WARFRAME Wiki
Advertisement
WARFRAME Wiki

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 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, 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. "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.
  • 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 Finisher

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 Script error: The function "Proc" does not exist. 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 Attack

Combo Approach unalerted enemy from behind + Interact button
Stealthattack1

A stealth attack prompt on an unalerted Butcher

Stealthattack2

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 Script error: The function "Proc" does not exist. 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 "Berserker" wasn't found in Module:Mods/data.
  • 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 Finisher

Combo Vulnerable enemy + Interact button
ParryFinisher

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 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.
    • 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, 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]

Multiplier Comparison

Weapon/Weapon Class Back Finisher Multiplier Front Finisher Multiplier
Dagger 4x (2x × 2 hits) 4x (2x × 2 hits)
Gunblade 8x 1.75x (Sarpa Sarpa) or 3x (Redeemer Redeemer)
Whip 8x 8x
Dual Daggers 6x 6x
Fist 8x (4x × 2 hits) 8x (2.67x × 3 hits)
Hammer 24x (12x × 2 hits) 12x
Sparring 8x (4x × 2 hits) 8x (2.67x × 3 hits)
Claws 8x (2.67x × 3 hits) 8x (2.67x × 3 hits)
Glaive 8x (4x × 2 hits) 8x (4x × 2 hits)
Heavy Blade 12x (6x × 2 hits) 2x
Machete 8x 8x
Nikana 8x 16x (8x × 2 hits)
Nunchaku 8x 8x
Polearm 6x 6x
Sword 8x 8x
Two-Handed Nikana 8x 8x
Warfan 8x 8x
Blade and Whip 8x 8x
Dual Swords 8x (4x × 2 hits) 8x (4x × 2 hits)
Rapier 32x (10.67x × 3 hits) 8x
Scythe 16x (8x × 2 hits) 8x
Staff 6x 6x
Tonfa 8x 8x
Sword and Shield 8x 8x
DarkSplitSwordHeavyBlade Dark Split-Sword (Heavy Blade)
(Dual Swords)
2x (1x × 2 hits) 2x (1x × 2 hits)
DarkSplitSwordHeavyBlade Dark Split-Sword (Heavy Blade)
(Heavy Blade)
2x 0.5x


Last updated: Update 27.1 (2020-02-04)

Mercies

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 Script error: The function "Proc" does not exist. 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:

Abilities

TeleportModx256 Teleport130xWhite
3
EnergyOrb25
Teleport

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)

Expand/Collapse

RestRageModx256 RestRage130xWhite
2
EnergyOrb25
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
Expand/Collapse

RadialBlindModx256 RadialBlind130xWhite
2
EnergyOrb50
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
Expand/Collapse

RadialHowlModx256 RadialHowl130xWhite
2
EnergyOrb50
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
Expand/Collapse

ExaltedBladeModx256 ExaltedBlade130xWhite
4
EnergyOrb25
+2.5/s
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)

Expand/Collapse

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.

DesiccationModx256 Desiccation130xWhite
1
EnergyOrb25
Desiccation

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
Expand/Collapse

QuiverModx256 Quiver130xWhite
1
EnergyOrb25
Quiver

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
Expand/Collapse

ParalysisModx256 Paralysis130xWhite
3
EnergyOrb5
Paralysis

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
Expand/Collapse

CloudWalkerModx256 CloudWalker130xWhite
2
EnergyOrb25
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)

Expand/Collapse


Mods


Weapons


Focus School Void Dash

Madurai

FocusBlazingDash
FocusNodeRing b
Void Sling leaves a trail of fire that deals 1000 Damage/s over 14s. Void Sling will now stun enemies instead of displacing them. FocusLensFocus bUnknown to unlock

FocusLensFocus b
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.

Naramon

FocusExecutingDash
FocusNodeRing b
Void Sling no longer displaces enemies, instead it will open them up to Finishers and increase Finisher Damage taken by 35%. FocusLensFocus bUnknown to unlock

FocusLensFocus b
Script error: The function "getImage" does not exist.

  • 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 BladeStorm130xWhite Blade Storm.

Vazarin

FocusSonicDash
FocusNodeRing b
Void Sling no longer displaces enemies, instead it emits a shockwave 14m wide and travels 8m stunning any enemy it hits. FocusLensFocus bUnknown to unlock

FocusLensFocus b
Script error: The function "getImage" does not exist.

  • Stunned enemies are opened up to finisher attacks for the duration of the stun.


Patch History

Update 26.0 (2019-10-31)

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

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).
Advertisement