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Finn is a Assassin character in MultiVersus. Read on to find out how to play Finn, Finn's rating and basic info, as well as Finn's moveset, best combos, best perks, and a list of skins available for Finn!
List of Contents
Finn Changes | |
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General | ・Air movement speed increased to 1900 from 1775 ・Boots of speed buff visuals updated |
Passive | ・Ally coin buff increased to 2 damage per stack from 1 damage per stack ・Ally coin buff now loses only 1 stack on-hit, down from all stacks ・Ally coin buff now grants armor break on max (5) stacks |
Chop! |
・Knockback scaling increased to 18 from 15.5 ・Hitpause increased ・On-whiff cancel window delayed 10 frames |
The Sword Stuff! |
・Animation and attack properties have been updated, hitbox size adjusted to match new visuals (first hit) ・Animation and attack properties have been updated, hitbox size adjusted to match new visuals (second hit) ・Damage increased to 6 from 5.5, Knockback reduced to 1750 from 1900, Knockback scaling reduced to 16 from 18, Knockback angle made more horizontal, Hitstun increased (third hit) |
Slasher! |
・Uncharged knockback reduced to 1100 from 1350 ・Finn now launches himself to one height, regardless of charge |
Down-Stab! |
・First hit knockback influence multiplier decreased to 0 from 1.0 ・Second hit hitbox size adjusted to better match visuals ・Second hit knockback influence multiplier increased to 1.15 from 1.0 ・On-hit cancel window delayed 3 frames |
Slam-Bam-In-A-Can! |
・Knockback angle made more horizontal ・Hitstun reduced ・Knockback influence multiplier increased to 1.15 from 1.0 |
Flying Sword Moves! |
・Hitstun increased, Hitpause reduced, On-hit cancel window advanced 1 frame, On-hit cancel window into Air Down Attack delayed 6 frames, On-whiff cancel window advanced 15 frames; now matches on-whiff cancel into Air Side Attack 2, Hitbox size reduced so the attack is less likely to hit behind Finn (first hit) ・On-hit cancel window delayed 8 frames ・Hitbox size reduced so the attack is less likely to hit behind Finn (second hit) |
Sky Punch! |
・Knockback increased to 1300 from 1100 ・Knockback scaling increased to 14 from 10 ・Knockback angle made more horizontal ・On-hit cancel window delayed 10 frames ・On-whiff cancel window delayed 8 frames ・Hitbox size adjusted to better match visuals ・Now maintains more momentum during attack |
High Five, Dude! |
・Start-up window increased 2 frames ・Hitbox active duration increased 2 frames ・Ally shockwave now always spawns when high-fiving an ally ・Now limits fall speed during attack recovery ・Hitbox size reduced so the attack is less likely to hit behind Finn, Now breaks armor (BMO) |
Mathematical Air Dash! |
・Now no longer automatically tracks towards nearest enemy or enemy projectile ・Now no longer has an active hitbox while Finn is dashing ・Finn can now intentionally angle his side special dash up or down ・Attack can now be charged, reducing minimum start-up window until movement by 8 frames ・Sweetspot hitbox added to Finn’s sword tip |
1.4.0 | ・Air movement speed increased to 1900 from 1775 ・Boots of speed buff visuals updated |
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1.3.3 | ・Ground movement speed increased to 2250 from 2025 |
1.3.0 | ・Fixed an issue where certain props would disappear when rendered too far from the camera |
1.2.2 | ・Enemies can now knock back Steven to reduce stacks of bubble debuff |
1.2.0 | ・Fixed an issue where air neutral dodges were not consuming air evades ・Fixed an issue where certain animations had misaligned hurtboxes |
1.1.5 | ・Fixed an issue where Steven’s enemies could stack rose debuff on themselves by hitting each other ・Fixed an issue where dodge attack momentum was not properly conserved on grounded attacks |
