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☆ April 23: 0.2.0f Hotfix 6
★ Dawn of the Hunt live now! ▶︎Best Builds
☆ HOT: Huntress | Amazon | Ritualist
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Melee is a Stats in Path of Exile 2 (PoE 2). Read on to learn what skills and gems that have the Melee tag, the modifiers, Uniques, and what Melee is!
List of Contents
An attack or an attack range that requires a character to be up close to deal damage.
Name | Implicit and Modifiers |
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![]() Body Armour |
Fixed Modifiers:
・+60-100 to maximum Life ・+60-100 to Stun Threshold ・250% of Melee Physical Damage taken and reflected the attacker ・Cannot Evade Enemy Attacks ・Regenerate 5% of Life per second while Surrounded |
![]() Gloves |
Fixed Modifiers:
・Adds 2-3 to 5-6 Physical Damage to Attacks ・+30-50 to maximum Life ・4-8% increased Attack Speed ・Strength can satisfy other Attribute Requirements of Melee Weapons and Melee Skills ・50% increased Armour and Evasion |
![]() Helmet |
Fixed Modifiers:
・+20% increased Rarity of Items found ・+30 to Dexterity ・Gain 1 Rage on Melee Hit ・Every Rage also grants 1% increased Stun Threshold ・+20 to Armour |
![]() Helmet |
Fixed Modifiers:
・5-15% increased Rarity of Items found ・+20-30 to Strength ・Gain 1 Rage on Melee Hit ・Every Rage also grants 1% increased Armour ・+20 to Armour |
• X to Level of all Melee Skills • X% increased Melee Damage • Gain X Rage on Melee Hit • X% of Melee Physical Damage taken reflected to Attacker |
Skill | Effect |
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・15% increased Melee Damage ・15% increased Stun Buildup with Melee Damage ・+15 to Strength |
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・10% increased Accuracy Rating with One Handed Melee Weapons ・10% increased Accuracy Rating with Two Handed Melee Weapons ・+2 to Melee Strike Range |
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・8% more chance to Evade Melee Attacks |
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・20% increased Melee Critical Hit Chance |
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・30% increased Melee Damage when on Full Life ・16% increased Attack Speed if you haven't Attacked Recently |
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・40% increased Critical Damage Bonus with One Handed Melee Weapons |
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・25% increased Melee Damage ・+2 to Melee Strike Range |
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・+30 to Accuracy Rating ・8% increased Melee Attack Speed |
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・6% increased Attack Speed with One Handed Melee Weapons ・15% increased Accuracy Rating with One Handed Melee Weapons ・+10 to Strength and Dexterity |
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・8% increased Melee Attack Speed ・+10 to Dexterity |
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・20% increased Melee Damage ・25% Melee Damage against Immobilised Enemies |
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・40% increased Melee damage with Hits at Close Range |
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・32% increased Spell Damage while wielding a Melee Weapon ・+10 to Dexterity |
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・10% increased Stun Buildup ・16% increased Melee Damage ・+10 to Strength |
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・20% increased Melee Damage ・40% increased Damage against Heavy Stunned enemies |
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・30% increased Area of Efefct if you've Stunned an Enemy with a Two Handed Melee Weapon Recently |
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・25% increased Armour if you've Hit an Enemy with a Melee Attack Recently ・50% increased Melee Damage against Immobilised Enemies |
Melee Damage | ・X% increased Melee Damage$X% increased Melee Damage with Hits at Close Range |
Melee Attack Speed | ・X% increased Melee Attack Speed |
Rage on Hit | ・Gain 1 Rage on Melee Hit |
Axe Rage on Hit | ・Gain X Rage on Melee Axe Hit |
Melee Critical Chance | ・X% increased Melee Critical Chance |
One Handed Attack Speed | ・X% increased Attack Speed with One Handed Melee Weapons |
One Handed Accuracy | ・X% increased Accuracy Rating with One Handed Melee Weapons |
Passive Skill Tree Guide and List of Passives
Skill | Details |
