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1You've almost defeated ThatOneBoss. His MechaMooks are slain, his MultipleLifeBars depleted. You raise your LaserBlade for one last mighty blow, and it fizzles out as it runs out of batteries. If this has happened to you, you may be wielding an Ammo-Using Melee Weapon.
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3Most common in VideoGames, Ammo-Using Melee Weapons are [[ExactlyWhatItSaysOnTheTin melee weapons that use ammo]]. This ammo might be anything from gasoline to fusion batteries to the souls of your enemies, but without it, the weapon either won't function, will do significantly reduced damage, or will lose some special ability. They are generally powerful, often more powerful than many ranged weapons due to CompetitiveBalance, as their lack of range balances out their high damage.
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5Prime candidates for this trope are [[ChainsawGood chainsaws]], {{Vibroweapon}}s, {{Hot Blade}}s, {{Laser Blade}}s, {{Pile Bunker}}s, {{Rocket Powered Weapon}}s, and {{Flaming Sword}}s. Due to the mostly fictional and generally AwesomeButImpractical nature of these weapons, it is generally not TruthInTelevision, except in cases of power tools being used as {{Improvised Weapon}}s.
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7The inverse of melee {{Emergency Weapon}}s and {{Ranged Emergency Weapon}}s, which are typically much weaker and have the selling point of [[BottomlessMagazines not using ammo]]. Sister trope to the more mundane BreakableWeapons, though they can overlap in particularly high maintenance cases. Often an EnhancedArchaicWeapon. If your weapon uses ammo for ranged attacks but is also designed to be used as a melee weapon, it is likely a MixAndMatchWeapon. If it's not designed for melee attacks but you use it for them anyway, that's PistolWhipping.
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10!!Examples:
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14[[folder:Anime and Manga]]
15* ''Franchise/LyricalNanoha'': ''Anime/MagicalGirlLyricalNanohaAs'' introduces the so-called "cartridge system" to the series, which is a [[SwissArmyWeapon Device]] upgrade that provides one-off attack boosts by consuming "cartridges" of compressed {{mana}} and has to be "reloaded" when empty. Ironically, despite cartridges literally looking like rifle rounds, the first two Devices introduced to use them are a longsword and a warhammer, using ammo to boost melee attacks.
16* ''Literature/RebuildWorld'': There's a category of high tech swords that work by releasing liquid metal AbnormalAmmo and shaping it at will via force fields, with adjustable length and thickness depending on the situation. Each blade is disposable, with more metal being poured to replace it. These are introduced being used by the CyberNinja Nelia, and Akira ends up getting a device for one to make sure he's not stuck with a WreckedWeapon which is a perpetual challenge.
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19[[folder:Film -- Live-Action]]
20* ''Film/GodzillaVsKong'': Kong's axe needs to charged up with nuclear energy in order to function at full strength (signified by [[PowerGlows how much it glows]]). Without a charge, it's only able to [[spoiler:dent [=MechaGodzilla=] a little, but once infused with Godzilla's atomic breath, it chops through the robot like a knife through warm butter.]]
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23[[folder:Literature]]
24* Creator/AlanDeanFoster's ''Franchise/StarWars'' novel ''Literature/SplinterOfTheMindsEye''. Luke Skywalker attaches his [[LaserBlade lightsaber]] to a blaster pistol so it can drain energy from the blaster pistol and recharge itself.
25* ''Literature/TheScar'': When Uther Doul's Possible Sword is activated, each swing passes through every path that it could potentially have taken, inflicting hundreds of cuts. It's LostTechnology and he doesn't have any way to replace the batteries, so he only turns it on for seriously important fights.
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28[[folder:TabletopGames]]
29* ''TabletopGame/DarkConspiracy'': The Darktek sourcebook has several melee weapons that require energy to use.
30** The Minisaw is like a small chainsaw. Its internal battery powers it for 1 minute or it can use a belt pack battery that lasts 15 minutes.
31** A hit by a Stun Stick hits inflicts a powerful jolt of electricity. Its battery provides enough for 2 jolts and a belt-pack battery can supply 20 such jolts.
32* Some 5e ''TabletopGame/DungeonsAndDragons'' weapons have a number of charges that can be expended to produce useful effects, and automatically regain charges at dawn (some of them disappear if the last charge is used).
33* ''TabletopGame/GammaWorld'' 1st Edition: Four weapons used in melee combat are powered by hydrogen or chemical energy cells that last for various amounts of time: vibro dagger (30 minutes), vibro blade (20 minutes), energy mace (15 minutes) and stun whip (30 minutes).
