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 Finishing Touch as well as several Ability Augments (e.g. Excalibur's Radiant Finish).
Covert Lethality can be used to guarantee a kill with Daggers. (Does not work on Ground Finishers.)
(Primed) Fury, Gladiator Vice, Quickening, Arcane Strike and the weapon type influence the animation speed of the finisher. This caps at a 33% faster animation with +50% attack speed. "Berserker" wasn't found in Module:Mods/data 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.
Examples of finisher moves can be found in the gallery page.
Ground Finisher
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 deal a multiple of the weapon's damage. Different weapon types gain different damage multipliers: [Expand]
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 Script error: The function "Proc" does not exist. 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.
Damage may be dealt over multiple hits, this is the combined damage of the finisher.
Front- / Back-Finisher
Combo
Vulnerable enemy + Melee
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 Script error: The function "Proc" does not exist. 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 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]
Equinox expends 25Energy to hypnotize a target up to 20 / 30 / 40 / 50 meters away, also affecting enemies within 1 / 3 / 3 / 5 meters of the initial target, for 10 / 14 / 18 / 22 seconds.
Night Equinox lulls enemies into sleep, Day Equinox spurs them into hyperactivity.
Affected enemies are forced to sleep. They automatically wake up when the duration expires or their health reaches 80% / 70% / 60% / 50% of their current values.
Enemies retain their current alertness state on cast (i.e., unaware enemies put to sleep will remain unaware for this duration, while alerted enemies will remain alert). Enemies under the effects of Rest will always be susceptible to melee finishers and stealth damage multipliers; however, affected enemies that were previously alerted will not grant Stealth Kill Affinity Bonuses.
Energy threads will visually strike enemies in the targeted area to indicate affected targets.
Day Form
Affected enemies are enraged. They receive 20% / 30% / 40% / 50%Damage Vulnerability, and 5% / 10% / 15% / 20% movement speed and attack speed bonuses.
The damage vulnerability adds multiplicatively to the original damage the affected enemy would receive (e.g., with a maxed Intensify, an enemy that would receive 250 damage will be dealt 250 × (1 + 0.5 × 1.3) = 412.5 damage under the effects of a rank-3 Rage).
Casting Rage while Provoke is active will increase the percentage of damage vulnerability.
Enraged enemies visually emit a ribbon of energy and energy particles.
Energy threads will visually emit from Day Equinox to strike enemies in the targeted area.
Rest and Rage's sleep and enrage effects can overlap on targets already affected by either version of the ability.
Recasting on the same target will not refresh Rest or Rage effects; however, unaffected enemies can be acquired within the targeted area.
Subsuming Equinox to the Helminth will offer Rest & Rage and its augments to be used by other Warframes. The Rest or Rage versions are determined by the Warframe's primary emission color.
Calm & Frenzy is a Warframe Augment Mod for Equinox that aids her in spreading the effects of Rest & Rage. Enemies slain while affected by Rest & Rage spreads it to others within close proximity, for the remaining duration.
Rest can be used for crowd control by using it on a large group of enemies, doing this will let you use stealth attacks on them while they are affected.
Rest is not effective against Eximus units with active Overguard and thus cannot be put to sleep. If the active Overguard is removed, then the unit can be put to sleep.
Rage can be used make Maim more effective by having the aura of Slash damage do more and acquire more charge for a more powerful release.
It is possible to activate stealth kill affinity bonuses on enemies using low-damage automatic weapons (ex. Grakata) by casting Rest on an unaware enemy. Affected enemies can then be shot repeatedly and then killed without changing their unaware state, allowing for the affinity multiplier to activate.
When combined with awareness of nearby enemies and sufficient duration on the ability, Rest can be paired with Covert Lethality to great effect. Casting the ability on otherwise-hard-to-kill enemies -- single targets, or small-to-medium-sized groups -- opens them up to stealth attacks and finisher moves.
Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, (such as certain infested units or robotic enemies), are either frequently troublesome to target with a finisher move (due to hitbox detection issues) -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing (Hotfix 18.1.4 (2015-12-21)), because they do not trigger the finisher prompts.
Except for the enemies immune to stealth finishers listed above, this combination works against all enemies, regardless of their alertness level prior to becoming a target of Rest.
