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 Finishing Touch as well as several Ability Augments (e.g. ExcaliburIcon272 Excalibur's Mod TT 20px Radiant Finish).
  • (Mod TT 20px Primed) Mod TT 20px Fury, Mod TT 20px Gladiator Vice, Mod TT 20px Quickening, Mod TT 20px Berserker Fury, ArcaneStrike 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.
  • 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[]


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 have their damage fully converted to DmgTrueSmall64 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
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 Valkyr Talons 54x (10x × 5 hits + 4x)

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 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 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
Two-Handed Nikana 8x
Valkyr Talons 4x
Warfan 8x
Whip 8x
Rumblejack Rumblejack 10.4x (0.4x + 10x) Forced DmgElectricitySmall64 Electricity proc on first hit

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 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 Desiccation130xWhite 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:
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
Two-Handed Nikana 8x 8x
Valkyr Talons 16x 16x
Warfan 8x 8x
Whip 8x 8x
Rumblejack Rumblejack 10.4x (0.4x + 10x) 10.4x (0.4x + 10x) Forced DmgElectricitySmall64 Electricity proc on first hit

Methods to Open Enemies to Front/Back Finishers[]


TeleportModx256 Teleport130xWhite

Ash teleports towards the target, bringing him into melee range and making enemies vulnerable to finishers.

Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:20 / 45 / 45 / 60 m

Misc: Stagger on teleport
Melee finisher prompt
100 % (energy discount on Blade Storm target)


SilenceModx256 Silence130xWhite

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 (2013-03-18)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:10 / 15 / 20 / 30 s
AbilityRangeBuff Range:10 / 13 / 15 / 20 m

Misc: 2 s (stun duration)
Enemy abilities disabled

Subsumable to Helminth

LullModx256 Lull130xWhite

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.

Introduced in Update 24.2 (2018-12-18)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:2 / 3 / 4 / 5 s (wave duration)
10 / 13 / 18 / 20 s (sleep duration)
AbilityRangeBuff Range:10 / 15 / 20 / 25 m

Misc: 0.80% (Restraint erosion per enemy lulled)
100 % (alertness reset)

Subsumable to Helminth

RestRageModx256 RestRage130xWhite
Rest & Rage

In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage.

Introduced in Update 17.0 (2015-07-31)

Strength: N/A
Duration: 10 / 14 / 18 / 22 s
Range: 1 / 3 / 3 / 5 m (area radius)
20 / 30 / 40 / 50 m (cast range)
Misc:80 / 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)

Subsumable to Helminth

RadialBlindModx256 RadialBlind130xWhite
Radial Blind

Emits a bright flash of light, blinding all enemies in a small radius for several seconds.

Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:7 / 10 / 12 / 15 s
AbilityRangeBuff Range:8 / 12 / 15 / 25 m
Subsumable to Helminth

RadialHowlModx256 RadialHowl130xWhite
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 (2018-06-15)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:7 / 10 / 12 / 15 s
AbilityRangeBuff Range:8 / 12 / 15 / 25 m

ExaltedBladeModx256 ExaltedBlade130xWhite
Exalted Blade

Summon a sword of pure light and immense power.

Introduced in Update 16.9 (2015-06-17)

AbilityStrengthBuff Strength:100 / 125 / 200 / 250 (damage)
AbilityDurationBuff Duration:6 s (blind duration)
AbilityRangeBuff Range:5 m (blind radius)

Misc: 15 m/s (wave speed)
37.5 m (wave range)


  • Passive: Casting abilities has a 15% chance to RadialBlind130xDark Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.

DesiccationModx256 Desiccation130xWhite

Blast enemies with a wave of cursed sand that blinds them and steals their health.

Introduced in Update 18.5 (2016-03-04)

AbilityStrengthBuff Strength:75 / 100 / 125 / 150 (initial DmgTrueSmall64 True damage)
2 / 4 / 6 / 8 (DmgTrueSmall64 True damage/sec)
AbilityDurationBuff Duration:3 / 5 / 6 / 8 s
AbilityRangeBuff Range:10 / 12 / 13 / 15 m

Misc: RollingDroneAvatar Stagger on hit
25 % (lifesteal)
180° cone

Subsumable to Helminth

SandstormModx256 Sandstorm130xWhite

Become a sandstorm. Inaros devours enemies pulled into his whirlwind, healing himself.

