[Top 5] Mechwarrior 5 Best Melee Mechs

Never bring an axe to a gunfight... unless you're a Hatechetman.


[Top 5] Mechwarrior 5 Best Melee Mechs

The Call to Arms DLC brings the power of melee weapons into our battlemech's hands... literally.

When the Call to Arms DLC released for Mechwarrior 5: Mercenaries back in June 2022,  battlemech melee combat became much more than just simply punching your enemy’s face in.  Piranha Games, MW5’s developer, made it so that we can now arm our trusty ‘Mechs with melee weapons.  Yes, melee weapons.  No longer are we mechwarriors restricted to just using our battlemech’s fists or forearms to deal blunt force trauma.  We can now use different kinds of swords, axes, claws, maces & other similar weapons to dish out more damage up close.  

While I feel it is still better (and safer) to take out enemies from range, it can’t be denied that being able to use hand to hand weapons adds to the fun of MW5’s gameplay.  I mean, who doesn’t like destroying stuff with an assault battle axe once in a while, right?  So in the interest of mechwarrior awareness, here is a list of what I think are the 5 best ‘Mechs for melee combat. 

 

5. Yen-Lo-Wang2 CN9-YNW2

The medium claw & the AC/20 make the Yen-Lo-Wang2 a formidable melee brawler.

Specs:

  • Weight:  50  tons
  • Armor:  272/350
  • Structure:  175
  • Free Tonnage:  22.57 tons
  • Speed:  64.8 km/h
  • Standard Loadout:  1 Autocannon/20 (Right Arm), 2 Medium Lasers (Center Torso), 1 Medium Claw (Left Arm)

Court Martialed for conspiring with Kittery resistance groups to lead his Davion command into a Liao ambush, an enraged Justin Allard directly insulted First Prince Hanse Davion and the New Avalon court claiming his trial was unfairly biased against him due to his half Capellan heritage.  Expelled from the Federated Suns and adopting his mother’s maiden name Xiang, Justin entered the gladiatorial Solaris 7 games with the intent of publicly humiliating Hanse Davion at every opportunity with his now infamous Yen-Lo-Wang.  Justin Xiang would eventually become the 3027 Solaris 7 champion after killing the reigning champion Philip Capet.  

Strengths:

  • The medium claw can finish off enemies that aren’t killed by the Yen-Lo-Wang’s AC/20.
  • Decent speed & armor for a medium ‘Mech, which makes it fairly easy to close the distance and use its weapons effectively.  
  • The addition of the medium claw, along with the Yen-Lo-Wang’s AC/20 makes this ‘Mech deadly in close quarters combat.

When using the Yen-Lo-Wang2, try not to take too many risks.  That shield on its left arm is good for soaking up damage but it won’t last long under continuous enemy fire.  Try to get behind enemies if you can since their armor is always weaker in the rear.  If you can’t get behind them, aim for the head or center torso with the AC/20 and follow up with melee strikes using the claw.  

When the year hits 3027, the Yen-Lo-Wang2 will start appearing in industrial hubs with the skull icon.  Where it shows up is just a matter of RNG.  As usual, save before heading to an industrial hub then reload the save if the CN9-YLW2 doesn’t show.

 

4. Scrapper QKD-SC

Imagine getting smacked in the face with that heavy trench blade a.k.a. chopping board.  

Specs:

  • Weight:  60 tons
  • Armor:  256/414
  • Structure:  207 Endosteel
  • Free Tonnage:  19.07 tons
  • Speed:  81 km/h
  • Standard Loadout:  1 SRM 6 (Right Torso), 1 SRM 4 (Center Torso), 1 SRM 6 (Left Torso), 1 Heavy Trench Blade (Right Arm), 1 Medium Laser (Left Arm)

Originally hailing from Trondheim, Signe Haugen was a moderately successful mechwarrior in the Solaris VII arenas.  She was known as an early adopter of Defiance Industry’s new ‘Mech hatchet, in the form  of the trench blade equipped to Scrapper, her customized Quickdraw.  She could’ve had a lucrative future in the gladiatorial circuits, had she remained.  However, when word reached her of a resistance movement in her homeland to free the Rasalhague Military District from Draconis Combine control, she felt a sense of duty to her homeland & people, and departed Solaris with her ‘Mech to provide the rebels with whatever aid she could.  

