Melee Mash Wiki
Advertisement


"I am slave to nobody but the W."

Shackles is a unique class to Melee Mash. Its a class that mainly plays footsies, using combos to dish out massive damage.

It has a unique taunt, which is a recreation of the Goopie dance. The exact song is a remix of YFN Lucci's "Wet" mashed with Kolors by Monte Brooker, found here (Content warning: The song is sexual in tone).


Moves[]

LMB: "Shackles - User whips the enemies with the chains on their arms"

  • 10 damage
  • 0.4 second cooldown
  • Melee
  • The user whips enemies with the chains on their arms.
  • Audible by everyone


Q: "Condemning Combo - stand still for 0.5 seconds and spin your chains around you, knocking you and an enemy up if it hits, the move can be recasted up to 2 times, and stacks end once you hit the ground"

  • 5 + 5 + 8 damage (18 possible)
  • 5 second cooldown
  • There is no startup on this move
  • Inflicts Airborne
  • Melee
  • The user punches their opponent up into the air, and also knock themselves up into the air. On second cast, they kick, and on third cast, they punch downwards. If their first punch does not connect, then no recast option is available.
  • Toollocked for 1 second if it misses. If it lands, toollocked until combo ends.
  • Audible by everyone.


E: "Imprisonment - slow yourself for 0.5 seconds and then summon a chain from the ground, if you hit an enemy, you will knock yourself and them airborne"

  • 10 true damage
  • 5 second cooldown
  • 0.5 second startup (Audible by everyone)
  • Inflicts Airborne
  • Short range, narrow hitbox
  • The user brings back their right fist, which glows with a chain wrapped around it, then sweep the ground with it, summoning a massive chain from the ground. If it hits an enemy, both the enemy and the user will be knocked into the air.
  • Other moves can be used during the wind-up of the move. This is crucial for maximum combo potential using shackles.
  • Audible by everyone


F: "Unchained - channel energy into your body and stand still for 0.5 seconds, then do an unstoppable dash in the direction you are looking, if you hit an enemy, strike them rapidly and stun them"

  • 10 true damage
  • 9 second cooldown
  • 0.5 second startup (Audible by everyone)
  • Inflicts Stunned on hit
  • Grants the user Untargetable after startup, and lasts until the either:
    • The dash ends: 0.5 seconds
    • The user finishes attacking: 1.5 seconds
  • Decent range
  • The user flexes as a large circle appears under their feet, and both horns and claws materialize on them. They then lift up their knee and dash in the direction they are looking. If they hit an opponent, they rapidly strike the opponent ten times.
  • User cannot jump
  • Toollocked until either dash ends or user finishes attacking
  • User cannot move while attacking
  • Audible by everyone


Appearance[]

The user has both of their arms in shackles, with short chains coming off of the back.


Customization[]

Primary Color targets the shackles.

Secondary Color targets the chains.

Weapon Color targets the exposed parts of the shackles.


Strategies[]

Shackles is strong, but is very easily countered due to the fact of it being SUPER predictable and somewhat slow, having no mobility except for F. Most off the time, you will need to play footsies to try and land F or E. The main goal is to be able to hit F and deal big damage. Your main combo tools will be F and E, as they lead to big damage combos. E is a huge hitbox which can be used to start up combos, being able to link into F. You will be throwing this out a lot since it is quite a big hitbox. E is also very useful for catching platform/terrain abusers. You can use Q to punish people for being too close to you if all of your cooldowns are on, but its more of a last resort if you are being rushed down. Throw out LMBS if they are close to you if Q doesn't work. If your opponent doesn't have mobility, you can throw out F if you really wanted to, or they are bad at the game. Don't always try and use E though, sometimes mixing it up and using F works.


(wip)

Combos[]

F + LMB + E + Q + Q + Q = 48 Damage

Combo is quite reliable and easy to hit. After the F, use LMB and activate Q and E at the same time. Aim your E and once your E is about to hit, press Q again. If done right, your opponent should fling up instead of away from you. Then, you can finish your Q combo.

E + F + LMB + Q + Q + Q = 48 Damage (If used to bring to void, deals more damage based on max HP.)

