The loop: melee fills Power → abilities + Crush fill Falter → execute grants Dominance → Dominance makes the next combo actually hurt. Skip any step and HP bars barely move. And if a zone suddenly turned spongy, check Build Power in Loadout → Stats & Effects first - one enemy level above you hits hard and takes longer.

Melee hits
Fill Power meter
Abilities + Crush
Fill the yellow Falter bar
Execute
Grants Dominance buff
Dominance window
Full combo + finisher deletes elites

1First: Fix the Number Quietly Making Everything Spongy

2The Anti-Sponge Melee Loadout

SlotPick and why
PrimaryStrike - fast, 30% crit, builds Power quickly. Swap to Glaive if packs keep surrounding you.
SecondaryCrush - highest Falter of the early secondaries. Charged hammer hits are what open executions.
Combo FinisherConcussive Beatdown - heavy Falter on the last hit of a light string.
Why this works: Strike/Glaive keeps Power flowing, Crush and Beatdown fill Falter, and execution grants Dominance - the melee damage multiplier. Without Dominance you fight the raw HP pool. With it, the same combo deletes what just felt immortal. Do not stack three slots that do the same job - each should cover a different failure: speed/Power, Falter, finish.
ProblemSwap
Crowds keep winningPrimary → Glaive. Keep Crush.
One elite/boss will not dieKeep Strike or go Cleave (bonus from behind) + Crush + Uppercut Surge if you run the Lifted loop.
Cannot stand next to the enemySecondary → Extend (reach). You lose Falter - compensate with Ignite or Barrage.
Mold / fungal enemiesThey resist Blunt on soft bodies but want Blunt on calcified plates. Crack armor with Crush first, then switch pressure. Do not hammer one form into a resistance.

3Fight in This Order Every Encounter

Against Mold specifically: read the body. Soft = Sharp/Drill pressure after you crack the crust with Crush. Front-armored = walk behind with Cleave or smash the plate first.

Mistakes That Keep Enemies Spongy

Still feels bad after the loop works? Raise Outgoing Falter in Assist Mode, or drop Incoming Damage only. Players treat Falter as the real difficulty slider, not the story difficulty name.

See the Kit Choices Explained

Breakdown of Primary / Secondary / Finisher picks, explicitly calling out Crush for Falter against spongy targets.