Strengths:

  • Fast enough to get in melee range where the Scrapper’s SRMs and Heavy Trench Blade can make short work of most enemies.
  • 5 Jump jets along with a top speed 81 km/h help the Scrapper navigate rough terrain.
  • 3 SRM launchers & a melee weapon wreck enemies easily.  

Players need to have decent piloting skills to use the trench blade effectively since they have to run up to an enemy, soften it up with SRMs & hack it till it dies with the trench blade.  You also have to make sure you don’t run straight into a group of assault ‘Mechs.  Pick your targets.  Hit them from behind whenever possible.  Remember, the Scrapper doesn’t have assault ‘Mech class armor..  

The Scrapper can be found on sale in industrial hubs from 3029 onwards.  I found mine near the Marik/Steiner border but it can appear in any hub.  It just depends on your luck and RNG.   

 

3. Redshank HGN-RS

The Highlander RS with that assault claymore… there can be only one.

Specs:

  • Weight:  90 tons
  • Armor:  560/570
  • Structure:  285
  • Free Tonnage:  49.69 tons
  • Speed:  48.6 km/h XL
  • Standard Loadout:  3 Medium Lasers (Right Torso), 1 Autocannon 10 (Right Arm), 1 LRM 20 (Left Torso), 1 Assault Claymore (Left Arm)

The Highlander known as ‘Redshank’ belonged to Roz Sheridan, a senior member of the independent mercenary command Dragon’s Breath.  The group is known for carefully shifting and balancing the large outstanding debt that they owe to several Lyran banks.  This has not only resulted in them having to constantly take mercenary contracts, but their mechwarriors have become skilled marksmen so as to maximize the value of any battlefield salvage.  Unfortunately for Sheridan and Dragon’s Breath, the loss of Redshank will only increase their debt.  

Strengths:

  • Jump jets make the Redshank mobile enough to get within striking distance & use its assault claymore.
  • Varied weapon loadout enables the Redshank to deal with enemies from all ranges.
  • While lacking in speed, the HGN-RS makes up for it with more armor, making the assault ‘Mech capable of tanking hits before using its trusty claymore to eliminate enemies.   

Melee players might want to swap out the LRM 20 for an SRM 6 to deal more damage up close if they  want to be a dedicated close range brawler.  Use the extra tonnage to add more armor & SRM ammo to increase survivability & damage.  Also, use those jump jets to get in & out of battle quickly.  

The HGN Redshank becomes available for purchase when the in-game year reaches 3028.  Be sure to save your game before you go to any industrial hub that has a skull icon so you can easily reload if another hero ‘Mech shows up instead of the Redshank.  

 

2. Partisan 2 BL-P-KNT2

What’s better than a Black Knight with long range lasers?  A Black Knight with long range lasers AND a heavy axe.

Specs:

  • Weight:  75 tons
  • Armor:  412/474 Ferro Fibrous
  • Structure:  237
  • Free Tonnage:  29.28 tons
  • Speed:  64.8 km/h
  • Standard Loadout:  1 Medium Laser & 1 PPC (Right Arm), 1 Large Laser & 1 Medium Laser (Right Torso), 1 Large Laser & 1Medium Laser (Left Torso), 1 Medium Laser & 1 Heavy Axe (Left Arm)

The McKinnons have been loyal supporters of House Davion since the beginning of what would become the 1st Succession War, and their family’s Black Knight, dubbed Partisan, has been there almost every step of the way.  Keiran McKinnon ‘Mech quickly became a family heirloom.  As parts for the aging Star League era chassis became scarce, Partisan saw less activity and unconventional repairs.  While Ian McKinnon is listed as the current pilot, he’s only ever seen piloting the ‘Mech at public events and serves in the field piloting a MAD-3R Marauder.  

