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.
 While in Stealth, the weapon's level will affect finisher's damage. See #Stealth Attack.
 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 Finishing Touch as well as several Ability Augments (e.g. Excalibur's Radiant Finish).
 ( Primed) Fury, Gladiator Vice, Quickening, Berserker Fury, Arcane Strike and the weapon type influence the animation speed of the finisher. This caps at a 33% faster animation with +50% attack speed. The weapon's base attack speed does 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 (particularly nonquadrupedal and nonbipedal enemies) it is not possible to use a finisher, these include Rollers, Ospreys, Cameras and Turrets.
 Garuda overrides Front/Back finishers to use claw animations and their respective damage modifiers, which prevents Rumblejack and Rapiers from applying their related status effects as well.
 Examples of finisher moves can be found in the gallery page.
Ground Finisher[]
Combo  Aiming at Downed Enemy + Melee 

Execute knockeddown 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.
 Ground Finishers have their damage fully converted to True Damage.
 Ground Finishers deal a multiple of the weapon's damage. Different weapon types gain different damage multipliers:
Weapon/Weapon Class  Ground Finisher Multiplier 

Assault Saw  9x 
Dagger  10x (5x × 2 hits) 
Gunblade  10x 
Whip  10x 
Dual Daggers  16x (8x × 2 hits) 
Fist  30x (5x × 6 hits) 
Hammer  12x 
Sparring  30x (5x × 6 hits) 
Claws  30x (5x × 6 hits) 
Glaive  10x 
Heavy Blade  12x 
Heavy Scythe  12x 
Machete  10x 
Nikana  10x 
Nunchaku  10x 
Polearm  12x 
Sword  10x 
TwoHanded Nikana  12x 
Warfan  10x 
Blade and Whip  10x 
Dual Swords  16x (8x × 2 hits) 
Rapier  10x 
Scythe  12x 
Staff  10x 
Tonfa  20x (10x × 2 hits) 
Sword and Shield  8x 
Valkyr Talons  54x (10x × 5 hits + 4x) 
Stealth Attack[]
 Main article: Stealth#Stealth Damage Bonus
Combo  Approach unalerted enemy from behind + Interact button 

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 Damage Bonus = 1 + 0.2 × Weapon Rank
 Stealth Finisher Damage = Melee Weapon Damage × Melee Type Damage Multiplier ×（1 + Stealth Damage Bonus）
 Elemental and Physical damage mods only apply half of their bonus before being converted.
 Stealth Finisher Damage can also be crit:
 Stealth Finisher Damage = Melee Weapon Damage × Melee Type Damage Multiplier ×（1 + Stealth Damage Bonus + Critical Multiplier）
 Damage value popups 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 can be stealth attacked.
 Rapier front and back finishers proc Slash.
 These slash procs only receive a 4x multiplier instead of an 8x.
 Stealth Attacks deal a multiple of the weapon's damage. Damage multipliers for each weapon type are as follows:
Weapon/Weapon Class  Stealth Finisher Multiplier  Notes 

Blade and Whip  8x  
Claws  8x (0.8x + 1.6x + 5.6x)  
Dagger  6x (2x + 4x)  
Dual Daggers  6x (1.8x + 4.2x)  
Dual Swords  8x (2.4x + 5.6x)  
Fist  8x (1.6x + 6.4x)  
Glaive  8x (1.6x + 6.4x)  
Gunblade  8x  
Hammer  12x (4x + 8x)  
Heavy Blade  12x (4x + 8x)  
Heavy Scythe  12x (4x + 8x)  
Machete  8x  
Nikana  8x  
Nunchaku  6x  
Polearm  6x  
Rapier  8x (0.5x + 1.5x + 6x)  
Scythe  12x (4x + 8x)  
Sparring  8x (1.6x + 6.4x)  
Staff  6x  
Sword  8x  
Sword and Shield  8x  
Tonfa  8x  
TwoHanded Nikana  8x  
Valkyr Talons  4x  
Warfan  8x  
Whip  8x  
Rumblejack  10.4x (0.4x + 10x)  Forced Electricity proc on first hit 
Front/Back Finisher[]
Combo  Vulnerable enemy + Interact button 

