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"You can't get rid of me..."

It is most notable for its form mechanic, Alive and Dead, and its low HP stat.

Its taunt is the Fortnite default dance.


Moves[]

Its form mechanic is unique in that one cannot freely swap between them. One can only go from Alive Form to Dead form. Both have 65 HP and different move sets, technically granting Coffin a potential 130 total HP. Coffin, upon dying in Alive Form, is meant to swap to Dead Form. However, Hooks is able to permanently kill Coffins via its F, which executes players.

Alive Form[]

LMB: "Coffin - whack enemies with your coffin, dealing damage, your fourth LMB will launch out a claw that teleports enemies to you"

  • 10 damage (5 damage on fourth cast)
  • 0.4 second cooldown.
  • Every fourth cast, a claw fires out that teleports the target to the user.
  • The user alternates between jutting their coffin forwards, and smacking with it.
  • Mostly melee, but the fourth cast has some range.
  • Audible by everyone


Q: "Undertaker - in alive form, dash forward, slamming the ground in front of you, applying fear to all enemies hit"

  • 10 damage
  • 7 second cooldown
  • 0.5 second startup (audible by everyone)
  • Inflicts FEAR for 1 second
  • The user dashes forward with a visible hitbox, then slams their coffin down on the ground.
  • Audible by everyone


E: "Graveyard - in alive form, create an AOE area that deals damage and steals enemy HP"

  • 3 damage per burst, 9 possible total
  • 7 second cooldown
  • 0.5 second startup (audible by everyone)
  • Heals the user 3 HP per burst, 9 total
  • Lasts for about 3.5 seconds.
  • The user hold their arm up, which slams the top of the coffin on the ground, three times. Every time, a quite large circular AoE that resembles a graveyard appears.
  • Audible by everyone


F: Second Chance - "whenever you die in alive form, you automatically become revived, gaining an alternate skill set and more HP, if you manually activate this ability, wait 0.5 sec and you will be given a shield based off of your HP before activation"

  • No damage
  • 10 second cooldown
  • 0.1 second startup
  • Converts the user's remaining Alive Form HP into Shield.
  • First cast plays a sword sound effect, and "???" displays above the F icon. If after 3 seconds there is no second cast, the sword sound effect plays again, and the cooldown starts.
  • If second cast, the user rapidly takes damage, 10 per (some amount of seconds), before collapsing onto their back. A pillar of light shines on them, and they ascend. A coffin will then fall out of the sky and slam into the ground upright, at which point the user will emerge by kicking open the coffin, before spinning around and putting the coffin on their back.
  • Audible by everyone


There is a 4 second period while Coffin transitions from Alive Form to Dead Form. 5 seconds if toggled manually at full HP.


Dead Form[]

LMB: "Coffin - whack enemies with your coffin, dealing damage, your fourth LMB will launch out a claw that teleports enemies to you"

  • It is the same as Alive Form.
  • The user punches forward with both hands.


Q: Siphoning beam - "in dead form, channel a beam for 1 second, then fire it, dealing damage and stealing enemy HP"

  • 1 damage, 10 total
  • 6 second cooldown
  • 1.5 second startup (Audible by User)
  • The user steals as much health as they deal in damage, 10 total is possible.
  • The user leans back while a large sphere materializes in front of them, before firing off a beam that lasts around 0.8 seconds, and has an alright range.
  • Toollocks during its duration and startup.
  • Audible by user


E: Redemption - "in undead form throw a coffin that you teleport to if it hits an enemy, stunning them, then channel a punch for 1 second that deals 15 damage"

  • 15 damage
  • 7 second cooldown
  • 0.5 second startup (Audible by Everyone)
  • Inflicts Stunned for 1.5 seconds
  • The coffin on the user's back begins to glow, and they reach their arms back and throw it forwards quite a distance. If it lands, the coffin expands, traps the target, and the user teleports to the target. The user then winds up a punch for 1 second before punching the target.
  • Toollocks during startup and if it hits, but not in-between.
  • Audible by user (partially audible to everyone)


F: Eternal Limbo - "in undead form, you create a zone where nobody can drop under 10% hp"

  • No damage
  • 10 second cooldown
  • Lasts for 5 seconds
  • Grants Eternal Limbo (5 seconds) to the user and anyone within the AoE.
  • The user raises their right hand in the air as a large circular AoE forms. Small rounded spikes emerge from the area. At the end, a sword effect plays.
  • Bypasses toollocks.
  • Audible to everyone



Appearance[]

In Alive Form, the user has a giant coffin strapped to their right arm. In dead form, this coffin is on their back. Their left hand is underneath their face, and an insignia hovers in front of their face.