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Effects: ・While Dual-Wielding both hit with 30% less attack speed Equipment: • Wooden Club • Greatclub • Oak Greathammer • Smithing Hammer • Slim Mace • Forge Maul • Studded Greatclub • Spiked Club |
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Effects: None Equipment: • Wrapped Quarterstaff • Long Quarterstaff • Gothic Quarterstaff • Crescent Quarterstaff |
Gem | Effects |
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・Totem duration is 8 seconds ・Limit 1 Totem ・Totem base attack time is 1 second ・Totem Base Critical Hit Chance is 5% ・Totem uses its own Two Handed Mace, dealing 87-130 base Physical Damage |
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・Hits Break 15 Armour ・+2 to melee strike range ・Knock enemies back on hit ・40% more Attack Speed while Dual Wielding |
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Dash: ・+0.15 seconds to Total Attack Time Explosion: ・Explosion Radius is 1.3 metres ・Deals 25% of Consumed Blood Loss as additional unscalable Physical Attack Damage ・10% more Area of Effect per 18 Blood Loss Consumed, up to 500% ・ Additional Effects from Quality: +0(0-0.4) metres to explosion radius |
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Initial Strike: ・+0.2 seconds to Total Attack Time ・+25 to Melee Strike Range ・Additional Effects from Quality: 0(0-20)% Increased Cooldown Recovery Rate Shockwave: ・Shockwave Radius is 2 Metres |
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Impact: ・100% Increased Magnitude of Jagged Ground ・When Dual Wielding weapons hit with 30% less damage ・Impact Radius is 1.8M ・Jagged Ground radius is 2.2M ・maximum 2 Jagged Ground Patches ・Jagged Ground duration is 4s Aftershock: ・Aftershock radius is 3.4M |
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Slam: ・While Dual Wielding both weapons hit with 30% less attack speed ・Maximum of 6 Spikes ・Deals damage along the fissure's path and in a 1M Radius around the emerging spike ・Spike duration is 6s Explosion: ・Explosion Radius is 2 Metres |
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Pulse: ・Pulse radius is 5 metres ・Consumes up to 9 Ailments Cold: ・Converts 100% of Physical Damage to Cold Damage ・Cannot inflict Freeze, Shock, or Ignite ・Explosion radius is 1.6 metres ・Additional Effects from Quality: +0(0-0.2) metres to Explosion radius Fire: ・Converts 100% of Physical Damage to Fire Damage ・Cannot inflict Freeze, Shock, or Ignite ・Explosion radius is 1.6 metres ・Additional Effects from Quality: +0(0-0.2) metres to Explosion radius Lightning: ・Converts 100% of Physical Damage to Lightning Damage ・Cannot inflict Freeze, Shock, or Ignite ・Explosion radius is 1.6 metres ・Additional Effects from Quality: +0(0-0.2) metres to Explosion radius |
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Stab: ・Converts 80% of Physical Damage to Cold Damage ・+4 to Melee Strike range ・56% more Freeze Buildup ・Additional Effects from Quality: +0(0-4) to Melee Strike range Nova: ・Converts 100% of Physical Damage to Cold Damage ・168% more Freeze Buildup ・Explosion and Chilled Ground radius are 2.2 metres |
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・Teleports and strikes two additional times per power Charge with 285% more attack speed. You cannot gain power charges while using this skill |
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Normal Dash: ・Converts 25% of Physical Damage to Lightning Damage ・0.8 seconds to Total Attack Time ・10 to Melee strike range Perfect Dash: ・Converts 70% of Physical Damage to Lightning Damage ・10 to Melee strike range ・Shocked Ground width is 1.8 metres Shockwave: ・Converts 100% of Physical Damage to Lightning Damage ・10 to Melee Strike range ・Shockwave Radius is 2.2 metres ・maximum 8 Shockwaves per use |
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・Requires 20 Glory to use ・Can't be Evaded ・While Dual Wielding both weapons hit with 30% less damage ・Impact Radius is 2.4 metres ・Hammerfall duration is 2.5 seconds |
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・47-88 added Chaos damage ・Can't be Evaded ・+9% to Critical hit chance ・Supported Curses have 36% reduced Magnitudes ・36% reduced effect of Socketed marks |
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Normal Strikes: ・Converts 80% of Physical Damage to Cold Damage Third Strike: ・50% Less Attack Speed ・Converts 80% of Physical Damage to Cold Damage ・+7 to Melee Strike Range |
