Melee Mash Wiki
Advertisement


Lantern is a mixed melee and ranged burst class that utilizes various status effects to take down opponents quickly. It can be used in both rushing and zoning. Its main gimmick comes from switching between its two modes depending on the situation.

It is unique to Melee Mash.

Its taunt is the Fortnite default dance.

Moves[]

Its Form mechanic grants it alternate movesets, which may be freely swapped between with F. It is displayed as "Mode: Extinguished" or "Mode: Lit".

Extinguished Mode[]

LMB: "Lantern - Whack enemies and deal damage."

  • 10 damage (true if target is Burning)
  • 0.5 second cooldown
  • Melee
  • Each hit decreases the cooldown time of Extinguished Q and E by 1s.
  • The user whacks enemies with their lantern.
  • Audible to user


Q: "Swarm - User spawns 4 fireflies around the user that will orbit around the user for 5 seconds, dealing 5 damage each."

  • 7 x7 (49) damage
    • Damage is dealt every 0.7s
  • 8 second cooldown (-1 for every extinguished LMB hit)
  • Melee
  • Spinning excessively does not deal more damage. Damage is based on an interval, not by colliding with the spheres.
  • The user spreads their arms, spawning "fireflies" (spheres) that orbit the user, displaying a ring hitbox. Contact with this hitbox will deal damage to targets.
  • Audible by everyone (sound plays on use)


E: "Mystical Fire - User shoots a ball that burns enemies and heals user if hit."

  • 5 damage + 6 Burn (11 total)
  • 6 second cooldown (-1 for every extinguished LMB hit)
  • Inflicts Burning x2
  • Grants Regenerate to the user, healing 6 total HP
    • In Team Elimination, grants Regenerate to allies hit.
  • The user shoots out a large fireball that travels quite a distance, and moves very fast, before exploding in a spherical AoE.
  • Audible by everyone


F: "Lit Mode - Upon being activated, the lantern will be lit and you will gain access to the alternate moveset."

  • No damage
  • 5 second cooldown
  • Switches into Lit Mode with all Lit Mode moves ready without cooldown except Lit F.
  • The user strikes their lantern with their left hand, setting it alight.
  • Audible to user


Lit Mode[]

LMB: "Lantern - Cast fire from your lantern."

  • 5 damage + 3 burn (8 total)
  • 0.5 second cooldown
  • Decent range, slightly slow.
  • The user casts two small fireballs that orbit each other, acting as one projectile.
  • In Team Elimination, this moves heals 5 HP to allies hit.
  • Audible by everyone


Q: "Lights Out - Burn enemies in a circle and blind them"

  • 15 damage
  • 8 second cooldown
  • Inflicts Blinded for 1 second
  • Melee AoE, Vertical range
  • The user tosses up a ball of fire that goes up slightly, then lands on the ground. It explodes in a large cylindrical AoE.
  • Audible by everyone


E: "Inferno - After a 1s delay, a circular explosion of flame will come out from your lantern around the user and the lantern will then become extinguished."

  • 10 damage
  • 6 second cooldown
  • Grants Haste to the user for 2 seconds, regardless whether anyone is damaged.
  • The user spreads their arms and sends out a blast of fire in a cylindrical AoE.
  • The AoE is the same size as Lit Q.
  • Using this move will switch into Extinguished Mode. E and F will automatically be on cooldown. Cooldowns for LMB and Q are not altered and will continue as normal.
  • Toollocked
  • Audible by everyone (the initial sound, the extinguish is only audible to user)


F: "Extinguished Mode - "Extinguish the flame."

  • No damage
  • 5 second cooldown
  • Switches into Extinguished Mode with all Extinguished Mode moves ready without cooldown except Extinguished F.
  • The user strikes their lantern with their left hand, setting it alight.
  • Audible to user

Extinguished Mode E has no player animations. Both Mode LMBs and Fs share the same player animations. Extinguished Mode Q and Lit Mode E have similar animations, with the E being slower than the Q.


Appearance[]

The lantern is modelled after a typical handheld lantern. It's shaped like a plus sign and is about the size of the torso. The lantern is held in the right arm of the user.

During Extinguished Mode, the lantern will not have light or particles.

During Lit mode, the lantern will have light and particles emitting from it.


Customization[]

Primary Color targets the top of the handle and the bases of the lantern. It's also the bottom of the candle inside the lantern.