Customization[]

Primary Color targets the top half of the coffin.

Secondary Color targets the detailing of the coffin, the bottom half of the coffin, and the edges of the arm band in Alive Form.

Weapon Color targets the sides of the coffin, a few dots, the insignia, and the middle of the arm band in Alive Form.


Strategies[]

Combos[]

FIRST FORM: (BNB) ALT LMB, TURNAROUND TECH Q, LMB LMB E (optimal). CAN DO THIS WITHOUT ALT LMB STARTER AND TURNAROUND TECH EACH, IT IS THE MOST DAMAGING FIRST FORM COMBO (This gives a punish window and if you are lower on hp against a class that can burst, we do not recommend. Just go for E after Q and heal and use first form as stally as possible before you get second). To summarize, all variations of this: Q LMB E. Q LMB LMB LMB. Q E. TURNAROUND TECH Q LMB E. TURNAROUND TECH Q LMB LMB LMB. TURNAROUND TECH Q E. ALT LMB TURNAROUND TECH Q E. ALT LMB TURNAROUND TECH Q LMB LMB LMB. ALT LMB TURNAROUND TECH Q LMB E.

FIRST FORM VOID COMBOS: Q INTO VOID, JUMP DOWN ALT LMB AS THEY ARE RISING, USE E WHILE RISING OR GO FOR REGRAB TECH. THESE CAN BE THOUGHT OF MORE AS SEQUENCES. AND IS WHAT COFFIN BREAKS DOWN TO AT HIGH LEVEL. YOUR EXPERT DECISIONMAKING AND MASTERY OF THE CLASS, ITS TOOLS, AND COMBO KNOWLEDGE WILL AFFECT HOW YOU PLAY WITH THIS. FIRST FORM VOID COMBOS WITH ALT LMB: VOID TECH, REGRAB TECH (can be looped up to 5 times if the opponent doesn't punish or escape). VOID TECH, E WHILE RISING OR E WHEN BACK ON STAGE. VOID TECH, SETUP A Q BNB COMBO OR ALT LMB BNB COMBO WHEN THEY COME BACK TO STAGE. SHADOWS HELP A LOT WITH THIS TO PREDICT THEIR LANDING. GRAPHICS QUALITY IS RECOMMENDED TO BE TURNED UP.

SECOND FORM: Where combos actually factor in. (BNB) ALT LMB, E, Q LMB. Q is done immediately after E usage and cannot be done when it hits. This means you must have a trust in your skill level and mechanical aim, but as you are a coffin player and on the higher totem pole of human intelligence, I wouldn't say this is a worry. You will always get an lmb at the end, assuming you don't start with combo with ALT LMB, (as it isnt required but easier) you might end up using alt lmb at the end into another lmb or by itself.

SECOND FORM FINISHER COMBOS: This will require TURNAROUND TECH AND OR TELEPORT MANIPULATION to be used with alt lmb, meaning you fire the alt lmb, and turn around making sure the opponent teleports behind you. With no delay, you follow up with an E, even before the teleport finishes you want to have your E charging. This is absurdly hard to dodge if you hit the ALT LMB, and is very good for a free 20 damage finisher or on opponents you are having trouble hitting/platform abusing.

COMBOS THAT WORK WITH BOTH FORMS: (BNB) ALT LMB, LMB. Sweet but effective.


Techs[]

What we have all been waiting for baby. Coffin is most likely the techiest or second techiest class in the game. The real way to level up your gameplay to a mid-tier master.

VOID TECH - Using Coffin's ALT LMB when you jump off ledge against aggressive playstyles forces them to take void damage.

TURNAROUND TECH - Going through the majority of first form Q, and then you turn around to hit opponents at shorter distances. Very useful for hitting approachers, and we will use this in combos down the line. Works amazingly with alt lmb. There is a variation of this for ALT LMB that is necessary for some combos, which I will discuss in the combo guide.

ETERNAL LIMBO VOID TECH - When you are about to die on coffin second form, you jump off and reach as far as you can, and use eternal limbo before the final blow. In close matches this will confuse opponents and give you a great period to try and close it out. I have seen no innovative or non panicking free thinkers who have thought to jump off and get the limbo themselves.