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・24 to 36 Added Attack Physical Damage ・Culling Strike ・Can't be Evaded ・7% to Critical Hit Chance |
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・+0.65 seconds to Total Attack Time, plus up to +0.5% seconds based on distance travelled ・While Dual Wielding, both weapons hit with 30% less damage ・62% more Stun buildup ・Impact radius is 2.5 metres ・Consumes fully broken armour on enemies to cause 500% more Stun buildup |
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Normal Strikes: ・Converts 40% of Physical Damage to Fire Damage ・While Dual Wielding, both weapons hit with 30% less damage Perfect Strike: ・Converts 80% of Physical Damage to Fire Damage ・+14 to Melee Strike Range ・While Dual Wielding, both weapons hit with 30% less damage ・0-20% increased Magnitude of Ignite you inflict (from Quality) |
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Normal Strikes: ・Converts 40% of Physical Damage to Lightning Damage ・+5 to Melee Strike range ・Additional Effects from Quality: 0(0-25)% increased Critical Damage bonus Final Strike: ・35% less Attack Speed ・Converts 60% of Physical Damage to Lightning Damage ・+5 to Melee Strike Range ・Consume Shock on Hit ・Inflict Lightning Exposure on Hit ・Additional Effects from Quality: 0(0-25)% Increased Critical Damage bonus Spirits: ・Converts 100% of Physical Damage to Lightning Damage ・Charge Length is 8.6 metres ・Charge Width is 1.6 metres ・Additional Effects from Quality: 0(0-25)% Increased Critical Damage bonus |
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・+0.4 seconds to Total Attack Time ・+2 to Melee Strike Range ・100% more Magnitude of Bleeding inflicted ・Deals up to 100% more damage, based on the distance travelled ・Inflicts Bleeding on Hit ・Additional Effects from Quality: Deals up to an additional +0(0-30)% more damage, based on the distance travelled |
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Normal Strikes: ・+6 to Melee Strike Range Final Strike: ・Limit 5 Spearheads stuck in each target ・+12 to Melee Strike Range ・Inflicts Bleeding on Hit ・Knocks Back enemies ・Spearhead duration is 10 seconds ・Additional Effects from Quality: 0(0-20)% chance to leave an additional Spearhead in the target Explosion: ・Inflicts Bleeding on hit ・Explosion Radius is 2.4 metres |
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・Hits Break 14 Armour ・10 to 16 Base Off Hand Physical damage ・2 to 3 added Physical damage per 15 Armour on Shield ・Cannot be Empowered by Warcries ・Shockwave Radius 1.8 Metres |
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Rolling Slam: ・1 second to Total Attack Time ・While Dual Wielding, both weapons hit with 30% less damage First Slam: ・Attack Damage: 88% ・50% more Stun buildup ・Impact radius is 1.4 metres ・Causes Daze buildup equal to 0-50% of Physical Damage dealt (from Quality) Second Slam: ・Attack Damage: 176% ・Impact radius is 1.8 metres ・Causes Daze buildup equal to 0-50% of Physical Damage dealt (from Quality) |
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Melee: ・45 to 68 added Cold damage ・Can't be Evaded ・9% to Critical Hit chance ・Attaches shards to enemies within a 3.8 metre radius Explosion: ・24 to 36 added Cold damage ・11% to Critical Hit chance ・100% more Freeze buildup ・Explosion radius is 1.6 metres |
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Area of Effect: ・7 to 10 Base Off Hand Physical damage ・2 to 3 added Physical Damage per Armour on Shield ・Impact Radius is 2.4 metres Collision: ・7 to 10 Base Hand Physical Damage ・Knock Back enemies ・2 to 3 added Physical damage per 15 Armour on Shield ・50% more Stun Buildup ・Impact Radius is 2.4 Metres |
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Totem: ・Totem duration is 12s ・Limit of 1 Totem ・Totem Base Attack Time is 3s ・Totem uses its own weapon dealing 10 to 16 base Physical Damage Slam: ・Shockwave radius is 3 metres |
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Dash: ・6 to Melee Strike Range ・50% more Stun Buildup ・Knock enemies back on Hit Shockwave: ・Converts 100% of Physical Damage to Lightning Damage,50% more Stun Buildup ・Shockwave radius is 2 meters |
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Spearfield: ・Creates 1 Spear per 0.2 metres of Radius:Spears emerge within a 4.6 metre length cone ・Spear duration is 10 seconds ・Maximum 70 active Spears ・Additional Effects from Quality: Hazards created by this skill have 0(0-10)% chance to rearm after they are triggered Explosion: ・Maim on Hit ・Maims from this skill Slow an additional 10% ・Explosion Radius is 0.6 metres ・Spears that have existed for at least 0.5 seconds deal 300% more damage ・Additional effects from Quality: Hazards created by this skill have 0(0-10)% chance to rearm after they are triggered |