Note that mods that affect melee attack-speed will also affect the speed of Finisher animations, so using attack-speed mods in conjunction with Covert Lethality -- rather than just using damage mods -- is advised. (If your strategy is to consistently kill with stealth finishers, it doesn't really matter how much damage your normal attacks would otherwise do.)
Excalibur expends 50Energy to summon and raise his Exalted Blade, releasing an intense flash of light that affects enemies within 8 / 12 / 15 / 25 meters and Blind them for 7 / 10 / 12 / 15 seconds.
Blinded enemies are vulnerable to melee finishers and susceptible to stealth damage bonus.
Radial Blind will not affect enemies behind obstacles in the environment unless Excalibur has line of sight, or unless the enemy is aware of Excalibur within a short period of time (e.g., an enemy that spots Excalibur and runs out of view is still susceptible to Radial Blind if the ability is used within a small time frame).
Enemies affected by the ability are stunned for the entire duration.
Bosses are still able to move, attack, or use abilities while affected by the ability.
Bosses will attack the player's last known location and will follow the sound of gunfire.
Successive casts will reduce the duration of the ability's effect on bosses.
Security cameras will deactivate their laser barriers for the duration.
Blinded enemies have smoke diffusing from their eyes or similar body part for the effect's duration.
Can be recast while active to blind multiple new enemies.
Subsuming Excalibur to the Helminth will offer Radial Blind and its augments to be used by other Warframes.
Radial Blind lets players quickly disable enemies, especially if they are surrounded. This allows players to either escape or to deal with the enemies.
This ability can be used on some bosses to prevent them from using their abilities.
Bugs
If Excalibur managed to use an item (such as a Life Support in Survival) while casting the ability, Radial Blind will be cast twice: First, in a slowed animation and the second as the actual ability. Both animations still counts as a single Radial Blind.
Excalibur Umbra expends 50Energy to howls, releasing an intense flash of light that affects enemies within 8 / 12 / 15 / 25 meters and stuns them for 7 / 10 / 12 / 15 seconds.
Stunned enemies are vulnerable to melee finishers and susceptible to stealth damage bonus.
Radial Howl will not affect enemies behind obstacles in the environment unless Excalibur Umbra has line of sight, or unless the enemy is aware of Excalibur Umbra within a short period of time (e.g., an enemy that spots Excalibur Umbra and runs out of view is still susceptible to Radial Howl if the ability is used within a small time frame).
Enemies affected by the ability are stunned for the entire duration.
Bosses are still able to move, attack, or use abilities while affected by the ability.
Bosses will attack the player's last known location and will follow the sound of gunfire.
Successive casts will reduce the duration of the ability's effect on bosses.
Sentient fighters and Shadow Stalker will have their resistances removed if they are affected by Radial Howl.
Security cameras will deactivate their laser barriers for the duration.
Affected enemies have smoke diffusing from their eyes or similar body part for the effect's duration.
Radial Howl lets players quickly disable enemies, especially if they are surrounded. This allows players to either escape or to deal with the enemies.
Radial Howl allows the removal of Sentient resistances without having to switch to Operator mode.
Bugs
If Excalibur Umbra managed to use an item (such as a Life Support in Survival) while casting the ability, Radial Howl will be cast twice: First, in a slowed animation and the second as the actual ability. Both animations still counts as a single Radial Howl.
Excalibur draws an ethereal Skana, the Exalted Blade, and wields it as his melee Exalted Weapon. Normal attacks inflict 100 / 125 / 200 / 250 damage within 2 meters.
Slide attacks inflict 214 / 267.5 / 428 / 536 damage and Blind enemies within 5 meters over a duration of 6 seconds at the cost of 25 energy.
Aerial attacks and slam attacks inflict 200 / 250 / 400 / 500 damage, and slam attacks inflict an additional 50Impact damage within 5 meters.
Normal, slide, and aerial attacks will emit an energy wave in the direction of aim. Energy waves have the same base damage as the attacks that release them, inflicts Stagger, and fly at a constant speed of 15 m/s until they dissipate after 2.5s which corresponds to a maximum distance of 37.5 meters.
The energy waves and Exalted Blade itself are considered separate entities and will both deal damage separately.
Energy waves will punch through and hit enemies and terrain regardless of thickness up to their maximum range.