REGRAB TECH - this abuses the physics of Melee Mash. Upon getting a void, or performing void tech, you can rise up with the opponent, optimally wait for the apex of their height, and pull them in again. Most smartly used once and you go back on ledge to not waste too much hp, very skilled mechanic. Can be done not at apex, but more difficult and speaks to your current mastery.

TELEPORT MANIPULATION - When ALT LMB hits, you turn your screen to control where they teleport around you. Used with void tech to make it harder for them to get back on stage and is used in combos.

DEATH VOID TECH: When you are about to die on first form, void yourself to death. This is to save you from classes that can punish resurrection, such as rocket or to avoid execution from hooks. Use it to your discretion, can be tech combod with VOID TECH.


Weaknesses[]

Rocket: 70/30 Rocket. Has a TOD resurrection punish if they have F when you die, utilize DEATH VOID TECH. Otherwise very punishable and slow class you shouldn't be scared to BNB. You want to conserve first form and beat them only with usage of it, If not possible though, you will have to play a very cautious match with second form. Utilize TURNAROUND TECH ALT LMB, E. LMB mashing, and anything you can to close out the match after your first form work. The reason you don't want to go for BNBs with second form is that rocket can use F on your E and has a potential TOD punish. Push them into a corner, bait the F out, and have fun.

Wings: 50/50 not hard, just don't get baited into F.

Hooks: 50/50, not hard has a gimmick where it can execute you on first form and deny life mechanic. Just use DEATH VOID TECH or beat them with first form using all the aggro denying tech.

Bayonet: 60/40 Bayonet. This is a very difficult matchup. Bayonet is a high damage tricky aggro heal negate class. It tests knowledge of all the tech and combos. You will have to read aggro and abuse VOID TECH, and get your BNBs. Through usage of target, the highest combo damage is available against bayonet. Just don't panic.

Any other matchup just takes base aggro denial and tech knowledge. Apply yourself.


Trivia[]

  • Most of this was written by KillEmSlayer91, the first known user of Coffin Void Tech.
  • Mfw coffin literally can kill itself!


Gallery[]


Coffin is a mid-tier class with a variety of tools in its kit. It is most notable for its form mechanic, Alive and Dead, and its low HP stat.

Its taunt is the Fortnite default dance.


Moves[]

Its form mechanic is unique in that one cannot freely swap between them. One can only go from Alive Form to Dead form. Both have 50 HP and different move sets, technically granting Coffin a potential 100 total HP. Coffin, upon dying in Alive Form, is meant to swap to Dead Form. However, Hooks is able to permanently kill Coffins via its F, which executes players.

Alive Form[]

LMB: "Coffin - whack enemies with your coffin, dealing damage, your fourth LMB will launch out a claw that teleports enemies to you"

  • 10 damage (5 damage on fourth cast)
  • 0.4 second cooldown.
  • Every fourth cast, a claw fires out that teleports the target to the user.
  • The user alternates between jutting their coffin forwards, and smacking with it.
  • Mostly melee, but the fourth cast has some range.
  • Audible by everyone


Q: "Undertaker - in alive form, dash forward, slamming the ground in front of you, applying fear to all enemies hit"

  • 10 damage
  • 7 second cooldown
  • 0.5 second startup (audible?
  • Inflicts FEAR for 2 seconds.
  • The user dashes forward with a visible hitbox (only to the user), then slams their coffin down on the ground.
  • Audible by everyone


E: "Graveyard - in alive form, create an AOE area that deals damage and steals enemy HP"

  • 3 damage per burst, 9 possible total
  • 7 second cooldown
  • 0.5 second startup (audible?)
  • Heals the user as much as it dealt damage?
  • Lasts for about 3.5 seconds.
  • The user hold their arm up, which slams the top of the coffin on the ground, three times. Every time, a quite large circular AoE that resembles a graveyard appears.
  • Audible by everyone


F: Second Chance - "whenever you die in alive form, you automatically become revived, gaining an alternate skill set and more HP, if you manually activate this ability, wait 0.5 sec and you will be given a shield based off of your HP before activation"

  • No damage
  • 10 second cooldown
  • 0.1 second startup
  • First cast plays a sword sound effect, and "???" displays above the F icon. If after 3 seconds there is no second cast, the sword sound effect plays again, and the cooldown starts.
  • If second cast, the user rapidly takes damage, 10 per (some amount of seconds), before collapsing onto their back. A pillar of light shines on them, and they ascend. A coffin will then fall out of the sky and slam into the ground upright, at which point the user will emerge by kicking open the coffin, before spinning around and putting the coffin on their back.
  • Audible by everyone


There is a 4 second period while Coffin transitions from Alive Form to Dead Form. 5 seconds if toggled manually at full HP.