1.4.0 | ・Ally coin buff increased to 2 damage per stack from 1 damage per stack ・Ally coin buff now loses only 1 stack on-hit, down from all stacks ・Ally coin buff now grants armor break on max (5) stacks |
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1.3.0 | ・Fixed an issue where parrying this attack would not put Finn into parry stun ・Hitstun reduced ・Knockback angle made more downward to allow ground bounces ・Hitbox size is now consistent regardless of coin value |
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1.3.3 | ・Attack properties have been updated to a single-hit knockback away from Finn from a multi-hit vacuum ・Knockback influence multiplier increased to 1.2 from 1.0 ・No longer launches Finn forwards |
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1.3.0 | ・Up special maximum knockback bonus from coins reduced to 125 from 225 ・Dash attack maximum knockback bonus from coins reduced to 100 from 200 ・Maximum damage multiplier from coins reduced to 1.25 from 1.5 |
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1.4.0 | ・Knockback scaling increased to 18 from 15.5 ・Hitpause increased ・On-whiff cancel window delayed 10 frames |
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1.3.3 | ・Maximum charge time reduced to 1.25 seconds from 1.5 seconds |
1.2.2 | ・Maximum charge time reduced to 1.5 seconds from 4.0 seconds ・On-whiff cancel window delayed 4 frames |
1.1.5 | ・Knockback scaling to 15.5 from 14 |
1.3.3 | ・First hit knockback influence multiplier decreased to 0 from 1.0 ・Second hit hitbox size adjusted to better match visuals ・Second hit knockback influence multiplier increased to 1.15 from 1.0 ・On-hit cancel window delayed 3 frames |
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1.3.3 | ・First hit now more consistently combos into second hit ・Movement increased ・Maximum charge time reduced to 1.25 seconds from 1.5 seconds |
1.2.2 | ・Maximum charge time reduced to 1.5 seconds from 4.0 seconds |
1.1.5 | ・Fixed an issue where this attack was not breaking armor on both hits |
1.4.0 | ・Hitstun increased, Hitpause reduced, On-hit cancel window advanced 1 frame, On-hit cancel window into Air Down Attack delayed 6 frames, On-whiff cancel window advanced 15 frames; now matches on-whiff cancel into Air Side Attack 2, Hitbox size reduced so the attack is less likely to hit behind Finn (first hit) ・On-hit cancel window delayed 8 frames ・Hitbox size reduced so the attack is less likely to hit behind Finn (second hit) |
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1.3.4 | ・On-whiff cancel window into second hit of Flying Sword Moves! advanced 6 frames ・On-whiff cancel window into attacks other than second hit of Flying Sword Moves! delayed 9 frames |
1.3.3 | ・Now more consistently combos into second hit of Flying Sword Moves! |
1.3.0 | ・Now maintains more momentum during attack start-up ・Now allows fast fall during attack start-up |
1.3.3 | ・On-hit cancel window advanced 10 frames |
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1.3.0 | ・Now maintains more momentum during attack start-up |
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1.4.0 | ・Start-up window increased 2 frames ・Hitbox active duration increased 2 frames ・Ally shockwave now always spawns when high-fiving an ally ・Now limits fall speed during attack recovery ・Hitbox size reduced so the attack is less likely to hit behind Finn, Now breaks armor (BMO) |
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1.3.3 | ・Maximum charge time reduced to 1.25 seconds from 1.5 seconds |
1.3.0 | ・Now ignores player collisions during movement; this should fix issues where Finn would get stuck next to enemies without hitting them (With BMO) |
1.2.2 | ・Maximum charge time reduced to 1.25 seconds from 4.0 seconds |