Energy wave lifetime decreases 0.5s (7.5m) for every enemy hit from the max lifetime of 2.5s (37.5m).
Wave damage falls off linearly with distance from 100% to 85% between 0 and 6.5m and 28% to 0% between 6.5m and 37.5m.
Being a Sword, Exalted Blade will always gain the 10% damage and attack speed bonuses of Excalibur's Passive.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks and corresponding energy waves of a rank-3 Exalted Blade will deal Base Damage × (1 + Swordsmanship Bonus + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =250 × (1 + 0.3) × (1 + 0.1 + 1.2) × (1 + 0.9) = 1,420.25 damage.
The mods that can be equipped on and affect Exalted Blade include:
Note that apart from physical damage mods and Shattering Impact, all mods will still affect Exalted Blade when Chromatic Blade is equipped.
While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
Each melee attack adds to the Melee Combo Counter while energy waves and radial damage from slam attacks do not.
Slash status effects generated from waves while Relentless Combination is equipped will grant combo counts to Exalted Blade.
The combo counter will reset when equipped with Xoris.
Exalted Blade's combo counter decay is affected by Naramon's Power Spike.
Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a Knockdown.
Ground finishers inflict 400% of the total modified damage from normal attacks. Prompted Finishers inflict 3200% of the total modified damage from normal attacks as True damage.
Exalted Blade costs 25Energy to activate, then consumes 2.5 energy per second while active and will remain active until Excalibur's energy is depleted, or the ability is deactivated by pressing the ability key again.
Exalted Blade's energy drain is not converted into shields by Augur Mods.
Exalted Blade is not affected by and can not trigger Exodia Arcanes with the exception of Exodia Might, which Exalted Blade both triggers and is affected by.
While active, Exalted Blade will use an exclusive stance with its own set of combo attacks.
Ability Synergy: Slash Dash will receive a +10% bonus to its base damage from Excalibur's Passive and each hit will release an energy wave when Exalted Blade is active.
Damage isn't affected by the combo counter, even if built with the physical blade.
Low wave flight speed.
Requires energy to activate and keep active.
Slide attack blinds do not open affected enemies to Finisher Attacks.
As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set; the Gladiator Mod Set can still apply if equipped on Melee Weapons, and not on the Exalted Weapon itself).
Exalted Blade is a unique Stance exclusive to Exalted Blade that can only be acquired and used by activating Excalibur's fourth ability, Exalted Blade. This Stance overrides the Stance on any currently equipped melee weapon for as long as Exalted Blade remains active.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.
Due to Exalted Blade's waves being able to unlimitedly punch through up to its maximum range, Exalted Blade is well suited to taking out hordes of enemies, especially if they are huddled together.
Furthermore, Exalted Blade can be used to deal with enemies while in cover without requiring punch through mods.
The innate slide attack blind provides a cheaper alternative to Radial Blind, albeit with greatly reduced duration and range. (Note that the Radial Blind power is cheaper both per meter of range and per second of effect, despite having a higher cost per cast.)
Allows players to blind enemies and quickly deal with them without being delayed by finisher animations.
Combined with Mag's Magnetize or a Void status effect, the sword waves can be redirected to hit the enemies inside multiple times until its maximum range can be reached.
Crouching will allow the use of all Exalted Blade attacks while remaining entirely stationary; this can be extremely useful during boss fights, defense missions, survival, etc.
Bugs
Using this ability during an "Unarmed" bug will result in Exalted Blade having the same stats as your Melee Weapon, and sometimes will perform your Melee Weapon's Unsheathed attacks without the Waves.
If Excalibur enters Bleedout state while Exalted Blade is active, Excalibur will use his melee and sometimes primary weapon rather than his secondary.
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.
Inaros expends 25energy to scatter a wave of cursed sand that inflicts Stagger to all enemies up to 10 / 12 / 13 / 15 meters away in a 180 degree cone in front of him, dealing 75 / 100 / 125 / 150True damage on hit, then 2 / 4 / 6 / 8True damage per second for 3 / 5 / 6 / 8 seconds; 25% of any damage dealt by the damage-over-time effect is conferred back to Inaros as Health. Enemies are also blinded by sand and open to Melee Finisher attack prompts (default X ) for the duration.
Desiccation bypasses obstacles in the environment and does not require line of sight.