Dead Form[]

LMB: "Coffin - whack enemies with your coffin, dealing damage, your fourth LMB will launch out a claw that teleports enemies to you"

  • It is the same as Alive Form.
  • The user punches forward with both hands.


Q: Siphoning beam - "in dead form, channel a beam for 1 second, then fire it, dealing damage and stealing enemy HP"

  • 1 damage, 10 total
  • 6 second cooldown
  • 1.5 second startup (Audible by User)
  • The user steals as much health as they deal in damage, 10 total is possible.
  • The user leans back while a large sphere materializes in front of them, before firing off a beam that lasts around 0.8 seconds, and has an alright range.
  • Toollocks during its duration and startup.
  • Audible by user


E: Redemption - "in undead form throw a coffin that you teleport to if it hits an enemy, stunning them, then channel a punch for 1 second that deals 15 damage"

  • 15 damage
  • 7 second cooldown
  • 0.5 second startup (Audible by Everyone)
  • Inflicts Stunned for 1.5 seconds
  • The coffin on the user's back begins to glow, and they reach their arms back and throw it forwards quite a distance. If it lands, the coffin expands, traps the target, and the user teleports to the target. The user then winds up a punch for 1 second before punching the target.
  • Toollocks during startup and if it hits, but not in-between.
  • Audible by user (partially audible to everyone)


F: Eternal Limbo - "in undead form, you create a zone where nobody can drop under 10% hp"

  • No damage
  • 10 second cooldown
  • Lasts for 5 seconds
  • Grants Eternal Limbo to the user and anyone within the AoE.
  • The user raises their right hand in the air as a large circular AoE forms. Small rounded spikes emerge from the area. At the end, a sword effect plays.
  • Bypasses toollocks.
  • Audible to everyone



Appearance[]

In Alive Form, the user has a giant coffin strapped to their right arm. In dead form, this coffin is on their back. Their left hand is underneath their face, and an insignia hovers in front of their face.


Customization[]

Primary Color targets the top half of the coffin.

Secondary Color targets the detailing of the coffin, the bottom half of the coffin, and the edges of the arm band in Alive Form.

Weapon Color targets the sides of the coffin, a few dots, the insignia, and the middle of the arm band in Alive Form.


Strategies[]

Combos[]

FIRST FORM: (BNB) ALT LMB, TURNAROUND TECH Q, LMB LMB E (optimal). CAN DO THIS WITHOUT ALT LMB STARTER AND TURNAROUND TECH EACH, IT IS THE MOST DAMAGING FIRST FORM COMBO (This gives a punish window and if you are lower on hp against a class that can burst, we do not recommend. Just go for E after Q and heal and use first form as stally as possible before you get second). To summarize, all variations of this: Q LMB E. Q LMB LMB LMB. Q E. TURNAROUND TECH Q LMB E. TURNAROUND TECH Q LMB LMB LMB. TURNAROUND TECH Q E. ALT LMB TURNAROUND TECH Q E. ALT LMB TURNAROUND TECH Q LMB LMB LMB. ALT LMB TURNAROUND TECH Q LMB E.

FIRST FORM VOID COMBOS: Q INTO VOID, JUMP DOWN ALT LMB AS THEY ARE RISING, USE E WHILE RISING OR GO FOR REGRAB TECH. THESE CAN BE THOUGHT OF MORE AS SEQUENCES. AND IS WHAT COFFIN BREAKS DOWN TO AT HIGH LEVEL. YOUR EXPERT DECISIONMAKING AND MASTERY OF THE CLASS, ITS TOOLS, AND COMBO KNOWLEDGE WILL AFFECT HOW YOU PLAY WITH THIS. FIRST FORM VOID COMBOS WITH ALT LMB: VOID TECH, REGRAB TECH (can be looped up to 5 times if the opponent doesn't punish or escape). VOID TECH, E WHILE RISING OR E WHEN BACK ON STAGE. VOID TECH, SETUP A Q BNB COMBO OR ALT LMB BNB COMBO WHEN THEY COME BACK TO STAGE. SHADOWS HELP A LOT WITH THIS TO PREDICT THEIR LANDING. GRAPHICS QUALITY IS RECOMMENDED TO BE TURNED UP.