34* ''TabletopGame/MechanicalDream'': Weirdtech weapons often uses orpee fruit to power them and melee weapons like [[ChainsawGood the grindsword]] are no exception.
35* In ''TabletopGame/PlanetMercenary'' the "Reload" Mayhem Card applies to melee weapons as much as ranged, the rulebook suggests roleplaying it as the blade getting slippery with blood or stuck in the opponent.
36* ''TabletopGame/{{Shadowrun}}'' supplement Street Samurai Catalog: The AZ-150 Super Stun Baton delivers a strong jolt of electricity that can knock a victim unconscious. It can be used 12 times and must then be recharged.The Reinco Shock Glove uses stun baton technology to render targets unconscious with an electrical charge. It has up to eight uses before needing to be recharged.
37* ''TabletopGame/TenraBanshoZero'': When attacking with a gemblade weapon, the user can fire 1 or more soulgems (shards of {{Hihiirokane}}) in order to increase their damage. Versions of these weapons which have been adapted to gunpowder are also available, which are newer and slightly inferior to the original gemblades, but easier to attain.
38* Implied in ''TabletopGame/WrathAndGlory''. Because the complications chart for attacks does not distinguish between melee and ranged weapons, melee weapons can generate the "out of ammo" complication. Plausible with powered weapons like [[ChainsawGood chainswords]] and {{Power Fist}}s, common enough mainstays in ''TabletopGame/Warhammer40000''.
39* ''TabletopGame/{{Starfinder}}'' has this for many of its powered melee weapons. After all, the energy to make a plasma sword has to come from somewhere. Note that not all melee weapons require them, even the heavier advanced ones.
40* A few of the more esoteric ''[[TabletopGame/BattleTech MechWarrior RPG]]'' melee weapons require power cells to function. These include [[ShockStick stun batons]] and a variety of {{Vibroweapon}}s, from small vibroblades the size of small knives all the way up to Vibro-{{Katanas|AreJustBetter}}, which are supposedly ''very'' good against [[SuperSoldier Elemental]] PowerArmor troops.
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44* ''Videogame/{{Arcanum}}'': The shocking staff and Tesla-staff consume batteries every time they're wielded.
45* ''VideoGame/Ashes2063'': In the Enriched edition and ''Afterglow'', the Jackhammer uses up its gasoline meter to attack[[note]]but not when idling[[/note]]. If you run out, it becomes totally unusable until you find another jackhammer or someone willing to sell you fuel.
46* ''VideoGame/AssaultSuitsValken'' has the titular assault suit ejecting shells when throwing a punch, suggesting it uses them to enhance its striking power in a manner similar to an Anime/{{ArmoredTrooper|VOTOMS}}.
47* ''VideoGame/BioShock2'': Zig-zagged with the [[ThisIsADrill drill]]. It needs fuel to spin, but it can be swung freely while off.
48* ''VideoGame/DeathRoadToCanada'' features chainsaws and weedwhackers, both of which run on gasoline, the same consumed by your vehicle. There are electrical versions that have an internal battery; once that's spent, the weapon is just shop fodder.
49* ''VideoGame/{{Destiny}}'' and ''Videogame/Destiny2'' have swords infused with energy that can also fire {{Sword Beam}}s and [[ParryingBullets block enemy projectiles]], with both actions draining ammo count depending on the intensity of the move and the sword's guard efficiency, respectively. In the latter game, ''Season of the Warmind'' would revamp swords by removing the ammo drain from blocking, while also tying the guard duration to the energy gauge you also use to launch the sword's special attack. ''The Witch Queen'' added glaives to the game's sandbox, which can be used freely as melee weapons or fire projectile blades at the cost of Special ammo.
50* ''VideoGame/DeusEx'': The riot prod stuns and knocks out enemies with electricity, and requires one prod charger per use, with a 4 round clip.
51** It returns as the stun prod in ''VideoGame/DeusExInvisibleWar'' but due to the universal ammo mechanic it now draws from the same pool as every other weapon in the game.
52* In ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'', the Chainsaw and Crucible sword require ammo, though in ''Eternal'' the Chainsaw slowly regenerates up to 1/3 of its full capacity.
53* In ''Franchise/TheElderScrolls'' series, enchanted weapons must be periodically recharged with [[YourSoulIsMine filled soul gems]] or their enchantments will stop working. Downplayed in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', where in addition to recharging with soul gems, enchanted weapons do recharge on their own, albeit very slowly.
