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Dagger Back Finisher

Excalibur performing a Stealth Attack with a Dagger.

Finisher attacks are special melee attacks that have a custom animation and deal a very high amount of damage. For the available types of finishers see below.
  • Weapon's level can affect finisher's damage
  • All weapon types have individual finisher animations. Heavier weapons tend to perform this action slower than lighter weapons.
  • Players performing finishers are invulnerable for the duration of the animation.
  • Additionally, Finisher attack damage is dependent on the type of melee weapon used and can be increased by Mod TT 20pxFinishing Touch as well as several Ability Augments (e.g. ExcaliburIcon272 Excalibur's Mod TT 20pxRadiant Finish).
  • Mod TT 20pxCovert Lethality can be used to guarantee a kill with Daggers. (Does not work on Ground Finishers.)
  • (Mod TT 20pxPrimed) Mod TT 20pxFury, Mod TT 20pxGladiator Vice, Mod TT 20pxQuickening, ArcaneStrike64x Arcane Strike and the weapon type influence the animation speed of the finisher. This caps at a 33% faster animation with +50% attack speed. Mod TT 20pxBerserker and the weapon's base attack speed do not affect animation speed.
  • Damage multipliers from finishers factor total weapon damage, equipped mods (including critical chance and critical multiplier mods) will also affect a finisher's final damage.
  • On some enemies it isn't possible to use a finisher, these include Rollers, Ospreys, Cameras and Turrets.
  • Examples of finisher moves can be found in the gallery page.

Ground FinisherEdit

Prisma Skana Sword Ground Finisher

A ground attack finisher with a Prisma Skana.

Combo Aiming at Downed Enemy + Melee

Execute knocked-down enemies. This attack is performed upon moving close to a downed opponent, aiming your crosshair at the target and pressing the melee attack button. This will not work on most bosses. This attack often will initiate even when not looking down at an enemy, but when contacting an enemy who has been knocked down.

Stealth AttackEdit

Combo Approach unalerted enemy from behind + Melee
Stealthattack1

A stealth attack prompt on an unalerted Butcher

Stealthattack2

A Prisma Skana's stealth attack

Sergeant Stealth Attack Promp

Bosses can indeed be stealth attacked.

As long as an enemy is unaware of the Tenno presence, a stealth attack may be executed on them. To perform a stealth attack, the player must approach an enemy from behind and activate the stealth attack prompt.

  • Often called "Stealth Finisher" to differentiate from normal attacks with the stealth damage bonus.
  • Stealth Attacks have their damage fully converted to TrueDmg b True Damage.
  • Damage value pop-ups always appear yellow, identical to critical hit damage values (even if the stealth attack did not crit).
  • Special enemies, such as Targets and Wardens, receive extra damage from stealth attacks.
  • Few Bosses, such as The Sergeant, can be stealth attacked.
  • Stealth Attacks deal a multiple of the weapon's damage. Damage multipliers for each weapon type are as follows: [Expand]

Front- / Back-FinisherEdit

Combo Vulnerable enemy + Melee
ParryFinisher

An impaling finisher.

Through certain abilities and attacks even alerted enemies can be made vulnerable to finisher attacks. Without a prompt the player can perform a finisher on the enemy, if close enough.

  • Enemies in this stunned, vulnerable state also take increased damage through the stealth damage bonus.
    • However they do not grant the affinity bonus of normal stealth kills, if they were alerted beforehand.
    • If they were unalerted when being affected by these effects, they will stay that way for the duration of the stun or blind even when attacked.
  • Damage conversion to TrueDmg b True Damage applies just as for Stealth Finishers.
  • Even if the enemy remains in a stunned or blinded state, a finisher can only be executed once per enemy until they are made vulnerable again.
  • While most melee weapons require a specific stance to be able to open enemies to finishers, sparring weapons can achieve this with their charge attack.
    • The attacks done by BladeStorm130xDark Blade Storm fall into this category.
  • Rear finishers use the same animations as Stealth finishers, but when performed from the front a different animation will be used.
  • Some weapons have different damage multipliers for their Front-Finishers compared their Back-Finishers, with back finishers using weapon multipliers from the Stealth Attack section above. Multipliers for Front-Finishers are as follows:[Expand]

Methods to Open Enemies to Front- / Back-Finishers:Edit

AbilitiesEdit

RestRage RestRageIcon
ENERGY
25
KEY
2
Rest & Rage
In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage.

Rest
Strength:N/A
Duration:10 / 14 / 18 / 22 s
Range:1 / 3 / 3 / 5 m (area radius)
20 / 30 / 40 / 50 m (cast range)
Misc80% / 70% / 60% / 50% (wakeup health threshold)

Rage
Strength:20% / 30% / 40% / 50% (damage vulnerability)
5% / 10% / 15% / 20% (enemy speed bonus)
Duration:10 / 14 / 18 / 22 s
Range:1 / 3 / 3 / 5 m (area radius)
20 / 30 / 40 / 50 m (cast range)

RadialBlindMod RadialBlind
ENERGY
50
KEY
2
Radial Blind
Emits a bright flash of light, blinding all enemies in a small radius for several seconds.
Strength:N/A
Duration:7 / 10 / 12 / 15 s
Range:8 / 12 / 15 / 25 m

RadialHowlMod RadialHowl
ENERGY
50
KEY
2
Radial Howl
Let out ferocious howl that stuns nearby enemies and causes Sentients to shed any built up resistances.
Strength:N/A
Duration:7 / 10 / 12 / 15 s
Range:8 / 12 / 15 / 25 m

ExaltedBlade ExaltedBladeIcon
ENERGY
25
KEY
4
Exalted Blade
Summon a sword of pure light and immense power.