Effect cone is directed at the reticle and not always forward like the visual effect suggests. For example, aiming directly upwards will apply desiccation to all enemies around but not below Inaros, counting as 360° in many circumstances.
Can be recast while active. Affected enemies that are not blinded can be blinded by another instance of Desiccation.
Cast delay of 0.5 seconds, affected by Casting Speed. Casting will interrupt movement.
Inaros visually creates a pile of sand on the ground beside him as he throws a handful forward. The sand pile lingers for a few seconds then dissipates.
Subsuming Inaros to the Helminth will offer Desiccation and its augments to be used by other Warframes.
Desiccation's Curse is a Warframe Augment Mod for Inaros' Desiccation ability that has a chance to summon a Swarm Kavat when killing a blinded enemy with a Finisher. Also passively increases the maximum limit of Sand Kavats.
Dessication provides an easy way for Inaros to deal melee finishers, allowing him to quickly regenerate his health when performed on a crowd.
Against certain types of enemies, namely Infested or MOAs, melee finisher is only triggerable from the back of the enemy. Blind them from the front, then execute the finisher attack from their back.
Equipped with a quiver of tactical arrows, Ivara can selectively launch one of her variety of specialized arrows, by tapping the ability key (default 1 ) to freely cycle the selection wheel between the Cloak, Dashwire, Noise, and Sleep arrows. With an arrow type selected, hold down the ability key to expend 25energy to charge and then launch the selected arrow toward the direction of the aiming reticle.
Quiver only consumes energy upon launching an arrow; switching arrowheads will not consume energy.
Up to four different arrow types are unlocked as the ability increases in rank, listed below:
Cloak Arrow anchors onto any surface or entity upon impact, generating an energy bubble that turns Ivara and her allies transparent and invisible within 2.5 meters of its point of impact for 12 seconds.
Cloak Arrow can be attached to allies, enemies, objects, and terrain.
A maximum of 3 bubbles can be active simultaneously. Firing an additional Cloak Arrow will replace the oldest active bubble.
While Rescue Hostages are affected by Cloak Arrow, objectives such as Cryopods, Excavators, and Power Cores cannot be cloaked.
Dashwire Arrow anchors onto any terrain surface up to 100 meters away upon impact, forming a zipline from Ivara's feet to its point of impact which can be used to travel to the targeted location.
The path from Ivara's feet to the impact point must be clear to create a zipline. Any obstacles between her feet and the impact point will prevent the zipline from being formed. Ziplines will not form if the line to be created exceeds an angle of 40° from the horizon.
When cast while Ivara is airborne or on a zipline, the new zipline will be created from the impact point to any terrain surface opposite of the arrow's direction of travel.
A maximum of 4 ziplines can be active simultaneously. Firing an additional Dashwire Arrow will replace the oldest active zipline.
If Ivara fires a new Dashwire Arrow while she or an ally occupies the oldest zipline upon reaching the limit, a new zipline will form, and the oldest zipline will remain active until it is no longer occupied.
While Prowl is active, Ivara can sprint and slide across a zipline without breaking out of invisibility.
Noise Arrow emits a high-pitched sound upon impact, attracting unalerted enemies within 20 meters of its point of impact to investigate.
Unlike typical arrows, Noise Arrow does notalert enemies upon impact. Instead, unalerted enemies will slowly approach the impact point and remain stationary once they arrive.
When more than one instance of Noise Arrow is cast in quick succession, unalerted enemies in range will proceed to investigate the locations by order of arrow impact.
Noise arrow is capable of affecting alerted enemies in endless missions such as Survival. When Ivara is invisible, enemies are alerted, and no allies are in close proximity, Noise arrow can attract enemies to the impact point.
Affects Grineer Sensor Regulator drones; will affect all drones within the effect-radius, even ones which normally remain in one location, causing them to be attracted to the location of the Noise Arrow. They will remain there unless otherwise disturbed by a Tenno's actions, weapons, or abilities.
Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.
Upon activation, a minimum of one enemy will be "marked" by an invisible script, causing that enemy to be unable to be stealth killed for bonus affinity, regardless if they are unalerted. This is an intended feature to limit farming methods using this tactic.
Sleep Arrow places enemies within 6 meters of its point of impact into a deep sleep for 10 seconds. Sleeping enemies will wake up when the duration expires or if their health falls below 50% of their current values.
