Understand Melee Guidance
Useful when…
- Supporting squadmates who benefit from longer Melee Combo Duration.
Who gains and loses duration?
At rank 0, the user loses 1 second of Melee Combo Duration while squadmates gain 2 seconds. At rank 5, the user loses 6 seconds and squadmates gain 12 seconds. The opposing effects are central to deciding whether to equip it: the Aura supports other players at a personal cost.
Aura fit and investment
Melee Guidance is a Madurai-polarity Aura with base drain -2 and maximum rank 5. Listed costs progress from 30 Endo/1,449 Credits for rank 0 to 1, to 120/5,796 for rank 2 to 3, and 480/23,184 for rank 4 to 5. Rank it when the larger squadmate gain justifies the larger loss to your own duration and the fusion cost.
Other squad Auras do different things
Swift Momentum grants the squad +30% Heavy Attack Wind Up Speed and +6 seconds Melee Combo Duration. Combat Discipline instead costs the user Health on kill while granting squadmates Health on kill; Power Donation trades personal Ability Strength for squadmate Ability Strength. These are distinct team effects, not direct substitutes for Melee Guidance's duration exchange.
Acquisition
The supplied acquisition entry lists Arbitrations, Rotation C.
Limitations and tradeoffs
- The user loses combo duration as squadmates gain it.
- The benefit depends on squadmates making use of longer combo duration.
Common mistakes to avoid
- Expecting the user to receive the positive duration bonus.
- Ignoring the rank-scaled loss to personal combo duration.
- Treating other squad Auras as equivalent effects.