1.4.0 | ・Now no longer automatically tracks towards nearest enemy or enemy projectile ・Now no longer has an active hitbox while Finn is dashing ・Finn can now intentionally angle his side special dash up or down ・Attack can now be charged, reducing minimum start-up window until movement by 8 frames ・Sweetspot hitbox added to Finn’s sword tip |
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1.4.0 | ・Knockback increased to 1300 from 1100 ・Knockback scaling increased to 14 from 10 ・Knockback angle made more horizontal ・On-hit cancel window delayed 10 frames ・On-whiff cancel window delayed 8 frames ・Hitbox size adjusted to better match visuals ・Now maintains more momentum during attack |
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1.3.0 | ・Now maintains less momentum when executed after dodging off of a platform ledge to prevent a bug that was causing unintentional “extreme” travel speed (It’s still fast) |
1.3.0 | ・First hit now more consistently combos into second hit |
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1.4.0 | ・Knockback angle made more horizontal ・Hitstun reduced ・Knockback influence multiplier increased to 1.15 from 1.0 |
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1.3.3 | ・Knockback reduced to 2450 from 2650 |
1.3.0 | ・Now maintains more momentum during attack start-up ・Now allows fast fall during attack start-up ・Repeat-move lockout increased to 20 frames from 8 frames |
1.2.2 | ・No longer launches Finn forward on-hit; cooldown removed |
1.4.0 | ・Uncharged knockback reduced to 1100 from 1350 ・Finn now launches himself to one height, regardless of charge |
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1.2.2 | ・Maximum charge time reduced to 1.25 seconds from 1.5 seconds ・Uncharged knockback scaling reduced to 15 from 20.5 ・Knockback charge multiplier increased to 1.25 from 1.0 |
1.2.2 | ・Maximum charge time reduced to 1.5 seconds from 4.0 seconds ・On-whiff cancel window delayed 6 frames |
1.1.5 | ・Knockback scaling to 20.5 from 19.5 |
1.2.2 | ・Boots of Speed buff duration increased to 25 seconds from 10 seconds |
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1.4.0 | ・Animation and attack properties have been updated, hitbox size adjusted to match new visuals (first hit) ・Animation and attack properties have been updated, hitbox size adjusted to match new visuals (second hit) ・Damage increased to 6 from 5.5, Knockback reduced to 1750 from 1900, Knockback scaling reduced to 16 from 18, Knockback angle made more horizontal, Hitstun increased (third hit) |
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1.3.3 | ・Maximum charge time reduced to 1.25 seconds from 1.5 seconds |
1.2.2 | ・Maximum charge time reduced to 1.5 seconds from 4.0 seconds ・On-whiff cancel window delayed 6 frames |
Finn | |
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Type: Assassin Fighting Style: Horizontal Difficulty: Recommended Cost: 1000 Gleamium or 3000 Fighter Currency Default Tags: Animated, Human, Heroic |
Strengths | Weaknesses |
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✔︎ Actively rewarded for aggressive Assassin-type gameplay through the benefits of Coins gained from his passive ability.
✔︎ An active counter to Mages or any projectile-reliant character thanks to his blocks and parries. ✔︎ Capable of closing distance and continuing combos easily, thanks to his multi-hit attacks and his air side special. ✔︎ Easy armor breaks thanks to his air neutral attack. |
✖︎ Takes time to accumulate coins and reach maximum potential.
✖︎ Slight learning curve to time his parry properly. |
Hailing from the Land of Ooo, Finn is an Assassin that thrives in starting fights thanks to his passive which allows him to increase the damage from his backpack attacks. He also works great when playing with an ally as he can effectively block projectiles attacks from enemies.
