A melee weapon records none of the firing stats. What it records is the trade between the two swings - a heavy costs stamina and time for the damage it adds.
Light580.7s cooldown · 8 stamina
Heavy920.45s cooldown · 21 stamina
Once your stamina is spent the cooldown stretches to 1.6s - 3.6× the rested heavy swing.
Against monsters
Attacks
Its attacks are not one damage type - light attack deals Melee Blunt, heavy attack deals Melee Stab - so which one you pick below changes what it is strongest and weakest against.
Light attack
Damage
65
Damage type
Melee Blunt
Cleave cap
1 body
Swing cadence
Light attack
0.7s before the next light attack
Heavy attack
0.45s before the next heavy attack
Tired
1.6s - the delay once you are out of stamina
Against a hunter, by hit zone
Head130
Upper torso58
Torso58
Left arm58
Right arm58
Left leg39
Right leg39
Against a hunter's 150 health. Melee carries no falloff, so these do not change with distance.
Against the bestiary
Light attack
Deals Melee Blunt damage. It hits Immolator hardest (1.44x) and Water Devil softest (0.45x).
Two hits
Doctor GruntHeadGruntHeadLantern or Torch GruntHeadMuzzled HellhoundJaw
Computed from each creature's own hit-zone table against this attack's damage type.
Traits and perks
Traits that apply
Every trait this weapon references. A recommendation is the game's own; the numbers above are the ones we can prove.
Silent KillerRecommended3 ptsReduce noise when performing melee attacks.
A few perks carve out exceptions in their own description - Crack Shot excludes shotguns and sawed-off variants - so read the perk text, not just the listing.