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 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.
 Inaros's Desiccation can attack the enemy multiple times during the duration.
 Stealth Finisher on Nox can also be multiple times.
 While most melee weapons by themselves cannot open enemies to finishers, all single dagger weapons can after performing a heavy attack.
 Rear finishers use the same animations as Stealth finishers. Front finishers, for enemies who can be targeted with such, have a different animation.
 MOAs, for example, cannot be attacked with a Front Finisher, only a Rear Finisher.
 The Finisher damage calculation formula is the same as Stealth Finisher.
 Some weapons have different damage multipliers for their FrontFinishers compared their BackFinishers, with back finishers using weapon multipliers from the Stealth Attack section above. Multipliers for Back and Front Finishers are as follows:
Weapon/Weapon Class  Back Finisher Multiplier  Front Finisher Multiplier  Notes 

Blade and Whip  8x  8x  
Claws  8x (0.8x + 1.6x + 5.6x)  8x (0.8x + 1.6x + 5.6x)  
Dagger  6x (2x + 4x)  6x (2x + 4x)  
Dual Daggers  6x (1.8x + 4.2x)  6x (1.8x + 4.2x)  
Dual Swords  8x (2.4x + 5.6x)  8x (4x × 2 hits)  
Fist  8x (1.6x + 6.4x)  8x (1.2x + 1.2x + 5.6x)  
Glaive  8x (1.6x + 6.4x)  8x (1.6x + 6.4x)  
Gunblade  8x  8x  
Hammer  24x (12x × 2 hits)  12x  
Heavy Blade  8x (2x + 6x)  2x  
Heavy Scythe  6x (2x + 4x)  2x  
Machete  8x  8x  
Nikana  8x  16x (8x × 2 hits)  
Nunchaku  8x  8x  
Polearm  6x  6x  
Rapier  24 (8x × 3 hits)  8x  
Scythe  16x (8x × 2 hits)  8x  
Sparring  8x (1.6x +5.4x)  8x (1.2x + 1.2x + 5.6x)  
Staff  6x  6x  
Sword  8x  8x  
Sword and Shield  8x  8x  
Tonfa  8x  8x  
TwoHanded Nikana  8x  8x  
Valkyr Talons  16x  16x  
Warfan  8x  8x  
Whip  8x  8x  
Rumblejack  10.4x (0.4x + 10x)  10.4x (0.4x + 10x)  Forced Electricity proc on first hit 
Methods to Open Enemies to Front/Back Finishers[]
Abilities[]
3 25 
Teleport Ash teleports towards the target, bringing him into melee range and making enemies vulnerable to finishers. Introduced in Vanilla (20121025) 
Strength:N/A  
Duration:N/A  
Range:20 / 45 / 45 / 60 m  
Misc:
Stagger on teleport 
3 75 
Silence Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks. Introduced in Update 7.0 (20130318) 
Strength:N/A  
Duration:10 / 15 / 20 / 30 s  
Range:10 / 13 / 15 / 20 m  
Misc:
2 s (stun duration)  
Subsumable to Helminth 
 Must have Savage Silence equipped.
2 50 
Lull A calming wave slows enemies until they fall into a slumber. Enemies woken by damage will be confused and disoriented. Shortterm amnesia means all waking enemies forget anything that happened before the lull. Introduced in Update 24.2 (20181218) 
Strength:N/A  
Duration:2 / 3 / 4 / 5 s (wave duration) 10 / 13 / 18 / 20 s (sleep duration)  
Range:10 / 15 / 20 / 25 m  
Misc:
0.80% (Restraint erosion per enemy lulled)  
Subsumable to Helminth 
2 25 
Rest & Rage In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage. Introduced in Update 17.0 (20150731) 

