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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 Mod TT 20px.png Finishing Touch as well as several Ability Augments (e.g. ExcaliburIcon272.png Excalibur's Mod TT 20px.png Radiant Finish).
  • (Mod TT 20px.png Primed) Mod TT 20px.png Fury, Mod TT 20px.png Gladiator Vice, Mod TT 20px.png Quickening, Mod TT 20px.png Berserker Fury, ArcaneStrike64x.png 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 non-quadrupedal and nonbipedal enemies) it is not possible to use a finisher, these include Rollers, Ospreys, Cameras and Turrets.
  • Examples of finisher moves can be found in the gallery page.

Ground Finisher[]

A ground attack finisher with a 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.

  • Ground Finishers do not inflict DmgTrueSmall64.png True Damage, but rather retain their damage spread as normal. As a result, they are not considered Finisher attacks for some in-game challenges such as Nightwave daily challenges.
  • 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
Two-Handed 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
ValkyrTalons.png Valkyr Talons 120x (20x × 6)

Stealth Attack[]

Main article: Stealth#Stealth Damage Bonus
Combo Approach unalerted enemy from behind + Interact button

A stealth attack prompt on an unalerted Lancer

A Skana's stealth attack

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.

Stealth Damage Bonus = 1 + 0.2 × Weapon Rank
  • Stealth Attacks have their damage fully converted to DmgTrueSmall64.png True Damage.
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 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 can be stealth attacked.
  • Rapier front and back finishers proc DmgSlashSmall64.png 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: [Expand]
Weapon/Weapon Class Stealth Finisher Multiplier
Blade and Whip 8x
Claws 8x (0.8x + 1.6x + 5.6x)
Dagger 4x (2x × 2 hits)
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)
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
Two-Handed Nikana 8x
Valkyr Talons 4x
Warfan 8x
Whip 8x

Last updated: Update 29.0 (2020-08-25)

Front/Back Finisher[]

Combo Vulnerable enemy + Interact button

Parrying a Butcher, then executing 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 DmgTrueSmall64.png 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.
    • InarosIcon272.png Inaros's Desiccation130xDark.png 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 Front-Finishers compared their Back-Finishers, with back finishers using weapon multipliers from the Stealth Attack section above. Multipliers for Back and Front Finishers are as follows: [Expand]
Weapon/Weapon Class Back Finisher Multiplier Front Finisher Multiplier
Blade and Whip 8x 8x
Claws 8x (0.8x + 1.6x + 5.6x) 8x (0.8x + 1.6x + 5.6x)
Dagger 4x (2x × 2 hits) 4x (2x × 2 hits)
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
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
Two-Handed Nikana 8x 8x
Valkyr Talons 16x 16x
Warfan 8x 8x
Whip 8x 8x

Last updated: Update 29.0 (2020-08-25)

Methods to Open Enemies to Front/Back Finishers[]


TeleportModU15.jpeg Teleport.png
Ash teleports towards the target, bringing him into melee range and making enemies vulnerable to finishers.
Range:20 / 45 / 45 / 60 m

SilenceModU15.jpeg BansheeSilence.png
Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks.
Duration:10 / 15 / 20 / 30 s
Range:10 / 13 / 15 / 20 m
Misc:2 s (stun duration)
Enemy abilities disabled
Subsumable to Helminth

LullModx256.png Lull130xWhite.png
A calming wave slows enemies until they fall into a slumber. Enemies woken by damage will be confused and disoriented. Short-term amnesia means all waking enemies forget anything that happened before the lull.
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)
100 % (alertness reset)
Subsumable to Helminth

RestRage.png RestRageIcon.png
Rest & Rage
In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage.