Strengths:  

  • Has 5 Double Heat Sinks to keep heat down, enabling the Partisan 2 to fire its energy weapons consistently.
  • Equipped with a Heavy Axe, the Partisan 2 can now engage enemies from close range effectively.
  • The Heavy Axe doesn’t generate heat, meaning it can be used even if Partisan is in danger of shutting down due to overheating.
  • Ferro Fibrous armor adds more free tonnage to use on armor & heat sinks.

The Partisan 2 is a great ‘Mech for sniping enemies with its long range energy weaponry, as well as finishing them off with its heavy axe if they make the mistake of getting in your personal space.  Additionally, you can use the heavy axe to wreck those pesky light ‘Mechs that love to come charging at you.  

This hero ‘Mech becomes available from 3039 onwards.  Check industrial hubs with the skull icon.  Don’t forget to save before traveling to a hub so you can reload when the Partisan 2 isn’t the one on sale.

 

1. Onimaru HTM-ON

The Onimaru is absolutely lethal in close quarters, thanks to its SRMS and assault katana.  

Specs:

  • Weight:  80 tons 
  • Armor:  496/506
  • Structure:  253 Endosteel
  • Free Tonnage:  30.69
  • Speed:  64.8 km/h
  • Standard Loadout: 1 SRM 6 (Right Torso), 1 SRM 6 (Left Torso), 1 Assault Katana (Right Arm), 2 Large Lasers (Left Arm)

It is unknown how exactly Marcus Kurita got his hands on a prototype of the ‘Mech design that would come to be known as the Hatamoto-Chi, but it is suspected that agents sympathetic to his cause managed to make it disappear from a Luthien Armor Works test facility.  When the warlord went rogue and was declared a ronin after the founding of the Free Rasalhague Republic in 3034, he didn’t have long to use his Hatamoto, which he named Onimaru, before his death at the hands of a Lyran Loki operative.  Upon Marcus’s death, the ‘Mech was passed on to his eldest son, Alexander Kurita.  

Strengths:  

  • Has decent speed and armor to engage enemies at close range with its SRMs and trusty katana.  
  • 2 SRM 6 launchers & 1 assault katana can destroy almost any enemy ‘Mech that is unlucky enough to be hit by them.  
  • Endosteel technology gives the Onimaru more free tonnage to use on armor and ammo for its missile weapons.  

The assault katana has a cooldown of less than 2 seconds.  Use it after you damage your enemies with a well placed  SRM 6 barrage.  If you’re lucky, the SRMs will be enough to kill your foe. If not, use the katana to finish the job.  As always, remember to pull back once you notice you’ve drawn the aggro of most enemy ‘Mechs in the immediate vicinity.  

The Onimaru will be sold in industrial hubs when the year hits 3034.  Just save before you go to a hub.  Buy it if it’s there, reload if it isn’t.  It’s always about RNG.  

 

At tier 5, the Assault Katana deals a ton of damage, perfect for any Hatamoto-Chi going for the sword wielding samurai image.

One final advice to all mechwarriors out there:  it’s important to remember that while melee combat can deal tremendous damage, it also takes some degree of skill to get in, bash your enemy’s face in and get out before every enemy ‘Mech turns their guns on you.  

As such, it’s better to have your A.I. squad draw the enemy’s attention while we, the player, close in for the kill.  Of course we can shoot the poor bugger from range but some of us just prefer a more primitive approach.  Either way, enjoy Mechwarrior 5 the way you want to.  That’s the important thing.

 

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As the lone practitioner of the ancient martial art of Kung Pao Chicken, Jonathan trains daily for his inevitable fight with Son Goku.
Gamer Since: 1991
Favorite Genre: RPG
Currently Playing: Genshin Impact
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