This combo is usually used when matched up against a high mobility target capable of dodging F. You first hit E, then use F right after E lands (The timing depends on how far away they are). When the F animation is finished, use LMB and then chain your Q's. You might not hit all Q's, but it's fine. Another thing you can do with this combo is bring them into the void since Q carries the opponent at a diagonal angle, dealing even more damage, although you will potentially take void damage as well.

F + LMB + Q + Q + E + Q = 48 Damage

This combo is more flashy but harder to hit. Wouldn't recommend using it since it is a bit inconsistent, but it gets the job done and it get style points. Self explanatory, Hit F then LMB. Then do 2 Q's, on the 2nd Q use E, hold S or go backwards, then aim to hit your opponent. Once you hit your opponent with E, finish your Q combo.

Q + Q + F + LMB + E = 40 Damage

This combo is quite hard to hit, as it requires you to hit 2 Q's in a row and hit F. Self explanatory, hit Q 2 times, use F as soon as you hit 2nd Q, LMB then E. I do not recommend going for this combo as it is quite easy to drop, I suggest going for the 1 Q variant shown below.

Q + F + LMB + E = 35 Damage

Simple punish using Q to punish people who are too close to you. Self explanatory, hit Q and then try and aim with F. Once you hit F, use LMB then finish with E.

Q + E + F + LMB + LMB = 45 Damage

More flashier but harder to hit, comes from punishing with Q. As soon as you hit Q, prepare E. As soon as E lands, time your F correctly so that it hits the opponent when they are being flung up. If you hit that, finish with 2 lmbs.

(wip)


Weaknesses[]

  • Lag, whether on opponent's side or player's side, makes combos impossible to hit.
  • Classes with mobility options like Wings, Knife, Dagger, etc.
  • Classes that are Zoners.
  • Terrain. Can easily get up on higher platforms to negate Shackles F. Even voiding is a viable option.
  • If opponent stands near void and gets hit by Shackles F, Shackles have a chance of falling off into the void
  • One of the most predictable classes.


Trivia[]


Gallery[]

Fightback


wip

Shackles is a unique class to Melee Mash. Its a class that mainly plays footsies, using combos to dish out massive damage.

It has a unique taunt, which is a recreation of the Goopie dance. The exact song is a remix of YFN Lucci's "Wet" mashed with Kolors by Monte Brooker, found here (Content warning: The song is sexual in tone).


Moves[]

LMB: "Shackles - User whips the enemies with the chains on their arms"

  • 10 damage
  • 0.5 second cooldown
  • Melee
  • The user whips enemies with the chains on their arms.
  • Audible by everyone


Q: "Condemning Combo - stand still for 0.5 seconds and spin your chains around you, knocking you and an enemy up if it hits, the move can be recasted up to 2 times, and stacks end once you hit the ground"

  • 5 + 5 + 8 damage (18 possible)
  • 5 second cooldown
  • There is no startup on this move
  • Inflicts Airborne
  • Melee
  • The user punches their opponent up into the air, and also knock themselves up into the air. On second cast, they kick, and on third cast, they punch downwards. If their first punch does not connect, then no recast option is available.
  • Toollocked for 1 second if it misses. If it lands, toollocked until combo ends.
  • Audible by everyone.


E: "Imprisonment - slow yourself for 0.5 seconds and then summon a chain from the ground, if you hit an enemy, you will knock yourself and them airborne"

  • 10 true damage
  • 5 second cooldown
  • 0.5 second startup (Audible by everyone)
  • Inflicts Airborne
  • Short range, narrow hitbox
  • The user brings back their right fist, which glows with a chain wrapped around it, then sweep the ground with it, summoning a massive chain from the ground. If it hits an enemy, both the enemy and the user will be knocked into the air.
  • Other moves can be used during the wind-up of the move. This is crucial for maximum combo potential using shackles.
  • Audible by everyone


F: "Unchained - channel energy into your body and stand still for 0.5 seconds, then do an unstoppable dash in the direction you are looking, if you hit an enemy, strike them rapidly and stun them"