54* In ''VideoGame/ElPasoElsewhere'', James Savage collects {{Wooden Stake}}s that deal a hefty amount of damage (killing basic {{Mook}}s in one hit) to enemies, vampires or not. They get used up whenever he successfully attacks an enemy with them, with the amount he can carry at a time depending on the ModularDifficulty.
55* In ''VideoGame/EvilDeadHailToTheKing'', Ash needs an axe as his chainsaw uses precious gas to work.
56* In ''VideoGame/Fallout1'' and ''VideoGame/Fallout2'' the PowerFist, [[{{Vibroweapon}} Ripper]] and Cattle Prod use Small Energy Cells. This feature did not return in the Creator/{{Bethesda}} games. In ''VideoGame/FalloutNewVegas'', the Zap and Displacer Gloves were going to use Energy Cells (an energy cell can still be seen on their models), and the Ballistic Fist was going to use shotgun ammo, but the engine didn't support this and the game's rushed development left no time to implement it.
57* In ''VideoGame/FinalFantasyVIII'', gunblades work by firing a round inside the blade and using the now [[{{Vibroweapon}} vibrating blade]] to cut deeper than they could otherwise. In gameplay terms, however, only Irvine's actual firearms require ammo, and even then only for his LimitBreak.
58* The ''Franchise/{{Halo}}'' series has the [[LaserBlade Energy Sword]] and [[CarryABigStick Gravity Hammer]], which have limited charges but cannot be reloaded, as well as the multiplayer only [[LethalJokeWeapon Golf Club]].
59* ''VideoGame/HeatSignature'': The Crashblade can disable any shield and kill the shielded enemy behind it in one stroke, but only has one use before it turns into a regular longblade. [[NamedWeapons Cherry's Fatal Attraction]] can pierce through shields and armor, teleports you to the enemy you're killing with it, and can be recharged between missions.
60* ''VideoGame/HeavyMetalFAKK2'': The [[ChainsawGood Chainsaw Sword]] uses the same gasoline as the flamethrower.
61* ''VideoGame/{{Hexen}}'': Zigzagged with the Fighter's weapons: Timon's Axe is solely a melee weapon, but is powered by Blue {{Mana}} which causes lightning to flash around it. It ''can'' still be used if you don't have any left, but for far less damage. The [[CarryABigStick Hammer of Contrition]], despite being a warhammer, has both melee and ranged attacks, only uses mana for the latter and can be brandished without green mana, while the Quietus, to all appearances [[HeroesPreferSwords a sword]], has no melee capability.
62* ''VideoGame/IntoTheBreach'': The [[HumongousMecha Prime]]-class weapons Titanite Blade, Mercury Fist and Fissure Fist are melee weapons that both do significant damage but can only be used a limited number of times each battle.
63* ''VideoGame/KillingFloor2'':
64** The Pulverizer is a [[CarryABigStick sledgehammer]] with a magazine of explosives feeding into it. Using heavy attack will detonate one on impact, adding a shaped explosion to the actual swing. If the magazine is empty, only the actual hit will do damage. The light attack, jab, and block don't use ammunition.
65** The Eviscerator is a SwissArmyWeapon that launches [[DeadlyDisc spinning circular blades]], but also has a larger circular saw mounted in front. The projectile discs are loaded from a magazine, while the front saw uses a tank full of fuel to spin, rapidly doing damage to whatever is in front of you. Jabbing and blocking likewise use neither ammunition.
66* In ''VideoGame/Left4Dead2'', the Chainsaw is the most damaging weapon in the game, able to tear through anything in the game in seconds if you're brave enough to walk up to it and hold down the trigger. But it still runs on gas, and when it runs out, it's useless and the survivor promptly discards it for a bog-standard pistol. Unfortunately, there's no replenishing it, even with the containers of gasoline you'll occasional find lying around the map.
67* Jetstream Sam's sword in ''VideoGame/MetalGearRisingRevengeance'' doesn't use ammunition... but its sheath does. A rifle's firing mechanism uses up ammunition from a regular magazine to catapult the sword out of the sheath, letting the wielder make a single, extremely fast cut before it has to be wielded normally.
68* The Gunlance in ''VideoGame/MonsterHunter'' fires short-range explosive shells to enhance its damage output. These need to be reloaded periodically, but the hunter never runs out of shells on their person. To a lesser extent, the Charge Blade and Switch Axe might count. It's not exactly ammunition but "energy phials", but when expended they do need to be reloaded.
