GlobeHopper Logo
    Sign InSign Up
    Made with lots of ❤️ by Maxi
    FortHope.gg is an unofficial community website and is not affiliated with Warner Bros or Turtle Rock Studios.
    Last Updated 12/23/2021

    Holly melee

    50%0 vote
    Your main job is to deal with commons - clearing out large open areas (no horde) or holding a chokepoint while your teammates deal with mutations (During a horde). I don't recommend Down in Front for melee builds - it's usually a people problem if you (melee) are dealing FF or if they are dealing FF to you. In the first case, people should NOT be standing near a melee user - most people should be hugging walls if you're properly positioning, especially ranged teammates who don't wanna get hit by commons from all sides. Only Melee should be out in the open but rarely - if there's no hordes; if there's a horde they should be frontlining a choke point and it's easy to avoid FF if you position well And if you do take FF as a melee, it's generally okay due to face your fears and vanguard generating so much temp hp. For solo queue it's understandable, but I really don't think it's worth the slot. Sunder adds the biggest damage increase along with increasing teammate damage against mutations. That being said, the ONLY mutations you should be fighting or tallboy variants - Stinger variants can easily be dealt with by using ranged weapons or hopefully teammates are good at killing them quickly. Reeker variants have heavy drawbacks for trying to melee kill them and I highly recommend against it. Tallboy Variants can be taken care of with a Fireaxe or Baseball bat but generally you're the last person who should be dealing with them. Meth head + Holly = never run out of stamina; add brazen later on to help with attack speed and stamina Face your fears + Vanguard + Battlelust gives insane healing/sustain; Numb (15%) + Motorcycle Helmet (+15%) + Spikey bits (+10%) + Holly (+10%) gives insane (50%) damage reduction allowing you to tank acid/volatile/fire zombies and bombsquad gives protection against exploders Run like hell + Mad Dash combo lets you sprint jump away from hocker spit and hocker/reeker family if they get too close and gives a surprisingly large sprint speed/distance Highly recommend running with tac 14 as it lets you stumble reekers and 2-3 shot stinger family with weakpoint shots (if you have to, preferably leave them to teammates - same with tallboy family)
    Cleaner
    50%0 vote
    Card image

    Heavy hitter

    offense
    Affinity icon

    Melee hits always Stumble Ridden the first time they are hit. This effect can only occur once per target.

    Card image

    Run like hell

    mobility
    Affinity icon

    + 12% Move Speed + 15% Sprint Speed When you take damage, you lose the benefits of Run like Hell for 3 seconds.

    Card image

    Numb

    defense
    Affinity icon

    Gain + 10% Damage Resistance while you have Temporary Health.

    Card image

    Mad dash

    mobility
    Affinity icon

    + 20% Sprint Speed - 40% Sprint Stamina Efficiency

    Card image

    Hyper-Focused

    offense
    Affinity icon

    + 50% Weakspot Damage - 40% Move Speed while shooting or melee attacking.

    ItWasUncalledFor

    Comments (0)
    Comments (0)
    Card image

    Meth Head

    offense
    Affinity icon

    Each Melee swing grants 5% Melee Speed and 5% Melee Stamina Efficiency for 6 seconds, stacking up to 10 times. Your Melee Attacks no longer stick in tough enemies. DISABLES: Aim Down Sights

    Card image

    Face your fears

    defense
    Affinity icon

    Heal 1 Temporary Health whenever you kill a Ridden within 2.5 meters.

    Card image

    Vanguard

    defense
    Affinity icon

    Melee kills heal 1 Health to yourself, and teammates within 10 meters.

    Card image

    Battle lust

    defense
    Affinity icon

    Melee kills heal 1 Health and 0.1 Trauma.

    Card image

    Berserker

    offense
    Affinity icon

    Each Melee kill grants 5% Melee Damage, 5% Melee Speed and 5% Move Speed for 3 seconds.

    Card image

    Sunder

    offense
    Affinity icon

    Melee hits cause the target to take 3% increased damage, to a maximum of 15% increased damage.

    Melee hits that destroy Armor have a chance to create usable Makeshift Armor.

    Card image

    Motorcycle helmet

    defense
    Affinity icon

    + 15% Damage Resistance + 10 Health DISABLES: Aim Down Sights

    Card image

    Spiky bits

    offense
    Affinity icon

    + 15 Melee Damage + 20% Damage Resistance while using a Melee weapon - 15% Ammo Capacity

    Card image

    Brazen

    offense
    Affinity icon

    + 15% Melee Stamina Efficiency + 20% Melee Attack Speed + 15% Bow Stamina Efficiency + 20% Bow Attack Speed

    Card image

    Ignore the pain

    defense
    Affinity icon

    + 20% Melee Damage against Mutations When you deal Melee damage to a Mutation heal 2 Health and recover 3 Stamina.

    Holly