  • 10 true damage
  • 9 second cooldown
  • 0.5 second startup (Audible by everyone)
  • Inflicts Stunned on hit
  • Grants the user Untargetable after startup, and lasts until the either:
    • The dash ends: 0.5 seconds
    • The user finishes attacking: 1.5 seconds
  • Decent range
  • The user flexes as a large circle appears under their feet, and both horns and claws materialize on them. They then lift up their knee and dash in the direction they are looking. If they hit an opponent, they rapidly strike the opponent ten times.
  • User cannot jump
  • Toollocked until either dash ends or user finishes attacking
  • User cannot move while attacking
  • Audible by everyone


Appearance[]

The user has both of their arms in shackles, with short chains coming off of the back.


Customization[]

Primary Color targets the shackles.

Secondary Color targets the chains.

Weapon Color targets the exposed parts of the shackles.


Strategies[]

Shackles is strong, but is very easily countered due to the fact of it being SUPER predictable and somewhat slow, having no mobility except for F. Most off the time, you will need to play footsies to try and land F or E. The main goal is to be able to hit F and deal big damage. Your main combo tools will be F and E, as they lead to big damage combos. E is a huge hitbox which can be used to start up combos, being able to link into F. You will be throwing this out a lot since it is quite a big hitbox. E is also very useful for catching platform/terrain abusers. You can use Q to punish people for being too close to you if all of your cooldowns are on, but its more of a last resort if you are being rushed down. Throw out LMBS if they are close to you if Q doesn't work. If your opponent doesn't have mobility, you can throw out F if you really wanted to, or they are bad at the game. Don't always try and use E though, sometimes mixing it up and using F works.


(wip)

Combos[]

F + LMB + E + Q + Q + Q = 48 Damage

Combo is quite reliable and easy to hit. After the F, use LMB and activate Q and E at the same time. Aim your E and once your E is about to hit, press Q again. If done right, your opponent should fling up instead of away from you. Then, you can finish your Q combo.

E + F + LMB + Q + Q + Q = 48 Damage (If used to bring to void, deals more damage based on max HP.)

This combo is usually used when matched up against a high mobility target capable of dodging F. You first hit E, then use F right after E lands (The timing depends on how far away they are). When the F animation is finished, use LMB and then chain your Q's. You might not hit all Q's, but it's fine. Another thing you can do with this combo is bring them into the void since Q carries the opponent at a diagonal angle, dealing even more damage, although you will potentially take void damage as well.

F + LMB + Q + Q + E + Q = 48 Damage

This combo is more flashy but harder to hit. Wouldn't recommend using it since it is a bit inconsistent, but it gets the job done and it get style points. Self explanatory, Hit F then LMB. Then do 2 Q's, on the 2nd Q use E, hold S or go backwards, then aim to hit your opponent. Once you hit your opponent with E, finish your Q combo.

Q + Q + F + LMB + E = 40 Damage

This combo is quite hard to hit, as it requires you to hit 2 Q's in a row and hit F. Self explanatory, hit Q 2 times, use F as soon as you hit 2nd Q, LMB then E. I do not recommend going for this combo as it is quite easy to drop, I suggest going for the 1 Q variant shown below.

Q + F + LMB + E = 35 Damage

Simple punish using Q to punish people who are too close to you. Self explanatory, hit Q and then try and aim with F. Once you hit F, use LMB then finish with E.

Q + E + F + LMB + LMB = 45 Damage

More flashier but harder to hit, comes from punishing with Q. As soon as you hit Q, prepare E. As soon as E lands, time your F correctly so that it hits the opponent when they are being flung up. If you hit that, finish with 2 lmbs.

(wip)


Weaknesses[]

  • Lag, whether on opponent's side or player's side, makes combos impossible to hit.
  • Classes with mobility options like Wings, Knife, Dagger, etc.
  • Classes that are Zoners.
  • Terrain. Can easily get up on higher platforms to negate Shackles F. Even voiding is a viable option.
  • If opponent stands near void and gets hit by Shackles F, Shackles have a chance of falling off into the void
  • One of the most predictable classes.


Trivia[]


Gallery[]

Fightback

Advertisement