzerBlitz''
and ''TabletopGame/PanzerLeader''. Infantry units have very short range, usually only 1 hex (adjacent), compared to the much longer ranges of tanks and artillery.



* Every faction in ''TabletopGame/Warhammer40000'' has some form of a close-combat specialist as a unit. Even armies like the Imperial Guard and Tau, who are focused more on mechanized warfare and ranged firepower:

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* ''TabletopGame/Warhammer40000'': Every faction in ''TabletopGame/Warhammer40000'' has some form of a close-combat specialist as a unit. Even armies like the Imperial Guard and Tau, who are focused more on mechanized warfare and ranged firepower:

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singular they for Pyro and used bulleting points


* The Pyro in ''VideoGame/TeamFortress2'' is built around this trope. His flamethrower [[ArbitraryMaximumRange stops working after a short distance]] but is very effective against those close enough. His shotgun works at a greater distance, [[ShortRangeShotgun but the pellets spread out to the point where they do little damage]]. The only long range weapon he possesses is his optional flare gun, but it has a slow fire rate and deals little damage except against enemies that are already on fire.
** Players who want to ''really'' envision this trope can set up loadouts for either Soldier[[note]]Rocket Jumper, B.A.S.E. Jumper, Market Gardener, referred to as 'Trolldier'[[/note]] or Demoman[[note]]Ali Baba's Wee Booties, any of the shields, any of the swords, referred to as 'Demoknight'[[/note]] that can only deal melee damage.

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* ''VideoGame/TeamFortress2'':
**
The Pyro in ''VideoGame/TeamFortress2'' class is built around this trope. His flamethrower Their flamethrowers' flame [[ArbitraryMaximumRange stops working dissipates after a short distance]] but is very effective against those close enough. His deals a lot of damage. Their shotgun works at a greater distance, [[ShortRangeShotgun but the pellets spread out to the point where they do little damage]]. damage at long range]]. The only long range weapon he possesses they have is his optional flare gun, the unlockable {{Flare Gun}}s, but it has they have a slow fire rate and deals little damage except against enemies that are already on fire.
fire.
** Players who want to ''really'' envision this trope can set up loadouts for either Soldier[[note]]Rocket Jumper, B.A.S.E. Jumper, Jumper (only useful for {{Rocket Jump}}ing) and Market Gardener, Gardener (crits when swung while rocket jumping), referred to as 'Trolldier'[[/note]] or Demoman[[note]]Ali Baba's Wee Booties, any of the shields, any of the swords, referred to as 'Demoknight'[[/note]] that can only deal melee damage. damage.
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** ComicBook/SheHulk served this role when she was on the team when she took Ben's place due to their similar powers.

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** ComicBook/SheHulk served this role when she was on the team when she took Ben's place due to their similar powers.powersets.

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