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
Chop! |
Effect: Charge Charge a forward chop. |
Can be used on its own or as a combo finisher especially when the opponent's damage is within knockout ranges. |
Side (Side (Hold) + Attack) |
Slam-A-Pack! |
Finn front flips forward then slams his backpack in front of him. The more Coins he has, the stronger this attack becomes. | A good knockout move only if you have enough coins for it. |
Side (Side + Attack) |
The Sword Stuff! |
Effect: Charge, Combo Charge a stab that combos into a series of swipes. |
This serves as the base of most of Finn's combos and can be used for mix-ins either in the middle of the second slash or to create horizontal follow-up opportunities with the third slash. |
Up (Up + Attack) |
Slasher! |
Charge an upward slash that launches Finn. | Take advantage of the arc of the slash to catch falling opponents or launch and juggle opponents a bit more in the air. |
Down (Down + Attack) |
Down-Stab! |
Effect: Breaks Armor Charge a plunging stab downward that Breaks Armor. |
A good way to break armor mid-combo or to initiate a mid-air juggle. |
Neutral (Neutral + Special) |
High Five, Dude! |
Effect: Charge, Reflect Finn Charges and delivers a powerful high five attack that Reflects Projectiles. When Finn high fives an ally, he releases a large blast Projectile around himself, if the attack Charge is high enough. |
Time this correctly to return projectiles or to create a zoning blast around yourself if you are with a teammate. |
Side (Side + Special) |
Get Skronked! |
Effect: Block Finn rushes forward shoulder first, creating a barrier that blocks Projectiles. If the attack successfully blocks a Projectile, he can act again immediately. |
Used in very specific horizontal combos, but should only be considered for mid-close range as it does not cover as much distance as you would expect. However, it is good for closing distance protected against project-reliant foes. |
Up (Up + Special) |
Backpack Attack! |
Effect: Vacuum Finn spins his backpack around, repeatedly hitting enemies who are caught in its vacuum. The more Coins Finn has, the stronger his final hit is, but he will drop Coins on a successful hit. |
This is Finn's most effective finisher or knockout move due to its multiple hits to catch opponents before hitting them with the final swing, so long as you have enough Coins to max its power. |
Down (Down + Special) |
Sweet Deals! |
Effect: Hasten, Shield Finn shops for goods using his Coins. He can buy Boots of Speed, granting Hasten to increase his team's movement speed, Armored Buns to give his team a projectile shield for a limited time, or BMO. With BMO, Finn will do a BMO chop instead of a high five. BMO utilizes the high five charge meter as well. |
Choose what to buy depending on if you want to be faster and more aggressive with combos using the Boots, to close distance on Mage opponents using the Armored Buns, or to punish aggressive opponents with a well-timed parry from BMO. |
Most of Finn's ground moves can be charged up, providing him with even more damage than he would normally deal. Sweet Deals! lets Finn choose from a few items that he can use in battle, which each one providing him with a unique effect.
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
Slam-Bam-In-A-Can! |
Effect: Breaks Armor A kick that Breaks Armor. Finn will dash behind the enemies he kicks. |
A quick way to break armor in order to initiate most combos. |
Side (Side + Attack) |
Flying Sword Moves! |
Effect: Combo, Charge A combo of 2 forward sword slashes. The second attack can be Charged. |
The two slashes of this attack make it an excellent tool for juggling and mid-air combos with plenty of time to mix in finishers or other attacks. |
Up (Up + Attack) |
Sky Punch! |
An upward punch. | A fast punch that can be mixed in to air side attack combos to raise the opponent up slightly for other attacks. |
Down (Down + Attack) |
Ground Chop! |
A downward chop. | Mostly used as a mid-air finisher once Finn and the opponent are past the edge of the ground. |
Neutral (Neutral + Special) |
High Five, Dude! |
Effect: Charge, Reflect Same as ground. |
Time this correctly to return projectiles or to create a zoning blast around yourself if you are with a teammate. |
Side (Side + Special) |
Mathematical Air Dash! |
Effect: Block, Sweetspot Finn does a dashing sword swing that targets and destroys Projectiles. The hit has a sweetspot at the end of the move. If Finn dashes toward a fighter he moves further and does more damage. |
A better alternative to the ground side special due to its reach, and its tracking can actually go diagonal making very effective for mid-air combo follow-ups. |
Up (Up + Special) |
Soaring Backpack Attack! |
Effect: Vacuum Similar to ground, but Finn shoots upward during the attack. |
Same as ground, but is especially more effective in the air where many characters have less maneuverability options and are more susceptible to get hit at any point during your swings. |
Down (Down + Special) |
Algebraic Stomp! |
Finn stops on his backpack, sending himself and his enemies upward. The more Coins he has, the more height he gets. | Mostly for use to interrupt a combo and slightly extend your own airtime, though it might be a waste of Coins. |
For Finn's aerial moves, you can use his aerial down attack or up attack to attempt for a ringout as these can be surprisingly powerful. You can use his aerial down special to disrupt any enemy combos at the expense of some Coins.