Secondary Color targets the sides of the handle and the beams of the lantern. It's also the middle of the candle inside the lantern.

Weapon Color targets the middle of the beams of the lantern and the wick of the inside candle. It's also is the color of the light and flame particles when in Lit Mode.


Strategies[]

Because of Lantern's versatile moveset, it can be used in many different ways.

The status effects open a wide variety of playstyles. Burning is excellent for applying pressure to foes. The constant damage from Burning plus potential increases in damage from stacking can quickly make Lantern deadly. Blinded can cause panic on foes affected as their obscured vision opens up possibilities for the Lantern user. The user can either rush the blinded foe or take the chance to run away as the enemy will not be able to locate the Lantern easily. Haste can be used similarly to Blinded in which the user can either rush the foe with the added movement or run away and avoid incoming attacks. Regenerate helps provide longevity for the user.

It's also good to make use of Lantern's mode switches, F. Using this move provides ready-to-use moves that can be deadly if all hit. In quick bursts, a Lantern could easily use 5 moves against a foe if set up properly while inflicting all of the status effects in Lantern's arsenal. Going from Extinguished to Lit to Extinguished is an optimal strategy as reaching Extinguished mode again will allow the user to utilize Extinguished LMB to ready their skills for another burst.


Combos[]

Extinguished LMB + Extinguished Q + Extinguished E + Mode Switch + Lit LMB + Lit Q + Lit LMB + Lit E

This looks like a lot, but it can be pulled off quickly. This does require the user to be in close range of the foe and is a little hard to hit all moves, but if they do connect, it puts the enemy near-death. This combo ends in Extinguished Mode which should allow the user to utilize Extinguished LMB to recharge their skills for another burst.


Techs[]

(wip)


Weaknesses[]

Lantern has great combo potential with its kit, but executing them accurately can be very difficult. Often, this will lead to just spamming Lit LMB and Lit Q while running. Most newer or scummy people will do this, so it should be easy to predict movements and move usage. Extinguished Mode suffers slightly from hitboxes. Extinguished LMB has trouble actually hitting foes and Extinguished E's small orb projectile makes it difficult to aim and land. Burned plays a crucial role in Lantern's playstyle, so without Burned, Lantern is weak.


Trivia[]

  • WIP


Gallery[]


Lantern is a mixed melee and ranged burst class that utilizes various status effects to take down opponents quickly. It can be used in both rushing and zoning. Its main gimmick comes from switching between its two modes depending on the situation.

It is unique to Melee Mash.

Its taunt is the Fortnite default dance.

Moves[]

Its Form mechanic grants it alternate movesets, which may be freely swapped between with F. It is displayed as "Mode: Extinguished" or "Mode: Lit".

Extinguished Mode[]

LMB: "Lantern - Whack enemies and deal damage."

  • 8 damage (true if target is Burning)
  • 0.5 second cooldown
  • Melee
  • Each hit decreases the cooldown time of Extinguished Q and E by 1s.
  • The user whacks enemies with their lantern.
  • Audible to user


Q: "Swarm - User spawns 4 fireflies around the user that will orbit around the user for 5 seconds, dealing 5 damage each."

  • 5 x7 (35) damage
    • Damage is dealt every 0.7s
  • 8 second cooldown (-1 for every extinguished LMB hit)
  • Melee
  • Spinning excessively does not deal more damage. Damage is based on an interval, not by colliding with the spheres.
  • The user spreads their arms, spawning "fireflies" (spheres) that orbit the user, displaying a ring hitbox. Contact with this hitbox will deal damage to targets.
  • Audible by everyone (sound plays on use)


E: "Mystical Fire - User shoots a ball that burns enemies and heals user if hit."

  • 5 damage + 6 Burn (11 total)
  • 6 second cooldown (-1 for every extinguished LMB hit)
  • Inflicts Burning x2
  • Grants Regenerate to the user, healing 6 total HP
    • In Team Elimination, grants Regenerate to allies hit.
  • The user shoots out a large fireball that travels quite a distance, and moves very fast, before exploding in a spherical AoE.
  • Audible by everyone


F: "Lit Mode - Upon being activated, the lantern will be lit and you will gain access to the alternate moveset."

  • No damage
  • 5 second cooldown
  • Switches into Lit Mode with all Lit Mode moves ready without cooldown except Lit F.
  • The user strikes their lantern with their left hand, setting it alight.
  • Audible to user


Lit Mode[]

LMB: "Lantern - Cast fire from your lantern."