Introduced in Update 18.5 (2016-03-04)

AbilityStrengthBuff Strength:200 / 300 / 400 / 500 (DmgSlashSmall64 Slash damage/sec)
50 (health restore per enemy)
AbilityDurationBuff Duration:4 s (duration)
AbilityRangeBuff Range:4 / 5 / 6 / 7.5 m (radius)

Misc: 12 m/s (move speed)
? % (DmgSlashSmall64 Slash status chance)
Ragdoll b Ragdoll in storm
4 s Knockdown b Knockdown recovery delay


QuiverModx256 Quiver130xWhite

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

Introduced in Update 18.0 (2015-12-03)

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

Strength: N/A
Duration: N/A
Range: N/A
Misc:1 (arrows per cast)
4 (max ziplines)
100 m (zipline range)

Strength: N/A
Duration: N/A
Range: 20 m
Misc:1 (arrows per cast)

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

Subsumable to Helminth

OphidianBiteModx256 OphidianBite130xWhite
Ophidian Bite

Lash out with a toxic serpentine strike, consuming the target to heal Lavos.

Hold to imbue all abilities with DmgToxinSmall64Toxin.

Introduced in Update 29.6 (2020-12-18)

AbilityStrengthBuff Strength:500 / 650 / 800 / 1,000 (DmgToxinSmall64 Toxin damage)
500 / 650 / 800 / 1,000 (imbued elemental damage)
7.5 / 10 / 12 / 15 % (damage to health conversion)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:10 m

Misc: 100° (cone angle)
100% (Status Chance)
100% (Melee Finisher vulnerability)


PrismModx256 Prism130xWhite

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

Introduced in Update 14.0 (2014-07-18)

AbilityStrengthBuff Strength:80 / 120 / 170 / 250 (baseDmgRadiationSmall64 Radiation damage)
AbilityDurationBuff Duration:12 s (prism duration)
7 / 10 / 12 / 15 s (blind duration)
AbilityRangeBuff Range:15 / 20 / 25 / 30 m (laser target seeking range)
8 / 12 / 15 / 25 m (blind radius)

Misc: 10 / 13 / 16 / 20 (lasers)
5 m·s-1 (speed)
2s-1 (tick rate)
25% (damage bonus per hit)


ParalysisModx256 Paralysis130xWhite

Valkyr unleashes her shields, stunning and damaging enemies around her.

Introduced in Update 11.0 (2013-11-20)

AbilityStrengthBuff Strength:2x / 2.5x / 3x / 3.5x (damage multiplier)
400 / 600 / 800 / 1000 (knockback strength)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:5 / 7 / 8 / 10 m

CloudWalkerModx256 CloudWalker130xWhite
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 (2015-11-25)

AbilityStrengthBuff Strength:0.5% / 0.6% / 0.8% / 1% (health / meter)
AbilityDurationBuff Duration:2 s (cloud duration)
AbilityRangeBuff Range:5 / 6 / 7 / 8 m (stun radius)

Misc: +300% (movement speed bonus)
100% (status cleanse on cast)
2 s (stun duration)




Steel Meridian's Justice Effect[]

Zaw Arcane Enhancement[]

Focus School Void Sling[]

This section is transcluded from Focus/Naramon § Sling Stun. To change it, please edit the transcluded page.

FocusNodeRing b
Sling StunIconWarframe 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 b60,000 / 105,000 / 215,000 / 400,000
  • Costs 25 energy to cast.

All Finishers Multiplier Comparison[]

“It's taking longer than I calculated.”
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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) 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
Two-Handed 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


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

Increasing Finisher Damage[]

Patch History[]

Hotfix 36.0.4 (2024-06-26)

  • Fixed a crash caused by Finishers.

Hotfix 36.0.2 (2024-06-19)

  • Fixed a crash caused by Finishers.

Hotfix 36.0.1 (2024-06-19)

  • 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 (2024-06-18)


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 non-Mercy 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 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 (2024-04-04)

  • Enemies put to sleep by Aero Set Mods are now open to Melee Finishers.

Update 35.5 (2024-03-27)

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.
  • Fixed context action Finishers not triggering “On Finisher Kill” Arcanes (Arcane Trickery, Arcane Ultimatum, Melee Crescendo).

Hotfix 34.0.7 (2023-11-02)

  • Fixed Finisher and quick time event inputs not working with Steam Input.

Update 34.0 (2023-10-18)

  • 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 (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).