Passive | Effect |
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Fat Stacks! | Finn uses Coins to boost his backpack attacks. When Finn hits enemies, the enemies drop a Coin. Finn and his allies can pick up the Coin and increase Finn's Coin count. Finn can move while charging attacks on the ground, but his attacks only gain power if he moves. His Grounded Neutral Special attack charges whenever he moves, even if he is not attacking. When allies pick a Coin up, they get +1 damage on their next attack. This effect is limited to 5 stacks. |
Finn's passive allows him to increase the damage from his backpack attacks by collecting coins from fighting. This also works with allies as they can pick up coins to inflict extra damage up to 5 stacks.
Perk and Rating | Description | Explanation |
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★★★★★ Backpack Strength |
Finn's backpack attacks deal more damage and knockback based on the coins he's holding, but he also loses more coins when he attacks with his backpack. | As Finn is constantly going to be poking and attacking enemies, you should already be aiming to constantly generate and save up Coins for him before buying items or unleashing his backpack attacks. The increased damage and knockback simply further incentivize and reward you for pushing and constantly attacking. |
★★★☆☆ Going Out of Business |
All the items in Finn's shops are discounted by 200 gold for 10 seconds after Finn's ally is rung out. The discount is also active after Finn reaches 100 damage. | While the condition of this is drastic, this perk can come handy in a pinch to turn yourself into more of a solo carry for the remainder of the fight, especially for a cheaper shield for that extra layer of survivability. |
★★★☆☆ Well Rounded |
You receive a 5% boost to damage dealt and defense. | A universal signature perk that provides a small stat boost, but will not necessarily take advantage of the unique abilities of a character. |
Perk and Rating | Description | Explanation |
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★★★★☆ Sturdy Dodger |
Your team gains armor for 1 second after parrying a projectile. If your teammate also selects this perk, the armor duration is doubled. |
If you are going against Mage characters and have mastered parrying, this perk will render them useless against your team's attack as you advance forward. |
★★★☆☆ Press the Advantage |
Your team applies a stack of weakened when knocking back enemies that are above 125 damage. If your teammate also selects this perk, weakened is applived above 110 damage instead. |
While the damage threshold is high, Finn's aggressive playstyle can somewhat make the distance in order to take advantage of the perk, especially as Finn himself has no inherent way to debuff enemies. |
★★★☆☆ Protective Momentum |
Your team gains a projectile shield after running on the ground in the same direction for at least 0.5 seconds. If your teammate also selects this perk, the projectile shield activates faster. |
This perk is slightly redundant given Finn already has so many anti-projectile options that can even actively reflect them, but an extra layer of protection to nullify opponent Mages' that also benefits the team is still a plus. |
Perk and Rating | Description | Explanation |
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★★★★☆ 2 Fast 2 Block |
Your dash attacks break armor. | Finn will be doing dash attacks consistently to close distance, so this is a good perk to have just in case you are going against opponents that like to armor up, as dash attacks are a natural part of many of Finn's combos. |
Perk and Rating | Description | Explanation |
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★★★★★ Pugilist |
Your melee attacks deal increased damage. | As Finn's sole true damage source is melee damage, this is an unquestionable buff to his entire kit and will buff every action taken with him no matter the opponent. |
Aerial Down + Attack ► Up + Attack ► Aerial Neutral + Attack ► Aerial Side + Attack x1 ► Aerial Up + Special |
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This combo lets you juggle an opponent until you can throw them off the stage barrier and land a KO by the corner of the arena's edges. It is recommended to use this combo at opponents with high damage as Soaring Backpack can send them flying, and to also accumulate coins for maximum backpack knockout potential!