Subsumable to Helminth 
2 50 
Radial Blind Emits a bright flash of light, blinding all enemies in a small radius for several seconds. Introduced in Vanilla (20121025) 
Strength:N/A  
Duration:7 / 10 / 12 / 15 s  
Range:8 / 12 / 15 / 25 m  
Subsumable to Helminth 
2 50 
Radial Howl Let out a ferocious howl that stuns nearby enemies and causes Sentients to shed any built up resistances. Introduced in Update 23.0 (20180615) 
Strength:N/A  
Duration:7 / 10 / 12 / 15 s  
Range:8 / 12 / 15 / 25 m 
4 25 +2.5/s 
Exalted Blade Summon a sword of pure light and immense power. Introduced in Update 16.9 (20150617) 
Strength:100 / 125 / 200 / 250 (damage)  
Duration:6 s (blind duration)  
Range:5 m (blind radius)  
Misc:
15 m/s (wave speed) 
 Passive: Casting abilities has a 15% chance to Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
1 25 
Desiccation Blast enemies with a wave of cursed sand that blinds them and steals their health. Introduced in Update 18.5 (20160304) 
Strength:75 / 100 / 125 / 150 (initial True damage) 2 / 4 / 6 / 8 ( True damage/sec)  
Duration:3 / 5 / 6 / 8 s  
Range:10 / 12 / 13 / 15 m  
Misc:
Stagger on hit  
Subsumable to Helminth 
2 25 
Sandstorm Become a sandstorm. Inaros devours enemies pulled into his whirlwind, healing himself. Introduced in Update 18.5 (20160304) 
Strength:200 / 300 / 400 / 500 ( Slash damage/sec) 50 (health restore per enemy)  
Duration:4 s (duration)  
Range:4 / 5 / 6 / 7.5 m (radius)  
Misc:
12 m/s (move speed) 
1 25 
Quiver Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the NullShield and Slow Arrows. Introduced in Update 18.0 (20151203) 

Subsumable to Helminth 
1 8 
Ophidian Bite Lash out with a toxic serpentine strike, consuming the target to heal Lavos. Hold to imbue all abilities with Toxin. Introduced in Update 29.6 (20201218) 
Strength:500 / 650 / 800 / 1,000 ( Toxin damage) 500 / 650 / 800 / 1,000 (imbued elemental damage) 7.5 / 10 / 12 / 15 % (damage to health conversion)  
Duration:N/A  
Range:10 m  
Misc:
100° (cone angle) 
4 50 +10/s 
Prism Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes. Introduced in Update 14.0 (20140718) 
Strength:80 / 120 / 170 / 250 (base Radiation damage)  
Duration:12 s (prism duration) 7 / 10 / 12 / 15 s (blind duration)  
Range:15 / 20 / 25 / 30 m (laser target seeking range) 8 / 12 / 15 / 25 m (blind radius)  
Misc:
10 / 13 / 16 / 20 (lasers) 
3 5 
Paralysis Valkyr unleashes her shields, stunning and damaging enemies around her. Introduced in Update 11.0 (20131120) 
Strength:2x / 2.5x / 3x / 3.5x (damage multiplier) 400 / 600 / 800 / 1000 (knockback strength)  
Duration:N/A  
Range:5 / 7 / 8 / 10 m 
2 25 
Cloud Walker Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin. Introduced in Update 17.12 (20151125) 
Strength:0.5% / 0.6% / 0.8% / 1% (health / meter)  
Duration:2 s (cloud duration)  
Range:5 / 6 / 7 / 8 m (stun radius)  
Misc:
+300% (movement speed bonus) 
Mods[]
Weapons[]
Steel Meridian's Justice Effect[]
Zaw Arcane Enhancement[]
Focus School Void Sling[]
Sling Stun Warframe Second Ability increases the width of the next Void Sling by 50 / 100 / 150 / 200% and enemies hit are vulnerable to Finishers, taking 15 / 20 / 25 / 30% more finisher damage.

60,000 / 105,000 / 215,000 / 400,000  

All Finishers Multiplier Comparison[]
Weapon/Weapon Class  Ground Finisher Multiplier  Stealth Finisher Multiplier  Back Finisher Multiplier  Front Finisher Multiplier 

