Finishing Damage is a unique damage type that completely ignores armor and shields, damaging health directly without any kind of damage mitigation. Finishing damage can be dealt by Slash procs, melee Stealth Finishers and Counterattack Finishers (but not Ground Finishers,) and a number of Warframe abilities.
Finishing damage does not produce any kind of status effect.
|Grineer Health||Finishing Modifier||Corpus Health||Finishing Modifier||Infested Health||Finishing Modifier|
|Ferrite Armor||(Ignored)||Shield||(Ignored)||Infested Flesh|
|Alloy Armor||(Ignored)||Proto Shield||(Ignored)||Fossilized|
Abilities with Finisher damage typeEdit
Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport.
|Strength:750 / 1000 / 1500 / 2000 (damage)|
|Misc:3 (max. marks per enemy)|
Tap to spawn watery tentacles from all nearby surfaces to wreak havoc. Charge to increase the number of tentacles and spawn area. Use while in Undertow to have the tentacles emerge from the pool.
|Strength:75 / 150 / 225 / 300 (contact damage)|
50 / 100 / 150 / 200 (capture damage per second)
|Duration:10 / 13 / 18 / 20 s|
|Range:3 / 3 / 5 / 5 m (base radius)|
9 / 9 / 15 / 15 m (charged radius)
|Misc:∞ (cast range)|
4 / 6 / 8 / 10 (tentacles)
8 / 12 / 16 / 20 (charged tentacles)
Abilities that leaves enemies open to FinishersEdit
Ash teleports towards the target, bringing him into melee range and making enemies vulnerable to finishers.
|Range:20 / 45 / 45 / 60 m|
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|
|Rest & Rage|
In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage.
|Strength:20% / 30% / 40% / 50% (Rage damage vulnerability)|
5% / 10% / 15% / 20% (Rage enemy speed bonus)
|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% (Rest wakeup health threshold)|
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|
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|
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)
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|
- Because Slash procs deal Finishing damage (which ignore armor,) weapon loadouts that have a high status chance and a high proportion of Slash damage can be a viable choice against armored enemies despite Slash's reduced direct damage against armor.
- 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
|Offense||Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through|
|Defense||Armor • Health • Shield|
|Physical||Impact • Puncture • Slash|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|
|Unique||Finishing • Void|