Sleeping enemies are open to melee finisher attacks (default X ).
If an enemy is in an unalerted state, Stealth Finishers will be initiated after the enemy has completely fallen asleep. Initiating a finisher on an unalerted enemy before the sleep animation completes will initiate a Front/Back Finisher instead (notable difference in that weapons may have different damage multipliers for Front/Back and Stealth finishers, and critical damage is applied differently).
Enemies retain their current alert status upon being put to sleep (e.g., non-alerted enemies will remain so while sleeping, and alerted enemies will remain alert even if put to sleep).
Sleeping enemies will not have their sleep duration reset if another Sleep Arrow makes impact within range. The sleep effect must expire before it can be reapplied.
Affects Grineer Sensor Regulator drones; will cause them to remain in one place for the duration of the effect. Will not disable their sensor beam.
Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.
Ability Synergy:
Quiver's arrows are considered as projectiles and can be controlled using Navigator.
Quiver arrows can be launched instantly when equipping Artemis Bow, then pressing the alternate fire key to cast the ability.
A special cyclic display located above Ivara's weapon stats in the HUD will show the currently equipped arrow type along with a charge meter that displays the charge state of Quiver before firing. If using Cloak Arrows or Sleep Arrows, the display will also show a countdown timer for the arrow's active duration.
Cloak Arrow cycles to display a barbed purple arrowhead, Dashwire Arrow cycles to display a yellow diamond-shaped arrowhead, Noise Arrow cycles to display a semicircular red arrowhead, and Sleep Arrow cycles to display a crescent-shaped blue arrowhead.
Quiver's arrows do not inflict damage upon impact.
Subsuming Ivara to the Helminth will offer Quiver and its augments to be used by other Warframes.
Subsumed Quiver only features Cloak on tap-cast and Noise on hold-cast. Dashwire and Sleep arrows are unavailable.
Can be used to provide support from a distance for players reviving a teammate.
Targeting enemies and allies directly will create a moving cloak area. (Useful on strong melee enemies, but especially useful to cloak allies.)
During Syndicate Spy missions, this can be used to cloak the SyndicateOperatives which spawn in your vicinity at the start of the mission.
Note that this will not silence their weapons, however, and it will also require periodic refreshing to keep them invisible.
Can be used to cloak and protect Hexis Operative in Arbitrations Defense missions.
While under the effect of Cloak Arrow, the Operative will not attack enemies.
More effective with higher Ability Range and Ability Duration.
This also works for the defense operative in Sortie and Archon Hunt Defense missions
if using a Sentinel companion, ivara can shoot it to give herself invisibility. this is useful for remaining invisible while traveling longer distances without having to suffer the slowdown of prowl.
Dashwire Arrow
Can be used as a substitute for Bullet Jumping if losing Prowl or making a miscalculation in your jump would be costly otherwise. This is particularly effective in certain Spy vaults.
Noise Arrow
With enough range, Noise Arrows can attract enemies across multiple tiles into tight groups, allowing them to be dispatched at once for large amounts of Affinity, Standing, or Focus. This can generally be done easiest with either a Hushed Explosive Launcher or a Glaive equipped with Power Throw.
Noise Arrows can distract enemies from approaching and attempting to capture towers in Interception missions.
Can be used to make enemies look towards you in prowl if fired at your feet, allowing for more consistent headshots.
Sleep Arrow
Allows you to rush past enemies on your way to an objective or extraction.
Can be used to provide support from a distance for players reviving a teammate.
Sleep Arrow retains an enemy's current alert status upon casting, thus it can be used to level up automatic weapons quickly with Stealth Kill Affinity Bonuses by putting non-alert enemies to sleep before killing them. As long as the automatic weapon deals sufficient damage-per-second to quickly kill the enemy before they wake up on taking more than 50% damage, it will not trigger an alert state on the enemy, thus allowing the Stealth Kill bonus to occur.
Sleeping enemies will wake up only once the ability duration expires, or they are damaged below 50% of their current health; this allows easy leveling of weapons which are not silent, but deal heavy single-shot damage, such as the Hek, Ogris, Opticor, Tonkor, etc.
A sufficient duration on Sleep Arrow makes it possible to easily get close enough to enemies to use Covert Lethality, dispatching them silently and efficiently.