SECOND FORM: Where combos actually factor in. (BNB) ALT LMB, E, Q LMB. Q is done immediately after E usage and cannot be done when it hits. This means you must have a trust in your skill level and mechanical aim, but as you are a coffin player and on the higher totem pole of human intelligence, I wouldn't say this is a worry. You will always get an lmb at the end, assuming you don't start with combo with ALT LMB, (as it isnt required but easier) you might end up using alt lmb at the end into another lmb or by itself.

SECOND FORM FINISHER COMBOS: This will require TURNAROUND TECH AND OR TELEPORT MANIPULATION to be used with alt lmb, meaning you fire the alt lmb, and turn around making sure the opponent teleports behind you. With no delay, you follow up with an E, even before the teleport finishes you want to have your E charging. This is absurdly hard to dodge if you hit the ALT LMB, and is very good for a free 20 damage finisher or on opponents you are having trouble hitting/platform abusing.

COMBOS THAT WORK WITH BOTH FORMS: (BNB) ALT LMB, LMB. Sweet but effective.


Techs[]

What we have all been waiting for baby. Coffin is most likely the techiest or second techiest class in the game. The real way to level up your gameplay to a mid-tier master.

VOID TECH - Using Coffin's ALT LMB when you jump off ledge against aggressive playstyles forces them to take void damage.

TURNAROUND TECH - Going through the majority of first form Q, and then you turn around to hit opponents at shorter distances. Very useful for hitting approachers, and we will use this in combos down the line. Works amazingly with alt lmb. There is a variation of this for ALT LMB that is necessary for some combos, which I will discuss in the combo guide.

ETERNAL LIMBO VOID TECH - When you are about to die on coffin second form, you jump off and reach as far as you can, and use eternal limbo before the final blow. In close matches this will confuse opponents and give you a great period to try and close it out. I have seen no innovative or non panicking free thinkers who have thought to jump off and get the limbo themselves.

REGRAB TECH - this abuses the physics of Melee Mash. Upon getting a void, or performing void tech, you can rise up with the opponent, optimally wait for the apex of their height, and pull them in again. Most smartly used once and you go back on ledge to not waste too much hp, very skilled mechanic. Can be done not at apex, but more difficult and speaks to your current mastery.

TELEPORT MANIPULATION - When ALT LMB hits, you turn your screen to control where they teleport around you. Used with void tech to make it harder for them to get back on stage and is used in combos.

DEATH VOID TECH: When you are about to die on first form, void yourself to death. This is to save you from classes that can punish resurrection, such as rocket or to avoid execution from hooks. Use it to your discretion, can be tech combod with VOID TECH.


Weaknesses[]

Rocket: 70/30 Rocket. Has a TOD resurrection punish if they have F when you die, utilize DEATH VOID TECH. Otherwise very punishable and slow class you shouldn't be scared to BNB. You want to conserve first form and beat them only with usage of it, If not possible though, you will have to play a very cautious match with second form. Utilize TURNAROUND TECH ALT LMB, E. LMB mashing, and anything you can to close out the match after your first form work. The reason you don't want to go for BNBs with second form is that rocket can use F on your E and has a potential TOD punish. Push them into a corner, bait the F out, and have fun.

Wings: 50/50 not hard, just don't get baited into F.

Hooks: 50/50, not hard has a gimmick where it can execute you on first form and deny life mechanic. Just use DEATH VOID TECH or beat them with first form using all the aggro denying tech.

Bayonet: 60/40 Bayonet. This is a very difficult matchup. Bayonet is a high damage tricky aggro heal negate class. It tests knowledge of all the tech and combos. You will have to read aggro and abuse VOID TECH, and get your BNBs. Through usage of target, the highest combo damage is available against bayonet. Just don't panic.

Any other matchup just takes base aggro denial and tech knowledge. Apply yourself.


Trivia[]

  • Most of this was written by KillEmSlayer91, the first known user of Coffin Void Tech.
  • Mfw coffin literally can kill itself!


Gallery[]

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