Energy Drain: 2.5 s-1

Strength:100 / 125 / 200 / 250 (damage)
Duration:6 s (blind duration)
Range:5 m (blind radius)
Misc:15 m/s (wave speed)
40 m (wave range)

Passive: Glint

  • Standing in bright light, Gara has a chance to blind enemies within 12 meters for 10 seconds and expose them to Melee Finisher attacks.

Desiccate DesiccationIcon
ENERGY
25
KEY
1
Desiccation
Blast enemies with a wave of cursed sand that blinds them and steals their health.
Strength:75 / 100 / 125 / 150 (damage)
2 / 4 / 6 / 8 (damage/sec)
Duration:3 / 5 / 6 / 8 s
Range:10 / 12 / 13 / 15 m
Misc:25% (lifesteal)

Quiver QuiverIcon
ENERGY
25
KEY
1
Quiver
Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the Null-Shield and Slow Arrows.
Strength:N/A
Duration:12 s (bubble duration)
10 s (sleep duration)
Range:2.5 m (bubble radius)
20 m (noise radius)
6 m (sleep radius)
Misc:3 (max bubbles)
4 (max ziplines)
100 m (zipline range)
50% (sleep health threshold)

ParalysisModU15 ParalysisPanel
ENERGY
5
KEY
3
Paralysis
Valkyr unleashes her shields, stunning and damaging enemies around her.
Strength:2x / 2.5x / 3x / 3.5x (damage multiplier)
400 / 600 / 800 / 1000 (knockback strength)
Duration:N/A
Range:5 / 7 / 8 / 10 m

CloudWalker CloudWalker130xWhite
ENERGY
25
KEY
2
Cloud Walker
Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin.
Strength:0.5% / 0.6% / 0.8% / 1% (health / meter)
Duration:2 s (cloud duration)
Range:5 / 6 / 7 / 8 m (stun radius)
Misc:30 m/s (meters per second)
100% (status cleanse on cast)
2 s (stun duration)


ModsEdit


WeaponsEdit


StancesEdit


Focus School Void DashEdit

MaduraiEdit

FocusBlazingDash
FocusNodeRing b
Void Dash leaves a trail of fire that deals 100 / 200 / 300 / 400 / 600 / 1000 damage/s over 3 / 6 / 9 / 12 / 12 / 14s. Void Dash will now stun enemies instead of displacing them. FocusLensFocus b50,000 to unlock

FocusLensFocus b80,000 / 108,284 / 160,000 / 226,969 / 306,274
FocusPool 1 / 3 / 5 / 7 / 9 / 11

  • Stunned enemies are opened up to finisher attacks for the duration of the stun.
    • However, if Void Radiance is also chosen, its blind effect will override Blazing Dash's stun upon leaving void mode after a dash, removing the finisher opportunity. It is therefore not advised to not take Void Radiance if attempting to utilize Blazing Dash for the finisher vulnerability.
Community notes  

NaramonEdit

FocusExecutingDash
FocusNodeRing b
Void Dash no longer displaces enemies, instead it will open them up to finishers and increase finisher damage taken by 15% / 20% / 25% / 35%. FocusLensFocus b50,000 to unlock

FocusLensFocus b80,000 / 108,284 / 160,000
FocusPool 1 / 3 / 5 / 7

  • Enemies are opened up to finisher attacks until death.
  • Can perform finishers on enemies affected by Executing Dash over and over again.
  • Also buffs the damage of AshIcon272 Ash's BladeStorm130xDark Blade Storm.
Community notes  

VazarinEdit

FocusSonicDash
FocusNodeRing b
Void Dash no longer displaces enemies, instead it emits a shockwave 8m / 10m / 12m / 14m wide and travels 2m / 4m / 6m / 8m stunning any enemy it hits. FocusLensFocus b80,000 to unlock

FocusLensFocus b120,000 / 162,426 / 240,000
FocusPool 1 / 4 / 7 / 10

  • Stunned enemies are opened up to finisher attacks for the duration of the stun.
Community notes  

Steel Meridian's Justice EffectEdit


CounterEdit

Counterattack1

A Butcher staggered by blocking while channeling, leaving him open to finishers

Counterattack2

A finisher with a Prisma Skana to the previously staggered Butcher

When parrying, activating Channeling just before an enemy strikes the player with a melee attack, there is a chance to stagger them with a Counterattack.

  • The Mod TT 20pxParry mod gives a chance to automatically perform a counterattack against enemies while blocking with Channeling, reducing the need to time Channeling while parrying to perform a finisher.

BugsEdit

  • Sometimes, Finisher attacks will use the Nikana finisher animations no matter what weapon is being used. This happens most often in the Simulacrum and Plains of Eidolon, presumably due to the possibility of switching melee weapons while still in a mission.

Patch HistoryEdit

Update: Specters of the Rail
  • Improved finisher hit detection for multiple weapons. Reticles will now flash red when a finisher can be performed and with each hit for multistrike finisher moves.
  • Multistrike finisher moves will have their damage split amongst each hit instead of now being delivered all at the end.

Update 18.5

  • Added stealth finishers for Machete, Polearm, Rapier, Staff, Sword, Sword & Shield, Tonfa, and Whip weapons when used against MOAs.

Update 11.1

  • Adding kick and punch events to stealth finisher animations.

Update 7.9

  • Added Dual Dagger stealth attack (was sharing dual sword stealth attack).
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