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Staggering Palm: ・10 to 16 added Attack Physical Damage ・Can't be Evaded ・+7% to Critical Hit chance ・Buff Duration is 6s Projectile (Quarterstaff): ・Projectiles Pierce all targets Projectile (Unarmed): ・Projectiles pierce all targets ・10 to 16 added Physical damage ・+7% to Critical Hit chance |
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Footsteps: ・While Dual Wielding both weapons hit with 30% less damage ・Jagged Ground duration is 6 seconds ・Impact and Jagged Ground radius are 1.2 metres Slam: ・While Dual Wielding both weapons hit with 30% less damage ・the impact radius is 3.2 metres Explosion: ・While Dual Wielding both weapons hit with 30% less damage ・Detonates Jagged Ground within 3.2 metres radius of slam and each patch of Jagged Ground detonated. |
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・Converts 80% of Physical Damage to Lightning Damage ・Wave Length is 8 Metres ・Wave Width is 1 Metre |
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Wave: ・1s to total Attack Time ・0.2M to Wave Length for each wave in sequence ・100% increased Critical Damage bonus ・While Dual Wielding both weapons hit with 30% less damage ・Consumes Fully Broken Armour on enemies to guarantee a Critical hit ・Wave length is 0.9M ・Wave causes shockwaves from up to 5 enemies in each area Shockwave: ・100% increased critical Damage bonus ・While Dual Wielding ・both weapons hit with 30% less damage,Consumes fully broken armour on enemies to guarantee a Critical Hit,Shockwave radius is 1.2M |
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Impact: ・Impact Radius is 1.6M ・20% more Damage with Hits for Each Stage ・Maximum of 3 Stages ・Channelling ends 1s after reaching maximum stages ・Releases 1 Aftershock per Stage. Aftershock: ・Aftershock Radius is 2.8M ・Each successive Aftershock gains 0.5M to radius |
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Tempest Bell: ・Requires 4 Combo to Use ・Lose Combo if you Generate No Combo for 8 Seconds ・Limit 1 Bell ・Bell Duration is 6 Seconds ・Bell is Destroyed after 11 Hits Impact: ・Impact Radius is 1.8 Metres Shockwave: ・30% More AoE per .1 Metres of Knockback the Triggering Hit would have caused ・Deals 30% more Damage per Elemental Ailment Afflicting the Bell ・Gains 30% of Physical Damage as extra Damage of each Type matching an Elemental Ailment on the Bell ・Shockwave Radius is 2.4 Metres |
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Normal Strikes: ・Converts 60% of Physical Damage to Lightning Damage ・+4 to Melee Strike Range Third Strike: ・35% Less Attack Speed Fourth Strike: ・45% Less Attack Speed ・Converts 100% of Physical Damage to Lightning Damage ・+6 to Melee Strike Range ・100% more Chance to Shock |
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・Converts 70% of Physical Damage to Lightning Damage ・+1.1 seconds to Total Attack Time ・Shockwave radius is 2.5 metres ・Additional Effects from Quality: +0(0-0.5) metres to Shockwave radius |
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・1 Second to total Attack Time ・30% more Stun Buildup ・Consume Daze on Enemies to Cause 300% more Stun Buildup ・Impact Radius is 2.4 Metres |
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・Converts 60% of Physical Damage to Fire Damage ・While Dual Wielding both weapons hit with 30% less attack speed ・Fissure duration is 12 seconds |
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・Converts 80% of Physical Damage to Cold Damage ・390% More Freeze Buildup ・Wave Length is 6 Metres |
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・1.4 seconds to Total Attack time |
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Melee: ・Knocks Back Enemies Whirlwind: ・Knocks Back Enemies ・Slows enemy movement speed by 30% ・Maximum 3 Stages ・Collapse deals 150% more damage per additional Stage ・+3 to Radius per additional Stage ・10% more Knockback distance per Stage ・Whirlind Radius is 1.8 Metres ・Additional Effects From Quality: Collapse deals +0(0-40)% more damage per additional Stage |
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・150% more Stun Buildup ・Knock enemies back on hit ・Causes Daze Buildup equal to 532% of Physical damage dealt ・Cone Length is 6 metres |