69* ''VideoGame/NoMoreHeroes'': Travis Touchdown's beam katanas will gradually run out of battery power, and must be manually re-charged by shaking.
70* ''VideoGame/NuclearThrone'': Most melee weapons logically require no ammo whatsoever, but the Jackhammer, [[LaserBlade Laser Sword]], Laser Hammer, and Laser Screwdriver all require ammo, the former using up Explosive ammo, and the latter 3 using {{Energy Weapon}} ammo.
71* ''VideoGame/ParasiteEve2'': Aya's Gunblade uses shotgun shells in two different ways. It can fire shells like a regular shotgun or it can be activated during a melee attack to cause far more damage than normal (gunblade's regular swipe deals decent damage but nothing spectacular).
72* ''Franchise/RatchetAndClank'' loves this trope for its whips. ''VideoGame/RatchetDeadlocked'' has the [[EpicFlail scorpion flail]], ''VideoGame/RatchetAndClankUpYourArsenal'' and ''VideoGame/SecretAgentClank'' both have the plasma whip, and in ''VideoGame/RatchetAndClankFutureToolsOfDestruction'' the [[BladeBelowTheShoulder Razor Claws]] and Shock Ravager use ammo.
73* In the original ''VideoGame/RedFaction'', the UCB-24 Control Baton can be used as a club - which doesn't use up ammunition - or [[SecondaryFire as a taser]], which does use up its battery and even has its own reload animation.
74* ''VideoGame/RFCKEndlessWar'': All combat requires you to spend slime. This includes swords, bats, nun-chucks and scythes. How this works is still up to speculation.
75* In ''VideoGame/{{Runescape}}'' Augmented melee weapons drain charge from the character's Universal Charge Pack in combat. If the character's charge pack is completely drained then their augmented weapons have their stats reduced to those of level 1 weapons and don't give any bonuses for their perks.
76* All weapons in ''VideoGame/ShadowTheHedgehog'' use ammo that can be replenished by picking up the same weapon. This extends to every melee weapon as well, including spears, swords, and signposts.[[note]]Ironically, the sole exception to this is when using a [[KatanasAreJustBetter specific melee weapon]] to fire ranged {{Sword Beam}}s. [[DontExplainTheJoke Thus creating a situation where melee weapons use ammo at all times]] ''[[DontExplainTheJoke except]]'' [[DontExplainTheJoke when using ranged attacks.]][[/note]]
77* In ''VideoGame/StarcraftI'', this is how [[spoiler:Fenix]] dies in a {{cutscene}}. He's attacked by a Hydralisk, but powers up his Psi-blades to fight back. His blades suddenly flicker out, and the scene cuts out with a clear OhCrap expression on [[spoiler:Fenix's]] face.
78* The ''VideoGame/SuperRobotWars'' series typically depicts melee weapons as drawing on a mech's energy reserves, but a few weapons across the series do use ammo. PileBunker-type weapons are the most likely to be ammo-based, like the [[VideoGame/SuperRobotWarsCompact2 Alt Eisen's Revolving Stake]]; [[Anime/DaiGuard Dai-guard's Knot Punisher]]; and [[Anime/ArmoredTrooperVotoms the Scopedog's punch]], which acts like a piston driven by an explosive cartridge.
79* ''VideoGame/TeamFortress2'' features the Ullapool Caber, which is a grenade that the Demoman carries around and swings at people. Predictably, it blows up when he hits someone with it, leaving him with a pitiable scrap of a grenade for a replacement melee and forcing him to return to a resupply locker if he wants it back.
80* ''VideoGame/TormentedSouls'' has the Electric Lance as the stronger melee weapon that is powered up with battery cells (compared to the more basic Crowbar which requires no ammunition).
81* ''VideoGame/TransformersDevastation'': Some melee weapons, specifically ones with elemental properties like Thermo Swords and Energon Swords, have a limited number of charges that get used up when they're used. Most other melee weapons don't, however.
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84[[folder:Real Life]]
85* The [[https://en.wikipedia.org/wiki/Powerhead_(firearm) bang stick]] is a weapon used against sharks and other dangerous marine predators. It's a stick with a built-in device that fires a firearm shell (handgun/rifle bullet or shotgun shell) into a target when the end of the stick is pressed against the target. After being fired, the firearm shell is replaced.
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