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)

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.png RadialBlind.png
Radial Blind
Emits a bright flash of light, blinding all enemies in a small radius for several seconds.
Duration:7 / 10 / 12 / 15 s
Range:8 / 12 / 15 / 25 m
Subsumable to Helminth

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

ExaltedBlade.png ExaltedBladeIcon.png
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)
37.5 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.png DesiccationIcon.png
Blast enemies with a wave of cursed sand that blinds them and steals their health.
Strength:75 / 100 / 125 / 150 (initial DmgTrueSmall64.png True damage)
2 / 4 / 6 / 8 (DmgTrueSmall64.png True damage/sec)
Duration:3 / 5 / 6 / 8 s
Range:10 / 12 / 13 / 15 m
Misc:100 % (stagger on hit)
25 % (lifesteal)
Subsumable to Helminth

Quiver.png QuiverIcon.png
Cycle through and shoot one of four tactical arrows. Cloak creates a stationary bubble that cloaks Ivara and allies. Dashwire creates a traversable zipline. Noise emits a high-pitched sound that attracts enemies to it. Sleep temporarily puts nearby enemies into a deep slumber.

Duration:12 s
Range:2.5 m
Misc:1 (arrows per cast)
3 (max bubbles)

Misc:1 (arrows per cast)
4 (max ziplines)
100 m (zipline range)

Range:20 m
Misc:1 (arrows per cast)

Duration:10 s
Range:6 m
Misc:1 (arrows per cast)
50% (sleep health threshold)

Subsumable to Helminth

OphidianBiteModx256.png OphidianBite130xWhite.png
8 s
Ophidian Bite
Lash out with a toxic serpentine strike, consuming the target to heal Lavos. Hold to imbue the next ability cast with DmgToxinSmall64.png Toxin damage.
Strength:500 / 650 / 800 / 1,000 (DmgToxinSmall64.png Toxin damage)
500 / 650 / 800 / 1,000 (imbued elemental damage)
7.5 / 10 / 12 / 15 % (damage to health conversion)
Range:10 m
Misc:100° (cone angle)
100% (status chance)
100% (Melee Finisher vulnerability)

PowerPrism.png HarlequinPrism.png
Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.

Energy Drain: 10 s-1

Strength:80 / 120 / 170 / 250 (minimum DmgRadiationSmall64.png Radiation damage)
160 / 240 / 340 / 500 (maximum DmgRadiationSmall64.png Radiation damage)
Duration:12 s (prism duration)
7 / 10 / 12 / 15 s (blind duration)
Range:15 / 20 / 25 / 30 m (laser range)
8 / 12 / 15 / 25 m (blind radius)
Misc:10 / 13 / 16 / 20 (lasers)
5 m·s-1 (speed)
3s-1 (tick rate)

ParalysisModU15.jpeg ParalysisPanel.png
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)
Range:5 / 7 / 8 / 10 m

CloudWalker.png CloudWalker130xWhite.png
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 (cloud movement speed)
100% (status cleanse on cast)
2 s (stun duration)



Steel Meridian's Justice Effect[]

Zaw Arcane Enhancement[]

Focus School Void Sling[]

FocusNodeRing b.png
Sling StunIconWarframe.png 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.
FocusLensFocus b.png60,000 / 105,000 / 215,000 / 400,000

All Finishers Multiplier Comparison[]

“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Heavy Scythe finishers
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) 4x (2x + 2x) 4x (2x × 2 hits) 4x (2x × 2 hits)
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 ?? ?? ??
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
Two-Handed Nikana 12x 8x 8x 8x
Valkyr Talons 120x (20x × 6 hits) 4x 16x 16x
Warfan 10x 8x 8x 8x
Tonfa 20x (10x × 2 hits) 8x 8x 8x
Whip 10x 8x 8x 8x


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 DmgTrueSmall64.png True Damage, consisting of two parts: Mercies Damage = Enemy residual health + 1

Increasing Finisher Damage[]

Patch History[]

Hotfix 29.1.1 (2020-09-18)

  • 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 (2019-10-31)

  • (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 (2016-07-08)

  • 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 (2016-03-04)

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

Update 11.1 (2013-11-27)

  • Adding kick and punch events to stealth finisher animations.

Update 9.3 (2013-07-26)

  • Enable ground hit on enemies who have ragdolled (as opposed to only working on enemies who are "knocked down").

Update 7.9 (2013-04-26)

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