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Thrust: ・200% more Knockback distance against Unique enemies ・Knocks Back enemies ・Thrust length is 10 metres ・Thrust width is 1.7 metres ・Requires 1 Frenzy Charge to use ・Additional Effects from Quality: 0(0-30)% increased Knockback distance Serpent: ・200% more Knockback distance against Unique enemies ・Knocks Back enemies ・Thrust length is 10 metres ・Thrust width is 1.7 metres ・Requires 1 Frenzy Charge to use ・Additional Effects from Quality: 0(0-30)% increased Knockback distance Shockwave: ・200% more Knockback distance against Unique enemies ・Cannot Knock enemies back ・Shockwave radius is 2 metres |
Gem | Effects |
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・Supported skills have 20% chance to cause an Aftershock |
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・Supported Strikes area Ancestrally Boosted ・Supported Skills cannot be used until you have Blocked 3 Hits |
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・Supported Strike skills are Ancestrally Boosted once every 6 seconds |
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・Supported Skills deal your Thorns Damage on their next 4 hits after you Retaliate with Thorns |
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・Killing Blows from Supported Strike Skills against Rare Monsters grant one of their Modifiers for 20 Seconds. |
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・Supported skills deal 30% more Melee Physical Damage against bleeding enemies ・Supported attacks cannot cause bleeding |
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・Stun buildup caused by Supported Skills cannot reach 100% ・Supported Skills deal 20% mode damage to Heavy Stunned enemies |
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・Supported Skills deal 40% more Melee Damage against enemies with a higher percentage of their life remaining than you, but deal 20% less Melee Damage against enemies with a lower percentage of their life remaining than you |
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・Final Strike of supported skills can be performed twice in succession |
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・Supported skills can gain Combo ・Supported skills lose all Combo on use ・Supported skills lose Combo if you generate no Combo for 4s ・Supported skills deal 3% more damage per combo |
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・Insufficient Mana doesn't prevent the use of Supported Skills while Surrounded |
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・Supported Skills cannot inflict elemental ailments ・Supported Skills deal 10% more melee damage for each elemental ailment on enemies they hit |
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Melee: ・Converts 60% of Physical Damage to Lightning Damage ・Cone Length is 4 Metres Projectile: ・Converts 100% of Physical Damage to Lightning Damage ・Pierces all targets ・50% more damage per Power Charge consumed ・100% more damage if a Power Charge was consumed ・Fires 3 Projectiles per Power Charge consumed |
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・Attacks with Supported Skill are Ancestrally Boosted, no more than once every 6 seconds |
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・6 to 9 Base Cold Damage ・13% to Critical Hit chance ・50% more Freeze buildup ・Explosion radius is 2 Metres |
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Wave: ・Converts 60% of Physical Damage to Cold Damage ・Burst Radius is 0.5 Metres ・Wave Length is 4.8 Metres ・Causes 8 Bursts Final Burst: ・Attack Damage: 158% ・Converts 60% of Physical Damage to Cold Damage ・Consumes Freeze on enemies to deal 350% more Damage ・Cannot Knock Enemies Back ・Burst radius is .7 metres |
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・Supported Skills deal 35% more Melee Physical Damage ・Supported Skills have 10% less Attack Speed. |
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・Supported skills create an Aftershock when they Heavy Stun an enemy, dealing the same damage to enemies within 1.8 metres |
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・Supported Slam Skills, have a 50% chance to create Jagged Ground ・Jagged Ground lasts 4 seconds |
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・Supported Strike skills have a 40% chance to build an additional Combo on hit |