Assault Saw  9x  10x  10x  10x 
Blade and Whip  10x  8x  8x  8x 
Claws  30x (5x × 6 hits)  8x (0.8x + 1.6x + 5.6x)  8x (0.8x + 1.6x + 5.6x)  8x (0.8x + 1.6x + 5.6x) 
Dagger  10x (5x × 2 hits)  6x (2x + 4x)  6x (2x + 4x)  6x (2x + 4x) 
Dual Daggers  16x (8x × 2 hits)  6x (1.8x + 4.2x)  6x (1.8x + 4.2x)  6x (1.8x + 4.2x) 
Dual Swords  16x (8x × 2 hits)  8x (2.4x + 5.6x)  8x (2.4x + 5.6x)  8x (4x × 2 hits) 
Fist  30x (5x × 6 hits)  8x (1.6x + 6.4x)  8x (4x × 2 hits)  8x (1.2x + 1.2x + 5.6x) 
Glaive  10x  8x (1.6x + 6.4x)  8x (1.6x + 6.4x)  8x (1.6x + 6.4x) 
Gunblade  10x  8x  8x  8x 
Hammer  12x  12x (4x + 8x)  24x (12x × 2 hits)  12x 
Heavy Blade  12x  12x (4x + 8x)  8x (2x + 6x)  2x 
Heavy Scythe  12x  12x (4x + 8x)  6x (2x + 4x)  2x 
Machete  10x  8x  8x  8x 
Nikana  10x  8x  8x  16x (8x × 2 hits) 
Nunchaku  10x  6x  8x  8x 
Polearm  12x  6x  6x  6x 
Rapier  10x  8x (0.5x + 1.5x + 6x)  24x (8x × 3 hits)  8x 
Scythe  12x  12x (4x + 8x)  16x (8x × 2 hits)  8x 
Sparring  30x (5x × 6 hits)  8x (1.6x + 6.4x)  8x (1.6x +5.4x)  8x (1.2x + 1.2x + 5.6x) 
Staff  10x  6x  6x  6x 
Sword  10x  8x  8x  8x 
Sword and Shield  8x  8x  8x  8x 
TwoHanded Nikana  12x  8x  8x  8x 
Valkyr Talons  54x (10x × 5 hits + 4x)  4x  16x  16x 
Warfan  10x  8x  8x  8x 
Tonfa  20x (10x × 2 hits)  8x  8x  8x 
Whip  10x  8x  8x  8x 
Mercies[]
 Main article: Parazon
Combo  Marked enemy + Interact Button 