Side + Attack x1 ► Down + Attack ► Side + Attack x2 ► Up + Attack ► Aerial Side + Attack x1 ► Aerial Neutral + Attack ► Aerial Side + Special |
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This ground to aerial combo uses Finn's armor-breaking Down + Attack early on both to break through enemy defenses and to start the actual juggling of the opponent, with the potential to reach up to 50 damage upon hitting everything in the combo. This combo is especially useful when facing characters with Armor such as Superman.
The two aerial attacks come out very quickly and the second attack can be charged, making this a good move to start or finish an aerial combo.
Not only does this attack break armor, but its power and multi-hit nature can potentially ring out even grounded enemies.
The Ability to reflect projectiles while attacking is very useful, and this attack can ring out opponents if it is charged.
As a melee character, Finn already prefers aggressive close quarters fights, and this is further incentivized by the Coins that he earns being able to both bolster his backpack attacks and buff him with items using his ground down special. Prioritize poking enemies as much as possible to accumulate Coins, and make sure to save them for either items or for combo finishers that are sure to knockout the opponent.
Finn's kit is tailor-made to seeking out squishy opponents that would prefer to stay to a distance, only for you to parry and protect against all of their projectiles and slap them with your backpack. Take advantage of Finn's abilities and items that either block or reflect projectiles to close the gap and unleash killer combos.
Baseball Finn
(Epic) Tags: Animated, Human, Heroic 1500 Gleamium |
Batman 85th Finn
(Uncommon) Tags: Human, Heroic, Animated 500 Gleamium |
Circuit Drone Finn
(Uncommon) Tags: Villainous, Animated, Non-Human 500 Gleamium |
Dia de Muertos Finn
(Uncommon) Tags: Human, Undead, Halloween, Dia de Muertos 500 Gleamium |
Dr. Finn
(Rare) Tags: Animated, Human, Heroic 800 Gleamium |
Fern
(Legendary) Tags: Animated, Human, Non-Human, Heroic 2000 Gleamium |
Matrox Code Finn
(Uncommon) Tags: Non-Human, Heroic 500 Gleamium |
MultiVersus Tooniverse Finn Skin
(Uncommon) Tags: Human, Heroic 500 Gleamium |
MultiVersus Ugly Sweater Finn
(Rare) Tags: Animated, Human, Heroic 800 Gleamium |
Pajama Finn
(Uncommon) Tags: Animated, Human, Heroic 500 Gleamium |
Pajama Finn
(Uncommon) Tags: Animated, Human, Heroic 500 Gleamium |
Prince Hotbod
(Rare) Tags: Animated, Human, Heroic Level 57 of Season 2 Battlepass |
Shark Hat Finn
(Uncommon) Tags: Animated, Human, Heroic 500 Gleamium |
Snow Suit Finn
(Rare) Tags: Animated, Human, Heroic 800 Gleamium |
Full Name | Finn Mertens | First Appearance | Adventure Time (January 2007) |
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Voice Actor | Jeremy Shada |
(Mostly) the last human from the Land of Ooo, Finn is a young warrior who has spent most of his life doing quests and helping the forces of good in their never-ending battle against anything and everything evil. With his sword, limitless imagination, and best friend/adopted brother Jake the Dog, there’s no villain he can’t defeat. When he’s not slaying evil, he loves just chilling and playing some video games with BMO.
List of Characters: Fighter Roster
Current Roster | |||
---|---|---|---|
Agent Smith | Arya Stark | Batman | Banana Guard |
Beetlejuice | Black Adam | Bugs Bunny | Finn |
Garnet | Gizmo | Harley Quinn | Iron Giant |
Jake | Jason | Joker | LeBron |
Marvin the Martian | Morty | Nubia | Powerpuff Girls |
Raven | Reindog | Rick | Samurai Jack |
Shaggy | Steven Universe | Stripe | Superman |
Taz | Tom and Jerry | Velma | Wonder Woman |
Upcoming Fighters | |||
Marceline |
Finn Guide: Best Combos and Perks
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