★ Beginner's Guide and Advanced Tips and Tricks
★ The First Descendant Roadmap
★ Season 1 | New Update
★ New Characters: Hailey and Ultimate Freyna
☆ Season Guides: Battle Pass | Invasion Guide | ETA-0
☆ New Void Interception: Death Stalker
☆ New Weapon: Frost Watcher
Lethal Finish is a General Rounds module in The First Descendant. Read on to learn how to get Lethal Finish, its effects, and more!
Agna Desert (Hard) - Caligo Ossuary Mission Monster |
Agna Desert (Hard) - Storage: Vulgus Strategic Outpost Complete |
Agna Desert (Hard) - The Asylum Mission Monster |
Agna Desert (Normal) - Abandoned Reconstruction Site Mission Monster |
Agna Desert (Normal) - Baggage Transport Base Mission Monster |
Agna Desert (Normal) - Caligo Ossuary Mission Monster |
Agna Desert (Normal) - Commanding Ground Mission Monster |
Agna Desert (Normal) - Excavation Team Directional Radar Mission Monster |
Agna Desert (Normal) - Heavy Equipment Entry Path Mission Monster |
Agna Desert (Normal) - Kuiper Depot Mission Monster |
Agna Desert (Normal) - Miragestone: Vulgus Strategic Outpost Mission Monster |
Agna Desert (Normal) - Ossuary Mission Monster |
Agna Desert (Normal) - Outpost Workshop Mission Monster |
Agna Desert (Normal) - Previous Construct Team Quarters Mission Monster |
Agna Desert (Normal) - Red Sphere Mission Monster |
Agna Desert (Normal) - Rock Cave Base Mission Monster |
Agna Desert (Normal) - Storage: Vulgus Strategic Outpost Mission Monster |
Agna Desert (Normal) - Surveillance Location Mission Monster |
Agna Desert (Normal) - The Asylum Mission Monster |
Agna Desert (Normal) - Vermillion Waste: Vulgus Strategic Outpost Mission Monster |
Agna Desert (Normal) - Void Fusion Reactor - Agna Desert Miragestone Deposit Mission Monster |
Agna Desert (Normal) - Void Fusion Reactor - Agna Desert The Storage Mission Monster |
Agna Desert (Normal) - Void Fusion Reactor - Agna Desert Vermillion Waste Mission monster |
Agna Desert (Normal) Storage: Vulgus Strategic Outpost Complete |
Fortress (Hard) - Frozen Shipyard Complete |
Fortress (Hard) - Heart of the Fortress Mission Monster |
Fortress (Hard) - Quarantine Zone Mission Monster |
Fortress (Normal) - Central Control Unit Mission Monster |
Fortress (Normal) - Command Relay Mission Monster |
Fortress (Normal) - Convertor Facility: Vulgus Strategic Outpost Mission Monster |
Fortress (Normal) - Defense Line: Vulgus Strategic Outpost Mission Monster |
Fortress (Normal) - Destroyed Base Mission Monster |
Fortress (Normal) - Explosive Debris Mission Monster |
Fortress (Normal) - Fortress Command Entrance Mission Monster |
Fortress (Normal) - Frozen Shipyard Complete |
Fortress (Normal) - Frozen Shipyard Mission Monster |
Fortress (Normal) - Frozen Valley: Vulgus Strategic Outpost Mission Monster |
Fortress (Normal) - Gate System Control Network Mission Monster |
Fortress (Normal) - Giant Hangar Mission Monster |
Fortress (Normal) - Heart of the Fortress Mission Monster |
Fortress (Normal) - High-thermal Source Detected Zone Mission Monster |
Fortress (Normal) - Munitions Loading Dock Mission Monster |
Fortress (Normal) - Quarantine Zone Mission Monster |
Fortress (Normal) - Ship Charging Facility Mission Monster |
Fortress (Normal) - Snowy Heights Mission Monster |
Fortress (Normal) - Void Fusion Reactor - Fortress Defense Line Mission Monster |
Fortress (Normal) - Void Fusion Reactor - Fortress Fallen Ark Mission Monster |
Fortress (Normal) - Void Fusion Reactor - Fortress Frozen Valley Mission Monster |
Intercept Battle: (Hard) Swamp Walker |
Legend |
---|
・Mission Monster - Any of the enemies encountered in the mission can drop the module. ・Complete - The module can be received after completing the mission. ・Amorphous Material Pattern: XXX Required - Choose the Amorphous Material Pattern after defeating the Colossi in an Intercept Battle. ・Descendant Required - Open the Encrypted Vault using the required descendant. ・Intercept Battle - Defeat the indicated Void Intercept Boss. |
Lethal Finish Basic Info | |||
---|---|---|---|
Lethal Finish | Capacity | 6 | |
Socket | Almandine | ||
Class | General Rounds |
||
Effects | |||
When firing a firearm, ammo with an additional + X% Critical Hit Rate is fired (Cooldown Xs). When defeating an enemy with the enhanced bullets, module cooldown is -Xs. However, the firearm's base Weak Point DMG is fixed at X%. |
Lvl | Effect | Capacity | Kuiper Shard | Gold |
---|---|---|---|---|
0 | When firing a firearm, ammo with an additional +30% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10s. However, the firearm's base Weak Point DMG is fixed at 100%. | 6 | - | - |
1 | When firing a firearm, ammo with an additional +30.6% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10.2s. However, the firearm's base Weak Point DMG is fixed at 100%. | 7 | 900 | 9000 |
2 | When firing a firearm, ammo with an additional +31.4% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10.5s. However, the firearm's base Weak Point DMG is fixed at 100%. | 8 | 2700 | 27000 |
3 | When firing a firearm, ammo with an additional +32.5% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -10.7s. However, the firearm's base Weak Point DMG is fixed at 100%. | 9 | 6000 | 60000 |
4 | When firing a firearm, ammo with an additional +34.2% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11s. However, the firearm's base Weak Point DMG is fixed at 100%. | 10 | 12000 | 120000 |
5 | When firing a firearm, ammo with an additional +36.5% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.2s. However, the firearm's base Weak Point DMG is fixed at 100%. | 11 | 22000 | 220000 |
6 | When firing a firearm, ammo with an additional +39.3% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.4s. However, the firearm's base Weak Point DMG is fixed at 100%. | 12 | 39300 | 393000 |
7 | When firing a firearm, ammo with an additional +43% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.7s. However, the firearm's base Weak Point DMG is fixed at 100%. | 13 | 67800 | 678000 |
8 | When firing a firearm, ammo with an additional +47.5% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -11.9s. However, the firearm's base Weak Point DMG is fixed at 100%. | 14 | 114300 | 1143000 |
9 | When firing a firearm, ammo with an additional +53.2% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -12.2s. However, the firearm's base Weak Point DMG is fixed at 100%. | 15 | 189300 | 1893000 |
10 | When firing a firearm, ammo with an additional +60% Critical Hit Rate is fired (Cooldown 15s). When defeating an enemy with the enhanced bullets, module cooldown is -12.4s. However, the firearm's base Weak Point DMG is fixed at 100%. | 16 | 309300 | 3093000 |
Descendant Modules | Weapon Modules |
Lethal Finish Module (General Rounds)
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