Can be used to stealthily put animals to sleep for easy capture for Conservation without affecting quality.
Some animal species have a chance to resist the effect of Sleeping Arrows.
Bugs
If you are playing using a controller and use Navigator, then fire an arrow from Quiver, you will be unable to switch arrow types for the remainder of the mission and only fire even if you press 1 when attempting to switch.
When cast on unalerted enemies, melee finisher does not grant stealth affinity bonus on kill.
Able to block own arrows but they wont stick to frame it originated from
Shooting another Quiver arrow possible yet wont stick either
Valkyr expends 5energy and unleashes 33% of her shields, Stunning enemies 5 / 7 / 8 / 10 meters while damaging them by her current shields multiplied by 200% / 250% / 300% / 350% as Impact damage and Knockback with a strength of 400 / 600 / 800 / 1000.
Damage bypasses obstacles in the environment and is increased by body-part multipliers.
The shield percentage used in the damage calculation accounts for Valkyr's shields at the time Paralysis is cast, not after the shield drain has been applied.
As an example, if Valkyr has 150 shields and a max ranked Intensify at the time a rank-4 Paralysis is cast, Paralysis will deal: Shields × 3.5 × (1 + Strength Mods) =150 × 3.5 × 1.3 = 682.5 damage.
Valkyr's shields will be reduced to: Shields × 0.67 =150 × 0.67 = 100.5 shields.
Stunned enemies are vulnerable to Finisher attacks. If the enemy cannot be attacked with a Finisher (either due to positioning or the enemy type), it will be susceptible to Stealth Damage Multipliers from melee attacks for the duration of the stun. As with other stealth attacks, coming into physical contact with the enemy while attacking will temporarily remove the damage bonus.
Shields drained this way will reset the shield recharge delay, as if Valkyr was hit.
Installing a decent Redirection and Fast Deflection mod helps by greatly improving the damage output as they are being utilized by this ability.
Redirection increases the damage dealt through greater total amount of shields lost.
Fast Deflection helps recover lost shields quickly.
Extended uses of this ability will recommend installations of Vitality and Steel Fiber mods in order to overcome damages after the Paralysis effects.
The way Paralysis is treated is similar to Banshee's Sonic Boom dealing a blast with tremendous knockbacks, but doing a full 360 angle of damage with half of the original range.
Paralysis can be used within the duration of Hysteria allowing Valkyr to expend her shields with no trouble receiving damage. This will still drain her shields in spite of her invulnerability.
This ability can be spammed due to its very low energy cost, this will heavily divide shields down to 0 if expended drastically, but it will give potential stunlocks to lesser enemies effectively.
This ability synergizes well with Squad Shield Restore, as burst of shield recharges allow Valkyr to spam full loads of shield damage at a group of enemies more effectively.
In Sabotage Missions which you need to destroy several small cylinders after the reactor core has been exposed, a single Paralysis is sufficient to quickly destroy all the cylinders.
Bugs
When used repeatably, Valkyr's scream may sometimes skip over itself and not play. This is merely audible however.
Paralysis only does approximately half the damage it should.
Wukong expends 25energy to disappear into a cloud, turning Invisible for 2 seconds. In this form, Wukong gains +300%Movement Speed, along with vertical and horizontal flight capabilities using the movement (WASD ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers. While traveling in the cloud, Wukong is Invulnerable to damage, cleanses all Status Effects, and restores 0.5% / 0.6% / 0.8% / 1% health per meter travelled. Enemies that come within the cloud's radius of 5 / 6 / 7 / 8 meters are temporarily Stunned for 2 seconds and opened to Melee Finishers (default X ). Cloud Walker can be manually cancelled by pressing the ability key again (default 2 ) or by attacking.
Unalerted enemies staggered by Cloud Walker remain unalerted during the stagger animation, and thus can engage Stealth Kill Affinity Bonuses when killed.
Ability Synergy: When activating Cloud Walker with an active Celestial Twin, the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly.
Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.
Void Sling leaves a trail of fire that deals 1000 Damage/s over 14s. Void Sling will now stun enemies instead of displacing them.
Unknown to unlock
Script error: The function "getImage" does not exist.
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.
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 Parry 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.
Bugs
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.
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.