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 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.

  • Ground Finishers do not inflict TrueDmg b True Damage, but rather retain their damage spread as normal. As a result they are not considered Finisher attacks for most in-game challanges such as Riven mods and Nightwave daily challenges.
  • Ground Finishers deal a multiple of the weapon's damage. Different weapon types gain different damage multipliers: [Expand]

Stealth AttackEdit

Combo Approach unalerted enemy from behind + Interact button

A stealth attack prompt on an unalerted Butcher


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.
Stealth Finisher Damage = Melee Weapon Damage × Damage Multipliers ×(1+ Stealth Damage Bonus)
  • Stealth Finisher Damage can also be crit:
Stealth Finisher Damage = Melee Weapon Damage × Damage Multipliers ×(1+ Stealth Damage Bonus + Critical Multiplier)
  • Stealth Finisher crit can trigger Mod TT 20pxBerserker.
  • 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 + Interact button

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.
    • InarosIcon272 Inaros's Desiccation130xDark 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, but when performed from the front a different animation will be used.
  • 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 Front Finishers are as follows: [Expand]


Main article: Parazon
Combo Marked enemy + X

Mercies are special finishers that can be performed using the Parazon on weakened enemies marked by a red Parazon symbol. Players can gain a buff upon performing mercies based on mods equipped on their Parazon.

  • Mercies is the use of the Parazon to attack, with independent animation effects, so whether you are equipped with melee weapons can be Mercies.
  • Mercies and Finishers are the same as TrueDmg b True Damage, and unlike executions based on melee weapon damage. The damage of Mercies consists of two parts of damage:
    • Mercies Damage = Enemy residual health + 1 (The last attack caused 1 True damage)
    • The sign of Mercies has a time of 10 seconds, and then automatically disappears after 10 seconds. The mark will flash when it disappears.
    • Mercies won't trigger twice on the same unit.[citation needed].

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


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

RestRage RestRageIcon
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 RadialBlind
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

RadialHowlMod RadialHowl
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 ExaltedBladeIcon
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
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
Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the Null-Shield and Slow Arrows.
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
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 CloudWalker130xWhite
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)



Focus School Void DashEdit


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  


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  


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

Patch HistoryEdit

Update 26.0
  • (Undocumented) Stealth and Front/Back finishers are now bound to interact key (PC default X ).

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 9.3

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

Update 7.9

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