Mercies are special finishers that can be performed using the Parazon on weakened enemies marked by a Parazon symbol. Players can gain a buff upon performing mercies based on the mods equipped on their Parazon. The trigger and animations for Mercies are completely independent of melee weapons, and do not require having a melee weapon equipped.
When a Mercy opportunity has been triggered, a red Parazon symbol will appear above the target for 10 seconds. This indicates that a Mercy Finisher can be performed. The Parazon mark and Mercy opportunity will disappear after 10 seconds.
 Mercy opportunities can trigger up to twice on the same target, but the second instance will have a much shorter duration.
Like Stealth and Front/Back Finishers, Mercies also deal True Damage, consisting of two parts: Mercies Damage = Enemy residual health + 1
Increasing Finisher Damage[]
Patch History[]
Hotfix 36.0.4 (20240626)
 Fixed a crash caused by Finishers.
Hotfix 36.0.2 (20240619)
 Fixed a crash caused by Finishers.
Hotfix 36.0.1 (20240619)
 Fixed a crash caused by NPCs attempting to move to player to perform some kind of a context action (ex: Finisher), but no clear path is available to them.
Update 36.0 (20240618)
 FINISHER CHANGES
Unified Finisher Mechanics
Before explaining the changes, let’s define a few terms and basic concepts about Finishers:
Mercy Kills: Available on specialty enemies when they reach certain health thresholds. Finishers: Available when a move “opens enemies to finishers”. Ground Finishers: Available after certain effects which knock enemies down.
All of the above count as Finishers for relevant Mods, Arcanes, Abilities, etc. Mercy Kills differ slightly as they are specific to your Parazon upgrades which do not apply to other Finishers.
In order to make utilizing finishers easier, we have updated how they function to unify their mechanics:
 Increased the Finisher context action distance for Finishers from in front or behind from 2m to 3m.
 Ground finishers are now performed via context action instead of automatically via Melee Attack input. This should allow players to execute *Ground Finishers much more reliably.
 The “Ground Finisher” context action will appear on enemies in range who are open to Ground Finishers.
 Updated the Mercy Kill context action with unique visuals to clearly distinguish between Mercy Kills and Finishers.
 Updated the overhead icon displayed on enemies open to nonMercy Finishers.
Enemy Size Scaling
We’ve taken strides in reducing how we scale enemies whenever a Finisher is used against them!
By default, Finishers cause enemies larger than your Warframe (ex: Grineer Bombard and Corrupted Gunners). This had the risk of causing some strange visual issues on the enemies that weren't ideal.
We’ve audited the contact points between the player and the enemy with all Melee Weapon animations to resolve these graphical sizing mishaps!
What this looks like is:
 If a point of contact is present between the player character and an enemy, such as a chokehold or grabbing a limb, enemy scaling will persist.
 If there is no physical point of contact between the player character and an enemy, the enemy scaling doesn’t occur as it isn’t necessary!
Scaling Fixes:
 Fixed an issue where Finishers on Corpus Crewman and Grineer Lancers would stretch their spines. Like an untrained chiropractor.
 FIXES
 Fixes towards the finisher icon showing up on boss type enemies that are not eligible for finishers (ex: Deimos Saxum).
 Fixed Ruvox Finisher animation being unintentionally slow when Transforming.
Hotfix 35.5.3 (20240404)
 Enemies put to sleep by Aero Set Mods are now open to Melee Finishers.
Update 35.5 (20240327)
 Inaros Rework
Ability 1: Desiccation
Largely unchanged, but we have fixed issues with certain enemies not being vulnerable to Melee Finishers! Now, this should be more consistent.
Ability 2: Sandstorm (Was Devour)
 Instead of throwing enemies everywhere around the level, it drags enemies beneath your feet so you can use Melee Ground Finishers if you choose.
 Melee Finisher Improvements
Melee Finishers have been updated to standardize Finisher eligibility across enemies and weapons. Previously, if an enemy did not have a finisher animation prepared for a certain weapon type, then players would not be able to perform that specific Finisher on them. We have added default animations for all weapon types to prevent this restriction, meaning all enemies* should now be eligible for every type of finisher.
 Also added a new VFX to showcase when an enemy is open to Finishers. You will still need to get into proper position to execute the finisher with this VFX active!
 This includes finisher openings created by Warframe abilities (ex: Inaros Desiccation) and Ground Finishers.
 *Flying enemies (Corpus Ospreys, The Anatomizer, etc.) are still ineligible for Melee Finishers with this change.
 Added new unique Mercy Finishers to the Hollow Vein, Severed Warden, The Anatomizer, Lumbering Fragment, and Shuffling Fragment enemies! Each with their own custom animations to really stick it to the Murmur in style.
 The context action to perform a Finisher on the airborn Murmur enemies (The Anatomizer and The Severed Warden) are not anchored to their bodies and will instead appear on the HUD when you are within radius of them. This is an experimental approach into finding ways to include Finishers on other airborne enemies in the future.
 TOP FIXES
 Fixed context action Finishers not triggering “On Finisher Kill” Arcanes (Arcane Trickery, Arcane Ultimatum, Melee Crescendo).
Hotfix 34.0.7 (20231102)
 Fixed Finisher and quick time event inputs not working with Steam Input.
Update 34.0 (20231018)
 Ground Finishers now ignore the Armor value of enemies as other types of Finishers do. This affects the following:
 Hunter’s Bonesaw now grants 120% Finisher Damage instead of Status Chance since Ground Finishers now deal Finisher Damage which does not proc Status.
 Fixed several cases where the game was not recognizing a Ground Finisher for the activation of Mods and Arcanes. The intent is that Ground Finishers, Stealth Finishers and Parazon Finishers should be equivalent unless explicitly stated otherwise:
 Duviri Decrees will now accept Ground Finishers (Tamm's Fortune, Brimon's Nerve, Molten Mettle)
 Inaros' Desiccation Curse augment will now create sand minions on Ground Finishers
 Arcane Trickery will now activate from Ground Finishers
 Arcane Ultimatum will now activate from Ground Finishers
 Exodia Might will now activate from Ground Finishers
Hotfix 29.1.1 (20200918)
 Fixed enemies not staying focused on the player when doing Finishers. Enemies won’t attack/shoot while a Finisher is happening, but they also won’t storm off as if nothing is happening.
Update 26.0 (20191031)
 (Undocumented) Stealth and Front/Back finishers are now bound to interact key (PC default X ).
 (Undocumented) Stance changes also come with buffs to all finisher multipliers. Every weapon class has at least one buff to the finisher moves they can perform (ground, front, back, and stealth).
Update: Specters of the Rail 0.0 (20160708)
 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 (20160304)
 Added stealth finishers for Machete, Polearm, Rapier, Staff, Sword, Sword & Shield, Tonfa, and Whip weapons when used against MOAs.
Update 11.1 (20131127)
 Adding kick and punch events to stealth finisher animations.
Update 9.3 (20130726)
 Enable ground hit on enemies who have ragdolled (as opposed to only working on enemies who are "knocked down").
Update 7.9 (20130426)
 Added Dual Dagger stealth attack (was sharing dual sword stealth attack).