  • 5 damage + 3 burn (8 total)
  • 0.5 second cooldown
  • Decent range, slightly slow.
  • The user casts two small fireballs that orbit each other, acting as one projectile.
  • In Team Elimination, this moves heals 5 HP to allies hit.
  • Audible by everyone


Q: "Lights Out - Burn enemies in a circle and blind them"

  • 15 damage
  • 8 second cooldown
  • Inflicts Blinded for 1 second
  • Melee AoE, Vertical range
  • The user tosses up a ball of fire that goes up slightly, then lands on the ground. It explodes in a large cylindrical AoE.
  • Audible by everyone


E: "Inferno - After a 1s delay, a circular explosion of flame will come out from your lantern around the user and the lantern will then become extinguished."

  • 10 damage
  • 6 second cooldown
  • Grants Haste to the user for 2 seconds, regardless whether anyone is damaged.
  • The user spreads their arms and sends out a blast of fire in a cylindrical AoE.
  • The AoE is the same size as Lit Q.
  • Using this move will switch into Extinguished Mode. E and F will automatically be on cooldown. Cooldowns for LMB and Q are not altered and will continue as normal.
  • Toollocked
  • Audible by everyone (the initial sound, the extinguish is only audible to user)


F: "Extinguished Mode - "Extinguish the flame."

  • No damage
  • 5 second cooldown
  • Switches into Extinguished Mode with all Extinguished Mode moves ready without cooldown except Extinguished F.
  • The user strikes their lantern with their left hand, setting it alight.
  • Audible to user

Extinguished Mode E has no player animations. Both Mode LMBs and Fs share the same player animations. Extinguished Mode Q and Lit Mode E have similar animations, with the E being slower than the Q.


Appearance[]

The lantern is modelled after a typical handheld lantern. It's shaped like a plus sign and is about the size of the torso. The lantern is held in the right arm of the user.

During Extinguished Mode, the lantern will not have light or particles.

During Lit mode, the lantern will have light and particles emitting from it.


Customization[]

Primary Color targets the top of the handle and the bases of the lantern. It's also the bottom of the candle inside the lantern.

Secondary Color targets the sides of the handle and the beams of the lantern. It's also the middle of the candle inside the lantern.

Weapon Color targets the middle of the beams of the lantern and the wick of the inside candle. It's also is the color of the light and flame particles when in Lit Mode.


Strategies[]

Because of Lantern's versatile moveset, it can be used in many different ways.

The status effects open a wide variety of playstyles. Burning is excellent for applying pressure to foes. The constant damage from Burning plus potential increases in damage from stacking can quickly make Lantern deadly. Blinded can cause panic on foes affected as their obscured vision opens up possibilities for the Lantern user. The user can either rush the blinded foe or take the chance to run away as the enemy will not be able to locate the Lantern easily. Haste can be used similarly to Blinded in which the user can either rush the foe with the added movement or run away and avoid incoming attacks. Regenerate helps provide longevity for the user.

It's also good to make use of Lantern's mode switches, F. Using this move provides ready-to-use moves that can be deadly if all hit. In quick bursts, a Lantern could easily use 5 moves against a foe if set up properly while inflicting all of the status effects in Lantern's arsenal. Going from Extinguished to Lit to Extinguished is an optimal strategy as reaching Extinguished mode again will allow the user to utilize Extinguished LMB to ready their skills for another burst.


Combos[]

Extinguished LMB + Extinguished Q + Extinguished E + Mode Switch + Lit LMB + Lit Q + Lit LMB + Lit E

This looks like a lot, but it can be pulled off quickly. This does require the user to be in close range of the foe and is a little hard to hit all moves, but if they do connect, it puts the enemy near-death. This combo ends in Extinguished Mode which should allow the user to utilize Extinguished LMB to recharge their skills for another burst.


Techs[]

(wip)


Weaknesses[]

Lantern has great combo potential with its kit, but executing them accurately can be very difficult. Often, this will lead to just spamming Lit LMB and Lit Q while running. Most newer or scummy people will do this, so it should be easy to predict movements and move usage. Extinguished Mode suffers slightly from hitboxes. Extinguished LMB has trouble actually hitting foes and Extinguished E's small orb projectile makes it difficult to aim and land. Burned plays a crucial role in Lantern's playstyle, so without Burned, Lantern is weak.


Trivia[]

  • WIP


Gallery[]

Advertisement