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・Supported Skills apply Easy Target on Knockback ・Easy Target applied this way has a magnitude of 3% per metre of Expected Knockback distance |
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・Supported Skills deal 25% more melee damage if you have damaged an enemy with a projectile attack hit in the last eight second ・Supported Skills deal no projectile damage |
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Support: ・Supported Skills trigger quill burst on their next 3 hits after you retaliate with thorns Quill Burst: ・Explosion radius is 1.5 metres. Deals thorns damage to other targets in an area around the triggering target. |
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・Supported skills grant 3 Rage on Melee Hit |
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・Supported Skills Consume all Endurance Charges on use ・Supported Skills restore 10% of your Maximum Life on use per Endurance Charge Consumed this way ・Supported Skills cannot generate Endurance Charges |
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・Supported Skills deal up to 40% more attack damage, scaling up as your stun bar increases |
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・Supported Skills have 15% increased chance to cause aftershocks for every quarter second of attack time |
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・Remnants created by Supported Skills last for 8 seconds ・Supported Skills create a blood remnant when dealing a killing blow to a bleeding enemy ・Remnants created this way increase life regeneration rate by 10% for 5 seconds when collected, up to a maximum of 100% remnants are created within a 1.5 metre radius of the slain enemy |
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・Hits from Supported Skills Stun enemies as though dealing more damage equivalent to the current percentage of your stun bar |
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・Hits from Supported Skills are considered Crushing Blows against ignited and fully armour broken enemies heavily stunning enemies which are ignited and fully armour broken with supported skills will permanently intimidate them |
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・50% chance for on-kill effects caused by killing blows on bleeding enemies with supported skills to occur twice |
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・Supported Skills have 30% chance to cause an additional Aftershock ・Supported Skills have 15% chance to cause 2 additional Aftershocks ・Supported Skills have 10% chance to cause 3 additional Aftershocks ・Supported Skills deal 35% less damage |
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・First attack in sequence with supported skill inflicts hobble on you equal to 40% of your life ・Second attack in sequence with Supported Skill has 30% more chance to critically hit ・Third attack in sequence with Supported Skill deals 20% more damage. |
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・8% of Damage taken while using Supported Skills is Recouped as Life per quarter second of Attack time of Supported Skill |
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・Supported skills create 2 additional fissures ・Supported skills have 20% less attack speed ・Supported skills deal 40% less damage |
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・Supported strikes trigger volcanic eruption on hitting ignited enemies. |
Gem | Effects |
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・+2 Melee strike range ・While Dual Wielding, both weapons hit with 30% less damage ・Cannot cause Stun Buildup |
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Buff: ・Raising your shield infuses it with magma for 0.5 seconds ・Cannot perform a magma infused block for 0.75 seconds after magma dissipates Magma Spray: ・6 to 8 Added Fire Damage per 15 Armour on Shield ・140 to 210 Base Offhand Fire Damage |
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Buff: ・3 Maximum Stacks ・Gain a Stage every 1.44 seconds ・10% more Evasion Rating per Stage ・On being Hit by a Melee Attack, consume all stages to trigger Gale Force. Gale Force: ・Attack Damage: 53% ・Knocks back Enemies ・Explosion Radius is 1.6 meters ・100% more area of effect per stage ・50% more Damage per stage ・25% more Knockback Distance per stage |
Glossary and Basic Game Mechanics
Melee Explained
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